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Recon long jump parity #903

@Agiel

Description

@Agiel

Build Info

v11.0-prealpha

Description

The recon boost jump currently has a few differences from OGNT. Some minor and some that could have major consequences to recon meta.

To Reproduce

Hold sprint and jump with > 45 aux while pressing different combinations of WASD.

Expected behavior

Here's a description of the OGNT behavior:

The boost jump is always initiated when sprinting and you have enough aux. However, this doesn't mean you can boost sideways. The added velocity is calculated as forwardView * forwardMove, where forwardMove is your current max speed (229.5 with the fastest guns) when holding W/S, max speed / sqrt(2) if you're also holding A/D, and 0 if you're only holding A/D.

The fact that it drains aux without giving a boost has an effect on bhopping (where you're usually only holding A/D), because in return for extra air control you use up aux, unless you're really skilled and release sprint before each jump.

Actual behavior

In NT;RE you currently only boost jump when holding W/S and the velocity added is a flat 250. This means you get no loss in boost when moving diagonally, and when bhopping you can hold sprint without having to worry about draining aux at all.

To allow aux draining for parkour a special case is added where if you hold both W and S you use up aux without getting a boost.

Operating System

  • Windows
  • Linux

Version/Distro

10

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    Bug ReportBug Reports made through the "Report Issue" interface in GitHub.MovementMovement mechanics such as sprinthops, bhopping, movement speeds, etc.

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