Sign in with
Sign up | Sign in
Your question

SS and SJ, works together?

Last response: in Video Games
Share
Anonymous
March 15, 2005 4:29:24 PM

Archived from groups: alt.games.coh (More info?)

When using superjump and superspeed, does the forward momentum from SS carry
over to SJ?

More about : works

Anonymous
March 15, 2005 8:05:23 PM

Archived from groups: alt.games.coh (More info?)

"Rom Gin" <romulator@adelphia.net> looked up from reading the entrails
of the porn spammer to utter "The Augury is good, the signs say:

>When using superjump and superspeed, does the forward momentum from SS carry
>over to SJ?

Yes.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
Anonymous
March 16, 2005 3:16:43 AM

Archived from groups: alt.games.coh (More info?)

On Tue, 15 Mar 2005 13:29:24 -0800, "Rom Gin" <romulator@adelphia.net>
wrote:

>When using superjump and superspeed, does the forward momentum from SS carry
>over to SJ?
>

Doesnt need to, SJ has its own forward momentum that is as fast.
Related resources
Anonymous
March 16, 2005 4:20:03 AM

Archived from groups: alt.games.coh (More info?)

Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
>> When using superjump and superspeed, does the forward momentum from SS
>> carry over to SJ?

> Doesnt need to, SJ has its own forward momentum that is as fast.

How does SJ do in indoor missions - does it just have horizontal motion?

--
-= Victory Server =-
-= Shenanigunner: Level 38 Natural Tanker, Fire/SS, M =-
-= Sgt Glory B: Level 25 Tech Blaster, Electric/Energy, F =-
-= Mean Mr Mustard: Level 8 Science Scrapper, Dark/Regen, M =-
-= Always looking for reliable teammates - look me up! =-
-= See you on HEROICA! - http://www.dgath.com/coh/ =-
-= The Keybind & Macro Guide is now available! =-
Anonymous
March 16, 2005 4:20:04 AM

Archived from groups: alt.games.coh (More info?)

"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in message
news:Xns961AB05704ABBnitropressatnitrosyn@216.168.3.44...
> Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
> >> When using superjump and superspeed, does the forward momentum from SS
> >> carry over to SJ?
>
> > Doesnt need to, SJ has its own forward momentum that is as fast.
>
> How does SJ do in indoor missions - does it just have horizontal motion?
>

Speaking of indoors, I'm curious about the height of your jump on indoor
missions. Do you end up bumping your head on the ceiling all the time?
Anonymous
March 16, 2005 4:20:04 AM

Archived from groups: alt.games.coh (More info?)

Shenanigunner <shenanigunner@NOdgathSPAM.kom> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
>>> When using superjump and superspeed, does the forward momentum from SS
>>> carry over to SJ?
>
>> Doesnt need to, SJ has its own forward momentum that is as fast.
>
>How does SJ do in indoor missions - does it just have horizontal motion?

If you have good ceiling height like in most warehouses - no problem.
Those low corridors though it's not very good in.
You just have to get used to not holding the spacebar so you make little
jumps - with practice you can get fairly good distance for those little
hops.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
Anonymous
March 16, 2005 7:57:02 AM

Archived from groups: alt.games.coh (More info?)

On Tue, 15 Mar 2005 17:32:15 -0800, "Rom Gin" <romulator@adelphia.net>
wrote:

>
>"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in message
>news:Xns961AB05704ABBnitropressatnitrosyn@216.168.3.44...
>> Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
>> >> When using superjump and superspeed, does the forward momentum from SS
>> >> carry over to SJ?
>>
>> > Doesnt need to, SJ has its own forward momentum that is as fast.
>>
>> How does SJ do in indoor missions - does it just have horizontal motion?
>>
>
>Speaking of indoors, I'm curious about the height of your jump on indoor
>missions. Do you end up bumping your head on the ceiling all the time?
>
SJ has a very nice horizontal speed even if you do hit the ceiling.
The main problem with using it in indoor missions is hitting things
like light fixtures, beams, etc. It's actually kind of comical -- it
feels so cool to use SJ indoors to leap across huge rooms... until you
get yourself wedged between a light fixture and the ceiling. Then you
just feel stupid.

Still, I have less problem using it indoors than I have using SS
indoors (where I always get stuck in doorways, and even low obstacles
can cause you serious problems when using it to make an escape.

-Graham
Anonymous
March 16, 2005 4:04:28 PM

Archived from groups: alt.games.coh (More info?)

On Tue, 15 Mar 2005 17:32:15 -0800, "Rom Gin" <romulator@adelphia.net>
wrote:

>
>"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in message
>news:Xns961AB05704ABBnitropressatnitrosyn@216.168.3.44...
>> Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
>> >> When using superjump and superspeed, does the forward momentum from SS
>> >> carry over to SJ?
>>
>> > Doesnt need to, SJ has its own forward momentum that is as fast.
>>
>> How does SJ do in indoor missions - does it just have horizontal motion?
>>
>
>Speaking of indoors, I'm curious about the height of your jump on indoor
>missions. Do you end up bumping your head on the ceiling all the time?
>
Most people with SJ also have CJ, and since the two are mutually
exclusive, you turn CJ on for the extra defence when entering a mission.
Of course, the height of the jump depends on how long you hold down the
jump key as well as which power you have active - it's quite possible
for someone with SJ to just zoom along a little above ground level with
a bit of practice, but this isn't usually any faster than jumping to the
full height allowed.
Anonymous
March 16, 2005 4:04:29 PM

Archived from groups: alt.games.coh (More info?)

On Wed, 16 Mar 2005 13:04:28 +1100, Greg Johnson <greg.gsj@gmail.com>
wrote:

>Most people with SJ also have CJ, and since the two are mutually
>exclusive, you turn CJ on for the extra defence when entering a mission.
>Of course, the height of the jump depends on how long you hold down the
>jump key as well as which power you have active - it's quite possible
>for someone with SJ to just zoom along a little above ground level with
>a bit of practice, but this isn't usually any faster than jumping to the
>full height allowed.

Actually, from just observation, it seems that the higher the jump,
the faster your overall speed. I'm quite certain that with a pair of
jump SO's in SJ, I was moving faster than I was unenhanced. I think
that, as long as the momentum is the same, the longer the arc is, the
faster you cover the same ground distance.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Hey, everyone else is doing it. Free iPod:
http://www.freeiPods.com/?r=15728814
March 16, 2005 4:54:44 PM

Archived from groups: alt.games.coh (More info?)

Thus spake Xocyll <Xocyll@kingston.net>, Tue, 15 Mar 2005 17:05:23 -0500,
Anno Domini:

>"Rom Gin" <romulator@adelphia.net> looked up from reading the entrails
>of the porn spammer to utter "The Augury is good, the signs say:
>
>>When using superjump and superspeed, does the forward momentum from SS carry
>>over to SJ?
>
>Yes.
>
>Xocyll

As I said in the other thread - awesome combo! :)  I needed Hasten for my
blaster anyway & could certainly use CJ & Acro - why not I said? Glad I did!

--
No matter how many times you save the world, it always manages to get back in jeopardy again.
Sometimes I just want it to stay saved! You know, for a little bit?
I feel like the maid; "I just cleaned up this mess! Can we keep it clean for... for ten minutes!"

Replace 'spamfree' with the other word for 'maze' to reply via email.
Anonymous
March 16, 2005 5:01:27 PM

Archived from groups: alt.games.coh (More info?)

In article <0q4f31pcut8ja49u0d9css1ds308cmldo8@4ax.com>, Greg Johnson wrote:
> On Tue, 15 Mar 2005 17:32:15 -0800, "Rom Gin" <romulator@adelphia.net>
> wrote:
>
>>
>>"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in message
>>news:Xns961AB05704ABBnitropressatnitrosyn@216.168.3.44...
>>> Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
>>> >> When using superjump and superspeed, does the forward momentum from SS
>>> >> carry over to SJ?
>>>
>>> > Doesnt need to, SJ has its own forward momentum that is as fast.
>>>
>>> How does SJ do in indoor missions - does it just have horizontal motion?
>>>
>>
>>Speaking of indoors, I'm curious about the height of your jump on indoor
>>missions. Do you end up bumping your head on the ceiling all the time?
>>
> Most people with SJ also have CJ, and since the two are
> mutually exclusive, you turn CJ on for the extra defence when
> entering a mission. Of course, the height of the jump depends
> on how long you hold down the jump key as well as which power
> you have active - it's quite possible for someone with SJ to
> just zoom along a little above ground level with a bit of
> practice, but this isn't usually any faster than jumping to the
> full height allowed.

Plus, Super Leap's endurance drain isn't really combat friendly.

--
Neil Cerutti
Eddie Robinson is about one word: winning and losing. --Eddie
Robinson's agent Paul Collier
March 16, 2005 6:19:08 PM

Archived from groups: alt.games.coh (More info?)

"Rom Gin" <romulator@adelphia.net> wrote in message
news:D 82dnc_eIPwrzqrfRVn-pQ@adelphia.com...
> When using superjump and superspeed, does the forward momentum from SS
carry
> over to SJ?

SS does "not" increase the speed or distance of SJ, it is however nice to
have.

Dave
March 16, 2005 6:22:10 PM

Archived from groups: alt.games.coh (More info?)

"Neil Cerutti" <neil.cerutti@tds.net> wrote in message
news:39qshnF63g2pbU8@individual.net...
> In article <0q4f31pcut8ja49u0d9css1ds308cmldo8@4ax.com>, Greg Johnson
wrote:
> > On Tue, 15 Mar 2005 17:32:15 -0800, "Rom Gin" <romulator@adelphia.net>
> > wrote:
> >
> >>
> >>"Shenanigunner" <shenanigunner@NOdgathSPAM.kom> wrote in message
> >>news:Xns961AB05704ABBnitropressatnitrosyn@216.168.3.44...
> >>> Quantum Tarantino <QuantumTarantino@Gmail.com> wrote:
> >>> >> When using superjump and superspeed, does the forward momentum from
SS
> >>> >> carry over to SJ?
> >>>
> >>> > Doesnt need to, SJ has its own forward momentum that is as fast.
> >>>
> >>> How does SJ do in indoor missions - does it just have horizontal
motion?
> >>>
> >>
> >>Speaking of indoors, I'm curious about the height of your jump on indoor
> >>missions. Do you end up bumping your head on the ceiling all the time?
> >>
> > Most people with SJ also have CJ, and since the two are
> > mutually exclusive, you turn CJ on for the extra defence when
> > entering a mission. Of course, the height of the jump depends
> > on how long you hold down the jump key as well as which power
> > you have active - it's quite possible for someone with SJ to
> > just zoom along a little above ground level with a bit of
> > practice, but this isn't usually any faster than jumping to the
> > full height allowed.
>
> Plus, Super Leap's endurance drain isn't really combat friendly.

Super Jump expends very little endurance...

Dave
Anonymous
March 16, 2005 6:27:18 PM

Archived from groups: alt.games.coh (More info?)

Mulligan wrote:

>> > Most people with SJ also have CJ, and since the two are
>> > mutually exclusive, you turn CJ on for the extra defence when
>> > entering a mission. Of course, the height of the jump depends
>> > on how long you hold down the jump key as well as which power
>> > you have active - it's quite possible for someone with SJ to
>> > just zoom along a little above ground level with a bit of
>> > practice, but this isn't usually any faster than jumping to the
>> > full height allowed.
>>
>> Plus, Super Leap's endurance drain isn't really combat friendly.
>
> Super Jump expends very little endurance...

It's 0.54 eps vs Combat Jumpings 0.08 eps.
That can make a real difference.

Of course, SS is a similar cost to Combat Jumping but that tends to get
an EndRdx while SJ gets a Jump enh.

--
| Victory Server: |
| Bex - Level 34 Blaster (Assault Rifle/Devices) |
| Brother Grim - Level 32 Scrapper (Broadsword/Regeneration) |
| Amaryll - Level 19 Defender (Empathy/Radiation) |
| Gravometric - Level 18 Controller (Gravity/Radiation) |
March 17, 2005 9:48:27 AM

Archived from groups: alt.games.coh (More info?)

Thus spake John Parkinson <jp--usenet--spam--trap@destiny.org.uk>, 16 Mar
2005 15:27:18 GMT, Anno Domini:

>Mulligan wrote:
>
>>> > Most people with SJ also have CJ, and since the two are
>>> > mutually exclusive, you turn CJ on for the extra defence when
>>> > entering a mission. Of course, the height of the jump depends
>>> > on how long you hold down the jump key as well as which power
>>> > you have active - it's quite possible for someone with SJ to
>>> > just zoom along a little above ground level with a bit of
>>> > practice, but this isn't usually any faster than jumping to the
>>> > full height allowed.
>>>
>>> Plus, Super Leap's endurance drain isn't really combat friendly.
>>
>> Super Jump expends very little endurance...
>
>It's 0.54 eps vs Combat Jumpings 0.08 eps.
>That can make a real difference.
>
>Of course, SS is a similar cost to Combat Jumping but that tends to get
>an EndRdx while SJ gets a Jump enh.

No way - 1 SO each for SS/SJ on my blaster - he flies! :) 

--
No matter how many times you save the world, it always manages to get back in jeopardy again.
Sometimes I just want it to stay saved! You know, for a little bit?
I feel like the maid; "I just cleaned up this mess! Can we keep it clean for... for ten minutes!"

Replace 'spamfree' with the other word for 'maze' to reply via email.
March 17, 2005 3:13:43 PM

Archived from groups: alt.games.coh (More info?)

"Dark Tyger" <darktiger@somewhere.net> wrote

> Actually, from just observation, it seems that the higher the jump,
> the faster your overall speed. I'm quite certain that with a pair of
> jump SO's in SJ, I was moving faster than I was unenhanced. I think
> that, as long as the momentum is the same, the longer the arc is, the
> faster you cover the same ground distance.


Another thing I've found about SJ, is that it helps against falling damage.

Being a 31 tank, I decided recently to climb a building as far as I could
(to the "ceiling", and jump off to see what damage I took. I did it twice,
once with SJ off, and again with it on. I took significantly less damage
when I had SJ turned "on".

My guess is that having SJ on gives you your max jump height "free" when
falling, so that you don't take damage just jumping across a level area.

FirePlug
Anonymous
March 17, 2005 3:13:44 PM

Archived from groups: alt.games.coh (More info?)

On Thu, 17 Mar 2005 12:13:43 -0500, "Ingot"
<cleahy@spamstinks.iglou.com> wrote:

>
>"Dark Tyger" <darktiger@somewhere.net> wrote
>
>> Actually, from just observation, it seems that the higher the jump,
>> the faster your overall speed. I'm quite certain that with a pair of
>> jump SO's in SJ, I was moving faster than I was unenhanced. I think
>> that, as long as the momentum is the same, the longer the arc is, the
>> faster you cover the same ground distance.
>
>
>Another thing I've found about SJ, is that it helps against falling damage.
>
>Being a 31 tank, I decided recently to climb a building as far as I could
>(to the "ceiling", and jump off to see what damage I took. I did it twice,
>once with SJ off, and again with it on. I took significantly less damage
>when I had SJ turned "on".
>
>My guess is that having SJ on gives you your max jump height "free" when
>falling, so that you don't take damage just jumping across a level area.

I haven't noticed that. I'd fallen MUCH below my max jump height and
taken damage before. I'd suggest doing that experiment a few more
times, the damage might actually have some variables...

What it is that keeps you taking damage jumping across level areas is
that you're not considered to be "falling" until you drop below the
height you were at when you started the jump.

--
Dark Tyger

Sympathy for the retailer:
http://www.actsofgord.com/index.html
"Door's to your left" -Gord
(I have no association with this site. Just thought it was funny as hell)

Hey, everyone else is doing it. Free iPod:
http://www.freeiPods.com/?r=15728814
Anonymous
March 18, 2005 12:28:24 PM

Archived from groups: alt.games.coh (More info?)

On Thu, 17 Mar 2005 12:13:43 -0500, "Ingot"
<cleahy@spamstinks.iglou.com> wrote:

>
>"Dark Tyger" <darktiger@somewhere.net> wrote
>
>> Actually, from just observation, it seems that the higher the jump,
>> the faster your overall speed. I'm quite certain that with a pair of
>> jump SO's in SJ, I was moving faster than I was unenhanced. I think
>> that, as long as the momentum is the same, the longer the arc is, the
>> faster you cover the same ground distance.
>
>
>Another thing I've found about SJ, is that it helps against falling damage.
>
>Being a 31 tank, I decided recently to climb a building as far as I could
>(to the "ceiling", and jump off to see what damage I took. I did it twice,
>once with SJ off, and again with it on. I took significantly less damage
>when I had SJ turned "on".
>
>My guess is that having SJ on gives you your max jump height "free" when
>falling, so that you don't take damage just jumping across a level area.

Yes, quite true. CJ does the same thing, in a smaller way.
March 21, 2005 6:26:40 PM

Archived from groups: alt.games.coh (More info?)

"Dark Tyger" <darktiger@somewhere.net> wrote

> I haven't noticed that. I'd fallen MUCH below my max jump height and
> taken damage before. I'd suggest doing that experiment a few more
> times, the damage might actually have some variables...
>
<snip>

Well, there's a building near to the Talos station, that has two ledges
toward the top. You can jump up the window sills to the first one, and the
second one is just on SJ up from there.

At that point you are so high that one more superjump bumps your head on the
"zone ceiling" almost immediately.

From there I've gotten almost identical results everytime I've tried. The
last one was:

Step off, SJ not activated, 456
again, 457

step off SJ activated, 396
again, 396

<shrug> You're right in that it may be much more complicated than I
thought, but having SJ activated truly seems to cut down on your damage.

FirePlug
!