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	<id>https://www.fortress-forever.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4est</id>
	<title>Fortress Forever Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Special:Contributions/4est"/>
	<updated>2026-06-20T06:03:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Devteam&amp;diff=8239</id>
		<title>Devteam</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Devteam&amp;diff=8239"/>
		<updated>2008-02-24T00:31:56Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zach &amp;quot;DarkKnightBG&amp;quot; Baharov (USA)&lt;br /&gt;
Character Animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jeff &amp;quot;Imbrifer&amp;quot; Bessmer (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brandon &amp;quot;Spewok&amp;quot; Blackwell (USA)&lt;br /&gt;
Character Textures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tommy &amp;quot;Blunkka&amp;quot; Blomqvist (FI)&lt;br /&gt;
Map and Model Textures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Christopher &amp;quot;Jiggles&amp;quot; Boylan (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gavin &amp;quot;Mirvin_Monkey&amp;quot; Bramhill (UK)&lt;br /&gt;
Programming Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dave &amp;quot;mervaka&amp;quot; Cook (UK)&lt;br /&gt;
Sound Design&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paul &amp;quot;Schtoofa&amp;quot; Corwin (USA)&lt;br /&gt;
Team Lead - Phase 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
John &amp;quot;Ginger Lord&amp;quot; Crewe (UK)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jesse &amp;quot;trepid_jesse&amp;quot; Davis (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jon &amp;quot;trepid_jon&amp;quot; Day (USA)&lt;br /&gt;
Mapper / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kelly &amp;quot;Dospac&amp;quot; Dickinson (USA)&lt;br /&gt;
Gameplay Consultation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kyle &amp;quot;PHISH&amp;quot; Erickson (USA)&lt;br /&gt;
Team Lead Phase 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin &amp;quot;FryGuy&amp;quot; Hjelden (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kenneth &amp;quot;omen&amp;quot; Jacobsen (NO)&lt;br /&gt;
Modeller&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sindre &amp;quot;Decs&amp;quot; Grønvoll (NO)&lt;br /&gt;
Art Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GoaT_RopeR&amp;quot;&lt;br /&gt;
Bot Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Michael &amp;quot;BritishTang&amp;quot; Jones (USA)&lt;br /&gt;
Sound Design&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ben &amp;quot;Rebo&amp;quot; Mapp (UK)&lt;br /&gt;
Character Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harry &amp;quot;hazza&amp;quot; Morton (UK)&lt;br /&gt;
FF Theme Song&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;eat&amp;quot; Newman (UK)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patrick &amp;quot;Mulchman&amp;quot; O&amp;#039;Leary (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paul &amp;quot;MrBeefy&amp;quot; Painter (USA)&lt;br /&gt;
Texture / Icon Artist / VOX Voice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mike &amp;quot;AfterShock&amp;quot; Parker (UK)&lt;br /&gt;
Project Lead / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mark &amp;quot;Defrag&amp;quot; Simpson (UK)&lt;br /&gt;
Map Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jeremy &amp;quot;DrEvil&amp;quot; Swigart(USA)&lt;br /&gt;
Bot Lead / Lua / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jason &amp;quot;FriedBunny&amp;quot; Wray (JAP)&lt;br /&gt;
Website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zouave&amp;quot; (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harmon &amp;quot;4est&amp;quot; Larimore  (USA)&lt;br /&gt;
Installers/Community Liaison/Gopher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Justin &amp;quot;5316&amp;quot; Greer (USA)&lt;br /&gt;
Texture Artist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contributors:&lt;br /&gt;
&lt;br /&gt;
Nick &amp;quot;Pogotron&amp;quot; Bertke - Character Voice Actor&lt;br /&gt;
&amp;quot;Bile&amp;quot; - Models&lt;br /&gt;
Leonard &amp;quot;Stranger&amp;quot; Burton - Dustbowl Music&lt;br /&gt;
Evan &amp;quot;Ghroth&amp;quot; Braa-Heidner - Sound Design&lt;br /&gt;
Niall &amp;quot;billdoor&amp;quot; FitzGibbon - Programming&lt;br /&gt;
&amp;quot;FooleyCooley&amp;quot; - Weapon Models&lt;br /&gt;
&amp;quot;geekfeststarter&amp;quot; - Bot Programming&lt;br /&gt;
&amp;quot;Hessi&amp;quot; - Jungle Textures&lt;br /&gt;
Andy &amp;quot;Innes&amp;quot; Innes - Animation&lt;br /&gt;
Katie Humphrey - VOX voice&lt;br /&gt;
Tim Kelley - VOX Recording Engineer&lt;br /&gt;
&amp;quot;kersk&amp;quot; - Programming&lt;br /&gt;
Spencer &amp;quot;voogru&amp;quot; MacDonald - Programming&lt;br /&gt;
Richard &amp;quot;KoKo5oVaR&amp;quot; Malinar - Models&lt;br /&gt;
Shane &amp;quot;Kermit&amp;quot; Mulholland - Map Attempt&lt;br /&gt;
Severin &amp;quot;sev&amp;quot; Odic - Models&lt;br /&gt;
&amp;quot;Olah&amp;quot; - Lua Programming&lt;br /&gt;
&amp;quot;Sinistar&amp;quot; - Animation&lt;br /&gt;
&amp;quot;ted_maul&amp;quot; - Programming&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd - Concept Artist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Thanks:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortress-Forever.com community&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our Beta Testers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direhit and Harm from thecatacombs.net&lt;br /&gt;
&lt;br /&gt;
The Dead Milkmen&lt;br /&gt;
&lt;br /&gt;
Team Fortress Software&lt;br /&gt;
&lt;br /&gt;
Valve Software&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defrag thanks:&lt;br /&gt;
Kaitan&lt;br /&gt;
&lt;br /&gt;
Dospac thanks:&lt;br /&gt;
My girlfriend for not killing me over working on FF at various times.&lt;br /&gt;
&lt;br /&gt;
mervaka thanks:&lt;br /&gt;
my cereal bowl and microwave.&lt;br /&gt;
&lt;br /&gt;
MrBeefy thanks:&lt;br /&gt;
Tracey, Nick Krause, and Pluto for the freetime&lt;br /&gt;
&lt;br /&gt;
Mulchman thanks:&lt;br /&gt;
Guinness, Alaskan Amber, Killians - they&amp;#039;ve all helped out at one point or another&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Devteam&amp;diff=8238</id>
		<title>Devteam</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Devteam&amp;diff=8238"/>
		<updated>2008-02-23T21:19:00Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zach &amp;quot;DarkKnightBG&amp;quot; Baharov (USA)&lt;br /&gt;
Character Animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jeff &amp;quot;Imbrifer&amp;quot; Bessmer (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Brandon &amp;quot;Spewok&amp;quot; Blackwell (USA)&lt;br /&gt;
Character Textures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tommy &amp;quot;Blunkka&amp;quot; Blomqvist (FI)&lt;br /&gt;
Map and Model Textures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Christopher &amp;quot;Jiggles&amp;quot; Boylan (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gavin &amp;quot;Mirvin_Monkey&amp;quot; Bramhill (UK)&lt;br /&gt;
Programming Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dave &amp;quot;mervaka&amp;quot; Cook (UK)&lt;br /&gt;
Sound Design&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paul &amp;quot;Schtoofa&amp;quot; Corwin (USA)&lt;br /&gt;
Team Lead - Phase 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
John &amp;quot;Ginger Lord&amp;quot; Crewe (UK)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jesse &amp;quot;trepid_jesse&amp;quot; Davis (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jon &amp;quot;trepid_jon&amp;quot; Day (USA)&lt;br /&gt;
Mapper / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kelly &amp;quot;Dospac&amp;quot; Dickinson (USA)&lt;br /&gt;
Gameplay Consultation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kyle &amp;quot;PHISH&amp;quot; Erickson (USA)&lt;br /&gt;
Team Lead Phase 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kevin &amp;quot;FryGuy&amp;quot; Hjelden (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kenneth &amp;quot;omen&amp;quot; Jacobsen (NO)&lt;br /&gt;
Modeller&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sindre &amp;quot;Decs&amp;quot; Grønvoll (NO)&lt;br /&gt;
Art Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;GoaT_RopeR&amp;quot;&lt;br /&gt;
Bot Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Michael &amp;quot;BritishTang&amp;quot; Jones (USA)&lt;br /&gt;
Sound Design&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ben &amp;quot;Rebo&amp;quot; Mapp (UK)&lt;br /&gt;
Character Models&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harry &amp;quot;hazza&amp;quot; Morton (UK)&lt;br /&gt;
FF Theme Song&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chris &amp;quot;eat&amp;quot; Newman (UK)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Patrick &amp;quot;Mulchman&amp;quot; O&amp;#039;Leary (USA)&lt;br /&gt;
Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paul &amp;quot;MrBeefy&amp;quot; Painter (USA)&lt;br /&gt;
Texture / Icon Artist / VOX Voice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mike &amp;quot;AfterShock&amp;quot; Parker (UK)&lt;br /&gt;
Project Lead / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mark &amp;quot;Defrag&amp;quot; Simpson (UK)&lt;br /&gt;
Map Lead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jeremy &amp;quot;DrEvil&amp;quot; Swigart(USA)&lt;br /&gt;
Bot Lead / Lua / Programming&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jason &amp;quot;FriedBunny&amp;quot; Wray (JAP)&lt;br /&gt;
Website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zouave&amp;quot; (USA)&lt;br /&gt;
Mapper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harmon &amp;quot;4est&amp;quot; Larimore  (USA)&lt;br /&gt;
Installers/Community Liaison/Gopher&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[AE] 5316 *TKZ* (USA)&lt;br /&gt;
Texture Artist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contributors:&lt;br /&gt;
&lt;br /&gt;
Nick &amp;quot;Pogotron&amp;quot; Bertke - Character Voice Actor&lt;br /&gt;
&amp;quot;Bile&amp;quot; - Models&lt;br /&gt;
Leonard &amp;quot;Stranger&amp;quot; Burton - Dustbowl Music&lt;br /&gt;
Evan &amp;quot;Ghroth&amp;quot; Braa-Heidner - Sound Design&lt;br /&gt;
Niall &amp;quot;billdoor&amp;quot; FitzGibbon - Programming&lt;br /&gt;
&amp;quot;FooleyCooley&amp;quot; - Weapon Models&lt;br /&gt;
&amp;quot;geekfeststarter&amp;quot; - Bot Programming&lt;br /&gt;
&amp;quot;Hessi&amp;quot; - Jungle Textures&lt;br /&gt;
Andy &amp;quot;Innes&amp;quot; Innes - Animation&lt;br /&gt;
Katie Humphrey - VOX voice&lt;br /&gt;
Tim Kelley - VOX Recording Engineer&lt;br /&gt;
&amp;quot;kersk&amp;quot; - Programming&lt;br /&gt;
Spencer &amp;quot;voogru&amp;quot; MacDonald - Programming&lt;br /&gt;
Richard &amp;quot;KoKo5oVaR&amp;quot; Malinar - Models&lt;br /&gt;
Shane &amp;quot;Kermit&amp;quot; Mulholland - Map Attempt&lt;br /&gt;
Severin &amp;quot;sev&amp;quot; Odic - Models&lt;br /&gt;
&amp;quot;Olah&amp;quot; - Lua Programming&lt;br /&gt;
&amp;quot;Sinistar&amp;quot; - Animation&lt;br /&gt;
&amp;quot;ted_maul&amp;quot; - Programming&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd - Concept Artist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special Thanks:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortress-Forever.com community&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our Beta Testers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Direhit and Harm from thecatacombs.net&lt;br /&gt;
&lt;br /&gt;
The Dead Milkmen&lt;br /&gt;
&lt;br /&gt;
Team Fortress Software&lt;br /&gt;
&lt;br /&gt;
Valve Software&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defrag thanks:&lt;br /&gt;
Kaitan&lt;br /&gt;
&lt;br /&gt;
Dospac thanks:&lt;br /&gt;
My girlfriend for not killing me over working on FF at various times.&lt;br /&gt;
&lt;br /&gt;
mervaka thanks:&lt;br /&gt;
my cereal bowl and microwave.&lt;br /&gt;
&lt;br /&gt;
MrBeefy thanks:&lt;br /&gt;
Tracey, Nick Krause, and Pluto for the freetime&lt;br /&gt;
&lt;br /&gt;
Mulchman thanks:&lt;br /&gt;
Guinness, Alaskan Amber, Killians - they&amp;#039;ve all helped out at one point or another&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=4076</id>
		<title>Class:Pyro</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Pyro&amp;diff=4076"/>
		<updated>2007-11-29T01:59:15Z</updated>

		<summary type="html">&lt;p&gt;4est: Putting Adamido&amp;#039;s strategy tip where he intended it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| classportrait = [[Image:pyro_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Pyro&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 100&lt;br /&gt;
| armtype = [[Armour:Yellow|Yellow]]&lt;br /&gt;
| armspawn = 50&lt;br /&gt;
| armmax = 150&lt;br /&gt;
| maxspeed = 315&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Flamethrower|Flamethrower]]&lt;br /&gt;
| slot5 = [[Weapon:Incendiary_Cannon|Incendiary Cannon]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Frag|Frag]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 4&lt;br /&gt;
| gren2 = [[Grenade:Napalm|Napalm Grenade]]&lt;br /&gt;
| gren2atspawn = 4&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 20&lt;br /&gt;
| shellsmax = 40&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 0&lt;br /&gt;
| nailsmax = 50&lt;br /&gt;
| discardnails = Yes&lt;br /&gt;
| cellsatspawn = 170&lt;br /&gt;
| cellsmax = 200&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 5&lt;br /&gt;
| rocketsmax = 20&lt;br /&gt;
| discardrockets = No&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = No&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Pyro&lt;br /&gt;
| classintro =&lt;br /&gt;
The Pyro class is something of an enigma in TFC. Relatively well-armored, and faster than all but the lightest classes, the Pyro is much maligned for his less-than-deadly weaponry. Experienced players recognize that the Pyro is without peer in using his primary tools: frustration and confusion, as demonstrated by his main weapon, the [[Weapon:Flamethrower|flamethrower]].&lt;br /&gt;
&lt;br /&gt;
Although having a short range, the Pyro carries a large ammunition reserve, and can pump out a steady wall of flames nearly indefinitely. These flames are difficult to see through, making it hard for enemies to draw a clear bead on a streaking Pyro. The flames deliver moderate damage while in direct contact, as well as igniting any enemy it touches, causing additional light damage over time until the flames are extinguished either by: 1) contact with water, 2) a friendly [[Class:Medic|Medic&amp;#039;s]] [[Weapon:Medikit|medikit]] or 3) time. Furthermore, ignited players have to suffer with flickering flames obscuring their view, compromising their ability to aim and navigate. This is especially debilitating for the Sniper, making this class an ideal counter to them. Some players are so disinclined to risk of being ignited that they avoid Pyros entirely, similar to the aversion to being infected by an enemy Medic.&lt;br /&gt;
&lt;br /&gt;
His secondary weapon, the [[Weapon:Incendiary Cannon|incendiary rocket cannon (or IC)]] is similar to the [[Class:Soldier|Soldier&amp;#039;s]] [[Weapon:RPG|RPG]], except the IC rocket is much slower moving, causes significantly less damage on impact (although it has a broad igniting effect where it hits, even through narrow walls or floors), and doesn&amp;#039;t suffer from the RPG&amp;#039;s restrictive ammunition limit.&lt;br /&gt;
&lt;br /&gt;
Due to its relative lack of lethality, the Pyro is effective (but not dominant) as either assault or defensive support, softening up a defense for stronger, slower classes to finish off or for lighter, faster classes to slip past, weakening and distracting incoming attackers, or generally being a disruptive force. Its greatest weakness is its susceptibility to the [[Class:Engineer|Engineer&amp;#039;s]] [[Grenade:EMP|EMP grenades]], the bane of the Pyro. Virtually all of the ammunition a Pyro carries is highly vulnerable to the EMP blast, creating an explosion powerful enough to kill not only the Pyro, but also any nearby teammates. This class also lacks any significant ranged attacks, making it susceptible when caught out in the open.&lt;br /&gt;
&lt;br /&gt;
The Pyro also carries 4 unique [[Grenade:Napalm|napalm grenades]], which create a temporary field of flame, igniting any enemies passing through its area of effect. It also spawns with up to 4 [[Grenade:Frag|normal grenades]], the [[Weapon:Single_Shotgun|single shotgun]] and the [[Weapon:Crowbar|crowbar]].&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Text for the [http://en.wikipedia.org/wiki/Team_Fortress_Classic#Pyro Pyro] taken from the [http://en.wikipedia.org/wiki/Team_Fortress_Classic Wikipedia article on Team Fortress Classic]&amp;#039;&amp;#039;&lt;br /&gt;
| changesinfo =&lt;br /&gt;
Actually useful.&lt;br /&gt;
&lt;br /&gt;
Incendiary Cannon rockets are affected by gravity, and their slow pace makes them closer to mortars than RPGs.&lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
Special command switches to the [[Weapon:Flamethrower|Flamethrower]].&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
The Pyro&amp;#039;s weapons will &amp;quot;stack&amp;quot; damage if they are causing burns at the same time.  He can achieve level 1, level 2 or level 3 burn damage rates.  The Pyro is quite dangerous when achieving a level 3 burn.  To do this, Pyro must use all of his flame weapons in a very brief time.  He can still burn lighter classes like Medic or Demoman by using only level 2 burn.  However, to kill a soldier or heavy weapons guy quickly, light them to burn level 3.  The most effective tactic is to first prime a napalm grenade, shoot an Increndiary Cannon round, throw the primed napalm grenade and finally light enemy with flamethrower.  This will make the enemy scream like a banshee and can take out a Heavyweapons Guy in only a couple seconds. &lt;br /&gt;
| credconceptart =&lt;br /&gt;
dood&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/5 Pyro&amp;#039;s Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4075</id>
		<title>Template:Page Class</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4075"/>
		<updated>2007-11-28T17:57:37Z</updated>

		<summary type="html">&lt;p&gt;4est: Just going back to the way Ihmhi had it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxclass|&amp;#039;&amp;#039;&amp;#039;Infobox_Class&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{{classintro|This is where the introduction of the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Changes from Team Fortress Classic=&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Command=&lt;br /&gt;
&lt;br /&gt;
{{{specialcommandinfo|This is where information about the class&amp;#039;s special command goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{classname|class}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}{{{ability5|}}}{{{ability6|}}}{{{ability7|}}}{{{ability8|}}}{{{ability9|}}}&lt;br /&gt;
&lt;br /&gt;
=Ammunition=&lt;br /&gt;
&lt;br /&gt;
All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a [[Class:Soldier|Soldier]] can not discard [[Ammo:Rocket|Rockets]] since his [[Weapon:RPG|RPG]] uses them.)&lt;br /&gt;
&lt;br /&gt;
Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the &amp;quot;Maximum&amp;quot; column).&lt;br /&gt;
&lt;br /&gt;
{{{infoboxammo|&amp;#039;&amp;#039;&amp;#039;Infobox_Ammo&amp;#039;&amp;#039;&amp;#039;}}}&lt;br /&gt;
&lt;br /&gt;
=Strategy And Tips=&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about class strategy and tips goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concept Art:&amp;#039;&amp;#039;&amp;#039; {{{credconceptart|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Model:&amp;#039;&amp;#039;&amp;#039; {{{credmodel|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; {{{credskin|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Voice:&amp;#039;&amp;#039;&amp;#039; {{{credvoice|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
These are links related to the {{{classname|class}}}.&lt;br /&gt;
&lt;br /&gt;
*{{{classname|class}}}&amp;#039;s {{{mediapage|Media Page}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Navigation_Class}}&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4074</id>
		<title>Template:Page Class</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4074"/>
		<updated>2007-11-28T17:54:43Z</updated>

		<summary type="html">&lt;p&gt;4est: Reverted edits by 4est (Talk); changed back to last version by Adamido&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxclass|&amp;#039;&amp;#039;&amp;#039;Infobox_Class&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{{classintro|This is where the introduction of the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Changes from Team Fortress Classic=&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Command=&lt;br /&gt;
&lt;br /&gt;
{{{specialcommandinfo|This is where information about the class&amp;#039;s special command goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{classname|class}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}{{{ability5|}}}{{{ability6|}}}{{{ability7|}}}{{{ability8|}}}{{{ability9|}}}&lt;br /&gt;
&lt;br /&gt;
=Ammunition=&lt;br /&gt;
&lt;br /&gt;
All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a [[Class:Soldier|Soldier]] can not discard [[Ammo:Rocket|Rockets]] since his [[Weapon:RPG|RPG]] uses them.)&lt;br /&gt;
&lt;br /&gt;
Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the &amp;quot;Maximum&amp;quot; column).&lt;br /&gt;
&lt;br /&gt;
{{{infoboxammo|&amp;#039;&amp;#039;&amp;#039;Infobox_Ammo&amp;#039;&amp;#039;&amp;#039;}}}&lt;br /&gt;
&lt;br /&gt;
=Strategy And Tips=&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about class strategy and tips goes.}}}&lt;br /&gt;
The Pyro&amp;#039;s objective is achieving a level 3 burn.To do this, Pyro must use all of his flame weapons together.He still can burn lighter classes like Medic or Demoman by using only level 2 burn, but if you want to kill a soldier or heavy weapons guy you need to light them to level 3 burn.Most effective tactic is shooting an Increndiary Cannon,priming a napal grenade, lighting enemy with flamethrower and then throwing a napalm grenade.&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concept Art:&amp;#039;&amp;#039;&amp;#039; {{{credconceptart|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Model:&amp;#039;&amp;#039;&amp;#039; {{{credmodel|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; {{{credskin|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Voice:&amp;#039;&amp;#039;&amp;#039; {{{credvoice|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
These are links related to the {{{classname|class}}}.&lt;br /&gt;
&lt;br /&gt;
*{{{classname|class}}}&amp;#039;s {{{mediapage|Media Page}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Navigation_Class}}&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4073</id>
		<title>Template:Page Class</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4073"/>
		<updated>2007-11-28T17:49:07Z</updated>

		<summary type="html">&lt;p&gt;4est: /* Strategy And Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxclass|&amp;#039;&amp;#039;&amp;#039;Infobox_Class&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{{classintro|This is where the introduction of the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Changes from Team Fortress Classic=&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Command=&lt;br /&gt;
&lt;br /&gt;
{{{specialcommandinfo|This is where information about the class&amp;#039;s special command goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{classname|class}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}{{{ability5|}}}{{{ability6|}}}{{{ability7|}}}{{{ability8|}}}{{{ability9|}}}&lt;br /&gt;
&lt;br /&gt;
=Ammunition=&lt;br /&gt;
&lt;br /&gt;
All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a [[Class:Soldier|Soldier]] can not discard [[Ammo:Rocket|Rockets]] since his [[Weapon:RPG|RPG]] uses them.)&lt;br /&gt;
&lt;br /&gt;
Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the &amp;quot;Maximum&amp;quot; column).&lt;br /&gt;
&lt;br /&gt;
{{{infoboxammo|&amp;#039;&amp;#039;&amp;#039;Infobox_Ammo&amp;#039;&amp;#039;&amp;#039;}}}&lt;br /&gt;
&lt;br /&gt;
=Strategy And Tips=&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about class strategy and tips goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concept Art:&amp;#039;&amp;#039;&amp;#039; {{{credconceptart|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Model:&amp;#039;&amp;#039;&amp;#039; {{{credmodel|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; {{{credskin|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Voice:&amp;#039;&amp;#039;&amp;#039; {{{credvoice|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
These are links related to the {{{classname|class}}}.&lt;br /&gt;
&lt;br /&gt;
*{{{classname|class}}}&amp;#039;s {{{mediapage|Media Page}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Navigation_Class}}&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4072</id>
		<title>Template:Page Class</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Template:Page_Class&amp;diff=4072"/>
		<updated>2007-11-28T17:48:50Z</updated>

		<summary type="html">&lt;p&gt;4est: /* Strategy And Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{infoboxclass|&amp;#039;&amp;#039;&amp;#039;Infobox_Class&amp;#039;&amp;#039;&amp;#039;}}} __NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{{classintro|This is where the introduction of the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Changes from Team Fortress Classic=&lt;br /&gt;
&lt;br /&gt;
{{{changesinfo|This is where detailed information about the class goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Command=&lt;br /&gt;
&lt;br /&gt;
{{{specialcommandinfo|This is where information about the class&amp;#039;s special command goes.}}}&lt;br /&gt;
&lt;br /&gt;
=Special Abilities=&lt;br /&gt;
&lt;br /&gt;
{{{ability1|The {{{classname|class}}} has no special abilities.}}}{{{ability2|}}}{{{ability3|}}}{{{ability4|}}}{{{ability5|}}}{{{ability6|}}}{{{ability7|}}}{{{ability8|}}}{{{ability9|}}}&lt;br /&gt;
&lt;br /&gt;
=Ammunition=&lt;br /&gt;
&lt;br /&gt;
All classes are technically capable of carrying all of the different types of Ammunition. The various types of ammo in Fortress Forever are listed here along with the amount the class spawns with, the maximum the class can carry, and whether or not a class can discard that type of ammo. (For example, a [[Class:Soldier|Soldier]] can not discard [[Ammo:Rocket|Rockets]] since his [[Weapon:RPG|RPG]] uses them.)&lt;br /&gt;
&lt;br /&gt;
Some classes spawn with 0 of a specific type of ammo, and some classes can not pick up a specific type of ammo at all (represented by a 0 in the &amp;quot;Maximum&amp;quot; column).&lt;br /&gt;
&lt;br /&gt;
{{{infoboxammo|&amp;#039;&amp;#039;&amp;#039;Infobox_Ammo&amp;#039;&amp;#039;&amp;#039;}}}&lt;br /&gt;
&lt;br /&gt;
=Strategy And Tips=&lt;br /&gt;
&lt;br /&gt;
{{{strategyandtips|This is where information about class strategy and tips goes.}}}&lt;br /&gt;
The NG&amp;#039;s objective is....&lt;br /&gt;
&lt;br /&gt;
=Credits=&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concept Art:&amp;#039;&amp;#039;&amp;#039; {{{credconceptart|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Model:&amp;#039;&amp;#039;&amp;#039; {{{credmodel|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin:&amp;#039;&amp;#039;&amp;#039; {{{credskin|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Voice:&amp;#039;&amp;#039;&amp;#039; {{{credvoice|Uncredited}}}&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
&lt;br /&gt;
These are links related to the {{{classname|class}}}.&lt;br /&gt;
&lt;br /&gt;
*{{{classname|class}}}&amp;#039;s {{{mediapage|Media Page}}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;br /&gt;
{{Navigation_Class}}&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=User:4est&amp;diff=4069</id>
		<title>User:4est</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=User:4est&amp;diff=4069"/>
		<updated>2007-11-28T07:56:55Z</updated>

		<summary type="html">&lt;p&gt;4est: New page: A forest is an area with a high density of trees. There are many definitions of a forest, based on various criteria. These plant communities cover large areas of the globe and function as ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A forest is an area with a high density of trees. There are many definitions of a forest, based on various criteria. These plant communities cover large areas of the globe and function as habitats for organisms, hydrologic flow modulators, and soil conservers, constituting one of the most important aspects of the Earth&amp;#039;s biosphere. Historically, &amp;quot;forest&amp;quot; meant an uncultivated area legally set aside for hunting by feudal nobility, and these hunting forests were not necessarily wooded much if at all (see Royal Forest). However, as hunting forests did often include considerable areas of woodland, the word forest eventually came to mean wooded land more generally.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Talk:Map_Template:Sequential_Territory_Control&amp;diff=4068</id>
		<title>Talk:Map Template:Sequential Territory Control</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Talk:Map_Template:Sequential_Territory_Control&amp;diff=4068"/>
		<updated>2007-11-28T07:55:22Z</updated>

		<summary type="html">&lt;p&gt;4est: New page: Very Nice work Pon ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very Nice work Pon [[User:4est|4est]] 01:55, 28 November 2007 (CST)&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4067</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4067"/>
		<updated>2007-11-28T07:50:47Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Buildables:Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
Your [[Grenade:Caltrop|Caltrops]] are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don&amp;#039;t just die with 2 sets of caltrops wasted, USE THEM!&lt;br /&gt;
&lt;br /&gt;
Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good as possible, without any other help, you must think like a scout. Would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No - so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to be a killer Scout&lt;br /&gt;
-by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
# Practice Practice Practice.&lt;br /&gt;
# Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
# Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
# Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
# If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
# Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
# Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
# Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
# Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing Against A Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4062</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4062"/>
		<updated>2007-11-28T02:37:37Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Buildables:Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
Your [[Grenade:Caltrop|Caltrops]] are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don&amp;#039;t just die with 2 sets of caltrops wasted, USE THEM!&lt;br /&gt;
&lt;br /&gt;
Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. In some cases you are grouped with a soldier or two. In this case, you should go in first, throw a concussion grenade at the defenders, and run back out, making it easier on your heavy classes that are waiting for your call to go. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good of a scout as you can be without any other help you must think like a scout. I mean, for christ&amp;#039;s sake, would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No, so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to be a killer Scout&lt;br /&gt;
-by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
# Practice Practice Practice.&lt;br /&gt;
# Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
# Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
# Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
# If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
# Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
# Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
# Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
# Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
# Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing Against A Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4061</id>
		<title>Weapon:Railgun</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Weapon:Railgun&amp;diff=4061"/>
		<updated>2007-11-28T01:07:16Z</updated>

		<summary type="html">&lt;p&gt;4est: /* Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Content=&lt;br /&gt;
&lt;br /&gt;
FF&amp;#039;s railgun is a fairly big departure from TFC&amp;#039;s.  The FF railgun can be charged by the engineer, shoots faster projectiles, the projectiles knock people around inflicting damage via visceral jolts.  Railgun damage isn&amp;#039;t absorbed by armour as effectively, so it is useful against heavier targets.&lt;br /&gt;
&lt;br /&gt;
This gives the engineer a more useful backup role against heavies (in cooperation with their own heavy defenders) and allows the engineer to defend his sentry gun when players approach corners intent on stealthily taking down a sentry.  It also means a skilled railgun user can knock half of a player&amp;#039;s health off with a fully charged shot.  Obviously this will probably all be tweaked on testing.&lt;br /&gt;
&lt;br /&gt;
==Minimum Charge Damage==&lt;br /&gt;
* 30, with normal armour absorption.&lt;br /&gt;
&lt;br /&gt;
==Maximum Charge Damage==&lt;br /&gt;
* 50, with zero armour absorption (i.e. taken straight from the wounded player&amp;#039;s health, armour is ignored).&lt;br /&gt;
&lt;br /&gt;
==Charge==&lt;br /&gt;
* Reaching full charge takes 7 seconds (same as the [[Weapon:Sniper Rifle|Sniper Rifle]]).  A full charge can be maintained for 5 further seconds after which it will dissipate.&lt;br /&gt;
&lt;br /&gt;
==Rate of Fire==&lt;br /&gt;
* The railgun can fire a projectile every 1 second.  However, these low charge shots are weak.&lt;br /&gt;
&lt;br /&gt;
==Speed of Projectile==&lt;br /&gt;
* 2500 units per second.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
* [[Ammo:Nail|Nails]]&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* ?  Same as whatever the rocket uses, I guess.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
* Pushes players around when used with a large charge.  At minimum charge, there is a very slight kick.  At maximum charge, it will provide an impulse big enough to move a heavy weapons guy around 100 units.  Lighter classes obviously will be jolted more severely.&lt;br /&gt;
* Bypasses armour 100% when fully charged.&lt;br /&gt;
* Both of these effects increase in a linear fashion according to the charge.  &lt;br /&gt;
&lt;br /&gt;
==Animation==&lt;br /&gt;
[[Animation:Railgun|Railgun]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Projectile]]&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4060</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4060"/>
		<updated>2007-11-28T00:51:39Z</updated>

		<summary type="html">&lt;p&gt;4est: /* A high jump with third HH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the two.  Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you land. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1.5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
===ff_charybda demos===&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about. I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
====An Ultra High Jump====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
====The Flower Technique====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
====Prepriming====&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
====A Double Hand Held Jump====&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
====Entering/exiting an enemy base====&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4059</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4059"/>
		<updated>2007-11-28T00:51:14Z</updated>

		<summary type="html">&lt;p&gt;4est: /* A Double Hand Held Jump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the two.  Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you land. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
===ff_charybda demos===&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about. I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
====An Ultra High Jump====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
====The Flower Technique====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
====Prepriming====&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
====A Double Hand Held Jump====&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
====Entering/exiting an enemy base====&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4058</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4058"/>
		<updated>2007-11-28T00:50:36Z</updated>

		<summary type="html">&lt;p&gt;4est: /* ff_charybda demos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the two.  Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you land. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
===ff_charybda demos===&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about. I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
====An Ultra High Jump====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
====The Flower Technique====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
====Prepriming====&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
====A Double Hand Held Jump====&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
====Entering/exiting an enemy base====&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4057</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4057"/>
		<updated>2007-11-28T00:50:06Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the two.  Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you land. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
===ff_charybda demos===&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
====An Ultra High Jump====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
====The Flower Technique====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
====Prepriming====&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
====A Double Hand Held Jump====&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
====Entering/exiting an enemy base====&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4056</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4056"/>
		<updated>2007-11-28T00:47:28Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
===ff_charybda demos===&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
====An Ultra High Jump====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
====The Flower Technique====&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
====Prepriming====&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
====A Double Hand Held Jump====&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
====Entering/exiting an enemy base====&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4055</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4055"/>
		<updated>2007-11-28T00:42:19Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
===The angle of the conc blast===&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
====A double forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A double high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A double jump with second hand held====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
====A high jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
====A high jump with third HH====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
====A long forward jump====&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4054</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4054"/>
		<updated>2007-11-28T00:35:13Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==ADVANCED CONCING TECHNIQUES==&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 5 concs===&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Base concing (pun definitely intended)===&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4053</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4053"/>
		<updated>2007-11-28T00:31:20Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
==Basic Concing Techniques==&lt;br /&gt;
&lt;br /&gt;
===Timing===&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&lt;br /&gt;
===The power of the conc===&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
===Prime and hold===&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&lt;br /&gt;
===Strafing===&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
===What you can do with 1 conc===&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 2 concs===&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What you can do with 3 concs===&lt;br /&gt;
&lt;br /&gt;
A lot of things, I give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Juggling===&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
===Combos===&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCED CONCING TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
What you can do with 3 concs&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you can do with 5 concs&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base concing (pun definitely intended)&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4052</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4052"/>
		<updated>2007-11-28T00:26:25Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Basic Concing Techniques&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Timing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
The power of the conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Prime and hold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
Strafing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 1 conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 2 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 3 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A lot of things, i give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Juggling&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Combos&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
FF_CHARYBDA DEMOS[http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCED CONCING TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
(++KARMA to KubeDawg who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
What you can do with 3 concs&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you can do with 5 concs&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base concing (pun definitely intended)&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4051</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4051"/>
		<updated>2007-11-28T00:25:07Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page:[http://www.euroskillz.eu/tutorial.html].  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Basic Concing Techniques&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Timing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
The power of the conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Prime and hold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
Strafing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 1 conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 2 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 3 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A lot of things, i give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Juggling&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Combos&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
[URL=&amp;quot;http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip&amp;quot;]FF_CHARYBDA DEMOS[/URL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCED CONCING TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
[COLOR=&amp;quot;Blue&amp;quot;](++KARMA to [I]KubeDawg[/I] who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
What you can do with 3 concs&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you can do with 5 concs&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base concing (pun definitely intended)&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4050</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4050"/>
		<updated>2007-11-28T00:16:44Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page. http://www.euroskillz.eu/tutorial.html &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Basic Concing Techniques&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Timing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
The power of the conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Prime and hold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
Strafing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 1 conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 2 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 3 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A lot of things, i give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Juggling&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Combos&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
[URL=&amp;quot;http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip&amp;quot;]FF_CHARYBDA DEMOS[/URL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCED CONCING TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
[COLOR=&amp;quot;Blue&amp;quot;](++KARMA to [I]KubeDawg[/I] who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
What you can do with 3 concs&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you can do with 5 concs&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base concing (pun definitely intended)&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4049</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4049"/>
		<updated>2007-11-28T00:15:52Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Concing tutorial&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-by Dr.Satan&lt;br /&gt;
&lt;br /&gt;
The tutorial with a bunch of links to stuff can also be found on Euroskillz Tutorial Page. http://www.euroskillz.eu/tutorial.html &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;BASIC CONCING TECHNIQUES&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Timing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I never used anything else than the beeps to find the right timing for the concs.&lt;br /&gt;
In FF you also have the conc timer on the hud.&lt;br /&gt;
I might get flamed by saying this but forget the hud timer and use your ears.&lt;br /&gt;
The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes.&lt;br /&gt;
This is a huge leep forward compared to TFC and should make it a whole lot easier.&lt;br /&gt;
&lt;br /&gt;
So just use your basic rythm feeling and listen to the beeps.&lt;br /&gt;
*beep* *beep* *beep* *explode*&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
The power of the conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
What you want is to get the most power out of the conc blast as possible.&lt;br /&gt;
To do this you need to be at the optimal distance to the conc when it explodes.&lt;br /&gt;
&lt;br /&gt;
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.&lt;br /&gt;
&lt;br /&gt;
You will get the best power when you are at the edge of the conc blast.&lt;br /&gt;
The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.&lt;br /&gt;
&lt;br /&gt;
But if you have a conc on the ground and jump just before it goes off you will get a good push.&lt;br /&gt;
&lt;br /&gt;
The angle of the conc blast&lt;br /&gt;
&lt;br /&gt;
If you see the conc blast as a spheric energy its easy to get this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*If you drop a conc below you to the left the conc will push you upwards to the right.&lt;br /&gt;
*Dropped under you, it will push you upwards.&lt;br /&gt;
*Dropped above you it will push you downwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Prime and hold&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This is a riddle for most newbies, how the .... do you make the conc explode instantly?&lt;br /&gt;
This is done by priming (aka holding down the mouse button for the conc) and drop it just before it&lt;br /&gt;
explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.&lt;br /&gt;
&amp;#039;&amp;#039;&lt;br /&gt;
Strafing&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 1 conc&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If you got the timing right you can use 1 conc to get quite far.&lt;br /&gt;
I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.&lt;br /&gt;
&lt;br /&gt;
Check the trajectory angle and drop the conc accordingly.&lt;br /&gt;
&lt;br /&gt;
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 2 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A double forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc on second beep&lt;br /&gt;
*Jump before first explodes and drop the second in mid air just behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Stand on top of the first conc and jump just before it explodes and drop second under you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A double jump with second hand held:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second conc as fast as you can&lt;br /&gt;
*Jump before first explodes and dont let go of second conc. The second conc will explode in your hand and propell you forward at an amazing speed :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;What you can do with 3 concs&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
A lot of things, i give some basic use of it.&lt;br /&gt;
&lt;br /&gt;
A high jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Prime and hold second on second beep&lt;br /&gt;
*Drop second below you in mid air&lt;br /&gt;
*Prime third asap&lt;br /&gt;
*Drop third under you before it explodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A high jump with third HH:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Put second conc on the ground at 1,5 beeps.&lt;br /&gt;
*Prime third asap.&lt;br /&gt;
*Jump before first explodes. With right timing you should land on the second concs conc blast.&lt;br /&gt;
*Hold third conc and do a hand held after hitting second concs conc blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A long forward jump:&lt;br /&gt;
&lt;br /&gt;
*Put first conc on the ground.&lt;br /&gt;
*Throw second conc as far away as you can in the direction you are going on 1,2-1,5 beeps.&lt;br /&gt;
*Prime third conc on the 3-3,5 beep.&lt;br /&gt;
*Crouch and jump in front of second conc.&lt;br /&gt;
*Hit second conc in front of the blast and HH third.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Juggling&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By juggling means dropping concs under you, one by one in mid air to get you higher and higher.&lt;br /&gt;
&lt;br /&gt;
Start as described in &amp;quot;What you can do with 3 concs&amp;quot; and keep on priming concs in mid air at each beep and drop them below you.&lt;br /&gt;
&lt;br /&gt;
Avoid the walls in FF for now, as they seem to strip the power off the conc.&lt;br /&gt;
In TFC it is easier to juggle at a wall, but in FF you have to do it in mid air.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Combos&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
We havent seen the really hard concmaps in FF yet, but they will probably come.&lt;br /&gt;
&lt;br /&gt;
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose&lt;br /&gt;
count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.&lt;br /&gt;
&lt;br /&gt;
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say &amp;quot;GJ&amp;quot; when you worked your ass off to finish a concmap.&lt;br /&gt;
&lt;br /&gt;
I dont know about you, but that turns me on :).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ff_charybda demos&lt;br /&gt;
&lt;br /&gt;
I submit demos of the jumps on ff_charybda as I think thats a map which illustrates most of what I been ranting about.&lt;br /&gt;
&lt;br /&gt;
I hope you enjoy it, and hope you enjoy playing concmaps.&lt;br /&gt;
&lt;br /&gt;
[URL=&amp;quot;http://85.114.140.42:81/downloadnew/download.php?fname=./demos/ff_charybda_demos.zip&amp;quot;]FF_CHARYBDA DEMOS[/URL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ADVANCED CONCING TECHNIQUES&lt;br /&gt;
&lt;br /&gt;
[COLOR=&amp;quot;Blue&amp;quot;](++KARMA to [I]KubeDawg[/I] who took the time to add this section)&lt;br /&gt;
&lt;br /&gt;
What you can do with 3 concs&lt;br /&gt;
&lt;br /&gt;
An Ultra High Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, and throw it on the ground, where the first conc was dropped.&lt;br /&gt;
*Prime a third and final conc, but use this as a hand held conc.&lt;br /&gt;
*Crouch on top of the first 2 concs, and jump right before the first one goes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.&lt;br /&gt;
&lt;br /&gt;
The Flower Technique:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Prime the first conc and throw it on the ground.&lt;br /&gt;
*Prime a second conc at the second beep, but use this as a hand held conc.&lt;br /&gt;
*Stand over the first conc, and jump right before it goes off. At the same exact time you jump, look almost straight up and throw your second conc above you.&lt;br /&gt;
*Prime a third conc immediately after throwing the second conc, then throw below you for maximum height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This doesn&amp;#039;t really get you a super amoung of height, but it looks really cool when done correctly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepriming:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, prime a conc and throw it to your side.&lt;br /&gt;
*Second, prime a 2nd conc at the 2nd beep of the first conc, then throw it out in front of you, preferrably into an open area.&lt;br /&gt;
*Third, prime a 3rd conc immediately after the 2nd conc is thrown, and hold onto it, as it will be used as a hand held.&lt;br /&gt;
*Next, Jump in front of the 1st conc so it pushes you in the direction of the 2nd conc, and the 2nd one, if timed correctly, should pop you up, or further forward, depending on if it was thrown into a pit, or if it&amp;#039;s on even land.&lt;br /&gt;
*Once it pops you up, the 3rd should go off, as the hand held, and give you lots of height, or lots of speed, depending on how you hit that second conc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What you can do with 5 concs&lt;br /&gt;
&lt;br /&gt;
A Double Hand Held Jump:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, follow the Ultra High Jump technique.&lt;br /&gt;
*Once airborne, prime a 4th conc as soon as the third conc goes off from the ultra high jump, and look in an upwards direction. Then release it as you start slowing down, but do not wait to release it after you start falling. This will cause your grenade to go in an upwards direction, and if released just right, it will catch up to you when you go in a downward direction, propelling you back up.&lt;br /&gt;
*Once released, immediately prime a 5th conc. Use this as a hand held so when you hit the 4th, you will have a better chance of doing a hand held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.&lt;br /&gt;
&lt;br /&gt;
I will make a video of me on concmap_rax from TFC after I get off work, so I can demostrate how to do this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Base concing (pun definitely intended)&lt;br /&gt;
&lt;br /&gt;
Entering/exiting an enemy base:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*First, you prime a conc and time it so as soon as you enter the enemy base or specific area, it is about to go off. This allows you to reach areas usually unattainable, and also throws off the enemy defense as sometimes you will dizzy them with your conc, or disallow them to react fast enough to the speed you get when you hand held.&lt;br /&gt;
*Second, is planning what to do once you&amp;#039;ve reached your destination. If it&amp;#039;s a flag you&amp;#039;re trying to grab, make sure to take into account enemies in the room, or sentry guns, so watch out.&lt;br /&gt;
*Once you get what you need, you can use this technique to exit as well, and in certain maps, it can be very useful.&lt;br /&gt;
*When making your exit, you can think ahead by anticipating how far away the enemy is from you, and if you are afraid they might be close enough to kill you, prime a grenade, hold onto it, drop it below you when you think when it goes off, they&amp;#039;ll have hit it, making your escape much easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it&amp;#039;s a level 3 sg. prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you&amp;#039;ve grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost unscathed, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4048</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4048"/>
		<updated>2007-11-27T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Buildables:Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
Your [[Grenade:Caltrop|Caltrops]] are a key in stopping rushes and helping your defense get setup before anything goes wrong. Always toss around your caltrops when leaving your base for the initial scout rush or any other time you are leaving the base itself. Don&amp;#039;t just die with 2 sets of caltrops wasted, USE THEM!&lt;br /&gt;
&lt;br /&gt;
Scouts are more powerful than people think if they are used correctly. The speed of the scout can not only help outrun opponents but also sentry guns. There are maps where a sentry gun can&amp;#039;t even lock in on you before you are gone with the flag/done doing what you came to do. In some cases, the combination of concing and bunnyhopping will get you by the SG with only a couple shots taken.&lt;br /&gt;
&lt;br /&gt;
As a scout, you have to be smart. Stupid scouts make stupid mistakes. ALWAYS follow your teammate and keep track of what they are doing. Look at who was just killed and in what way to make sure you don&amp;#039;t get treated the same way. Keep your distance from your friends/foes after their death because your speed may take you over their dead bodies, but it won&amp;#039;t help you with an exploding grenade in your face.&lt;br /&gt;
&lt;br /&gt;
Use your concussion grenades intelligently. They can be used to make AWESOME jumps that free up the flag, but there are many more uses for them. In some cases you are grouped with a soldier or two. In this case, you should go in first, throw a concussion grenade at the defenders, and run back out, making it easier on your heavy classes that are waiting for your call to go. Don&amp;#039;t forget that when running by an opposing defender, try tossing a conc behind them and they will fly right past you. Keep in mind, however, that FF has soldiers who are well aware of the effects of concussion grenades and can still aim with the conc in effect. Here is where your intelligence comes into play.&lt;br /&gt;
&lt;br /&gt;
Play like a boxer, always keep moving and use your speed to fake your opponents out. A sentry is your friend. No really, if you circle strafe around a sentry gun, it cannot keep up with you. Use your nailgun to keep shooting at it until it is out of energy to keep up with you, but remember that the SG explosion will hurt you as well, make sure you are farther away from it then when you started strafing around it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that while you concussion jump you can change direction in mid air. This is key on some maps like epicenter and even openfire as you can conc from the water all the way to the button.&lt;br /&gt;
&lt;br /&gt;
The best tip, once again, is play smart and use your heavies. It all depends how carefully you use your skills. To be as good of a scout as you can be without any other help you must think like a scout. I mean, for christ&amp;#039;s sake, would you walk into an alley filled with pissed off people who hold guns and are ready to beat your ass if you were a skinny guy with nothing but a knife? No, so bring all you have to the table and trust your teammates to help do the rest.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to be a killer Scout&lt;br /&gt;
-by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1) Practice Practice Practice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
4) Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
5) If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
6) Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
7) Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8) Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
9) Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
10) Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing Against A Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4047</id>
		<title>Concjumping</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Concjumping&amp;diff=4047"/>
		<updated>2007-11-27T23:18:42Z</updated>

		<summary type="html">&lt;p&gt;4est: New page: You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes som...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can conc jump as a scout or medic using your concussion grenade to push you in whatever direction you chose. Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult of the two. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the 2 methods of doing. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can&amp;#039;t predict where you&amp;#039;re going and it gives you more precision on where you want to go. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;DROPPED CONC JUMPING&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s a good idea to master this method before moving onto HH concing. Using your grenade timer, take note of when the grenade detonates on the timer. Dropping your conc for the jump gives you the advantage of having less of a chance of screwing up the jump, which is key during matches and in areas well defended. To get the most height out of a dropped conc note when the grenade detonates on your timer and jump a second or close to a second before the conc detonates so that you&amp;#039;re in the air when it dets. Try jumping at different times on your timer and you&amp;#039;ll realize that jumping right when it detonates won&amp;#039;t push you as high as when you jump a bit earlier from when the conc detonates. The farther horizontally you are from the conc cone radius (the radius that the conc will hit you in) the farther you&amp;#039;ll go horizontally. For vertical height it shouldn&amp;#039;t matter where you&amp;#039;re at in the conc cone radius (horizontal wise) but for distance it makes all the difference. If you want to move more horizontally than vertically make sure you&amp;#039;re standing more away from the center of your conc grenade in the direction you want to go. If you want to go straight up you&amp;#039;ll get the most push from the center of the conc and jumping just a bit before it detonates. Move more outwards from the center of the conc depending on how vertical/horizontal you want to go. Test out the different angles you can acheive with this. If you want to go very horizontally, drop your conc and run as much away from it as possible while staying within its blast radius. Make sure you&amp;#039;re still moving in the direction you want to go when the conc dets so the momentum from your movement is increased by the conc. There&amp;#039;s no need to jump if you want to get the most horizontal angle as possible.&lt;br /&gt;
&lt;br /&gt;
Enemy D can easily defend vs. the dropped conc technique by shooting rockets at the conc itself since you&amp;#039;ll be attempting to use the conc to perform a jump and you&amp;#039;ll have to get near the conc. To counter this, try to do your conc jump when the enemy isn&amp;#039;t looking or when there&amp;#039;s lots of noise going on. Sometimes you have no choice but to do the conc right away but always try as much as possible to make your dropped conc not visible to any enemy D. Instead of dropping your conc around the corner drop it so it doesn&amp;#039;t bounce around the corner where people can see it there. Remember your conc works through walls so you can drop it on one side of the wall and still get in its cone blast radius to jump on the other side of the wall.&lt;br /&gt;
Also, try not to drop your conc right away after priming it since that gives more time for the enemy D to react to yourself. Hold the conc until it&amp;#039;s about to detonate then drop it so the enemy D will see it just before you do the jump rather than 4 or 5 seconds before you do it. This gives them less time to shoot you. One technique which is useful is to hold the conc and a second or half a second before it detonates quickly turn your aim in the opposite direction that you want to move and release it then aim again in the direction you want to move while you&amp;#039;re in the air so the conc blasts you in the direction opposite of where you released the conc.&lt;br /&gt;
&lt;br /&gt;
One more thing is the farther away vertically from the conc you are while in its blast radius the higher you will go. Drop your conc in an area below you and jump onto it just before it detonates while you&amp;#039;re a meter or 2 on top of it and it&amp;#039;ll send you flying really high.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;HAND-HELD CONC JUMPING&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Hand-Held concing is something which is dependant on a few things. First is lag, second is your FPS, then your timer and your timing. Lag will vary what times you should jump , making it difficult to HH conc jump since your lag is constantly changing.  It&amp;#039;s hard to time when you should jump based on your lag. It&amp;#039;s usually best to jump later than you usually would for HH concing but really with a ping over 250 or so it&amp;#039;s better to just go with dropped concing which is very much less lag dependant. Your FPS affects HH concing in that if your FPS goes down while you have a conc primed, the conc will detonate at a different time than usual. This makes it especially difficult to HH conc in laggy places with lots of things happening on your screen. For example a suddent explosion on your screen or someone suddenly appearing on your screen could affect when your conc detonates. You&amp;#039;ll notice this when your conc goes off different from when it should on your grenade timer.&lt;br /&gt;
&lt;br /&gt;
Your grenade timer is what you should be using for anything that requires grenade use including concing. Make sure you know when your conc detonates on your grenade timer. I can&amp;#039;t give a definite say on when to jump for HH concing since everyone has a different timer. The only way you can get good at HH concing is to practice it on public games. Don&amp;#039;t practice it on your LAN since you have perfect FPS/lag there and will be able to pull off the majority of your HH concs. Practice on public games. Prime your conc and jump just as the conc detonates or at different variations test out yourself the best time to jump. To get different angles on HH concs you need to move in the direction you want to go. If you want to go up and horizontally then move forward and jump in that direction; the time you jump affects your angle/height. For vertical movement you won&amp;#039;t want to move horizontally as much, instead move horizontally just a bit before it detonates and jump (again something you need to practice in order to know when to jump to get different angles).&lt;br /&gt;
&lt;br /&gt;
All in all HH concs are hard to defend since it gives the denfense little time to react before you pull off the jump. You can get past enemy D by surprise. Pop out from around the corner after you&amp;#039;ve primed a gren for a second or two so you do the jump just as they see you. HH concing gives you more flexibility of movement- you don&amp;#039;t have to get to a static position on the ground like you do with dropped concing, instead you can jump from anywhere you want (within a certain degree, sometimes you have to stand in certain areas to get to where you want to go). Hand-held conc jumping and dropped concing both have their advantanges and dissadvantages, so it&amp;#039;s good to excel in both of them.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4046</id>
		<title>Class:Scout</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Class:Scout&amp;diff=4046"/>
		<updated>2007-11-27T22:44:29Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Page_Class&lt;br /&gt;
| infoboxclass =&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| classportrait = [[Image:scout_pic.jpg]]&lt;br /&gt;
| classname = &amp;#039;&amp;#039;&amp;#039;Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| healthmax = 75&lt;br /&gt;
| armtype = [[Armour:Green|Green]]&lt;br /&gt;
| armspawn = 25&lt;br /&gt;
| armmax = 50&lt;br /&gt;
| maxspeed = 420&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop]]&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion]]&lt;br /&gt;
| slot1 = [[Weapon:Crowbar|Crowbar]]&lt;br /&gt;
| slot2 = [[Weapon:Single_Shotgun|Single Shotgun]]&lt;br /&gt;
| slot4 = [[Weapon:Nailgun|Nailgun]]&lt;br /&gt;
}}&lt;br /&gt;
| infoboxammo =&lt;br /&gt;
{{Infobox_Ammo&lt;br /&gt;
| gren1 = [[Grenade:Caltrop|Caltrop Canister]]&lt;br /&gt;
| gren1atspawn = 2&lt;br /&gt;
| gren1max = 3&lt;br /&gt;
| discardgren1 = No&lt;br /&gt;
| gren2 = [[Grenade:Concussion|Concussion Grenade]]&lt;br /&gt;
| gren2atspawn = 3&lt;br /&gt;
| gren2max = 4&lt;br /&gt;
| discardgren2 = No&lt;br /&gt;
| shellsatspawn = 25&lt;br /&gt;
| shellsmax = 50&lt;br /&gt;
| discardshells = No&lt;br /&gt;
| nailsatspawn = 100&lt;br /&gt;
| nailsmax = 200&lt;br /&gt;
| discardnails = No&lt;br /&gt;
| cellsatspawn = 10&lt;br /&gt;
| cellsmax = 40&lt;br /&gt;
| discardcells = No&lt;br /&gt;
| rocketsatspawn = 0&lt;br /&gt;
| rocketsmax = 25&lt;br /&gt;
| discardrockets = Yes&lt;br /&gt;
| detpacksatspawn = 0&lt;br /&gt;
| detpacksmax = 0&lt;br /&gt;
| discarddetpacks = Yes&lt;br /&gt;
}}&lt;br /&gt;
| classname =&lt;br /&gt;
Scout&lt;br /&gt;
| classintro =&lt;br /&gt;
The Scout is all about speed. The Scout is the fastest class in Fortress Forever. Consequently, he is also lightly armed and armored. Scouts are best used for capturing the enemy Flag; they are ill-equipped in a defensive or offensive role as they are always outgunned in fights.&lt;br /&gt;
| changesinfo =&lt;br /&gt;
The Scout&amp;#039;s special ability in TFC was a text message that showed you a vague location of both flags. It stated whether the flag is in the base, dropped, or being carried. This has been replaced by the much more useful Radar. The Scout&amp;#039;s [[Grenade:Caltrop|Caltrops]] used to spread out from his body; now they are held in a canister which can be thrown, allowing the Scout to deploy caltrops anywhere he wishes over a small area (much like a [[Grenade:Napalm|Napalm Grenade]]. &lt;br /&gt;
| specialcommandinfo =&lt;br /&gt;
The Scout&amp;#039;s Special Command activates the radar.&lt;br /&gt;
| ability1 = &lt;br /&gt;
*&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Radar&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts are equipped with radar, which provides a &amp;quot;snapshot&amp;quot; of the positions of friendly and enemy players. It does not actively track players, so using it will only give you a general idea of where enemies and allies are currently positioned. Using the radar consume cells.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability2 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Disguise Removal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;A Scout can remove an enemy Spy&amp;#039;s disguise by coming into contact with them. The enemy Spy&amp;#039;s HUD will show &amp;quot;Your disguise has been removed!&amp;quot;. The [[Class:Spy|Spy]] also possesses this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability3 = &lt;br /&gt;
&amp;lt;p&amp;gt;&amp;#039;&amp;#039;&amp;#039;Detpack Defusion&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;Scouts can disable [[Weapon:Detpack|Detpacks]] by touching them, even if they are about to go off.&amp;lt;/p&amp;gt;&lt;br /&gt;
*| ability4 = &lt;br /&gt;
&amp;lt;p&amp;gt;The Scout has [[Grenade:Concussion|Concussion Grenades]] as part of his arsenal, which allows him to Conc Jump (using the grenade&amp;#039;s push to gain additional speed and height). See the [[Grenade:Concussion|Concussion Grenade&amp;#039;s]] article for more information on Conc Jumping.&amp;lt;/p&amp;gt;&lt;br /&gt;
| strategyandtips =&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing As Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s best asset is his speed. Avoiding combat is typically the Scout&amp;#039;s only viable option as nearly every other class outguns him.&lt;br /&gt;
&lt;br /&gt;
Some people like to play &amp;quot;Crowbar Jedi&amp;quot; and only use the crowbar as the Scout&amp;#039;s means of attack - even against targets typically killed from a range such as [[Buildables:Sentry_Gun|Sentry Guns]]. Playing as a Crowbar Jedi takes skill; however, once it is mastered the Scout&amp;#039;s speed gives him a significant advantage in melee classes that can allow a Scout to put other medium classes to shame in short order.&lt;br /&gt;
&lt;br /&gt;
The Scout&amp;#039;s [[Grenade:Concussion|Concussion Grenades]] are used by most players for flying high and fast, but they can also be used to induce the Conced effect in enemies and push them out of your way.&lt;br /&gt;
&lt;br /&gt;
One of the Scout&amp;#039;s best techniques is jumping when a splash damage weapon goes off near him for a speed and height boost (an effect similar to conc-jumping). Since Soldiers are typically the Scout&amp;#039;s worst enemy, the technique of &amp;quot;rocket riding&amp;quot; (jumping just as a rocket is about to hit the ground and using the splash damage to fly up into the air) permits a Scout to get around or above a Soldier in wide open areas.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;How to be a killer Scout&lt;br /&gt;
-by Rfinersfire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
1) Practice Practice Practice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
2) Know the maps like the folds for your um piece! Know them perfectly. Know every nook and crany. You&amp;#039;re going to see most of the NME base at least twice as much as the rest of your team. So know every path in to and out of it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
3) Seek out and find all the concs you can. Practice them for hours on end. Speed cap the flag. Speed cap the command points. Find the perfect timing for all your concs. Know exactly where you need to prime the conc in order to jump right when you reach the place you want to jump from. Make sure you never have to wait for a conc to go off.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
4) Use your speed to confuse and muddle the NME&amp;#039;s. If their watching you and trying to shoot you. They arn&amp;#039;t shooting anyone else.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
5) If at first you don&amp;#039;t sucecceed, try again. Just make as many perfect runs as you can at the NME flag. Go fast fast fast. Sooner or later they&amp;#039;ll mess up, and you&amp;#039;ll get that cap.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
6) Timing is everything. Know where each of your team members are. Know where they&amp;#039;ll be when. And be ready for that hole on the flag they&amp;#039;ll open for you.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
7) Use your caltrops. Often. Never die with caltrops in hand. They piss peeps off. Which is fun.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
8) Use your gun. It&amp;#039;s not super effective. But then again, most D don&amp;#039;t have alot of health after your other O have died.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
9) Tell your team where things are. Constantly communicate about NME positions, and weaknesses you can see.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
10) Have fun. Scout is a fun class. You&amp;#039;ll die alot, but it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playing Against A Scout&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Scouts are fast as the wind yet as fragile as glass. Accuracy is key when fighting against a Scout. [[Class:Soldier|Soldiers]] are one of the Scout&amp;#039;s worst assailants; even when conced, a Soldier can just run next to a Scout and fire his [[Weapon:RPG|RPG]] downwards. While the Soldier will receive some damage, the Scout can survive far fewer [[Ammo:Rocket|Rocket]] hits than the Soldier can.&lt;br /&gt;
&lt;br /&gt;
A Scout can typically survive two Soldier rockets, so experienced Sollys make a point of knocking a Scout up into the air with the first rocket and finishing them off with the second one.&lt;br /&gt;
&lt;br /&gt;
The more space a Scout has to move around, the lower chances most classes have of killing him. Placing defenses in tight areas will make it easier to stop a Scout from getting to vital areas in a map (such as the flag room in CTF maps).&lt;br /&gt;
&lt;br /&gt;
| credconceptart =&lt;br /&gt;
Jeremy &amp;quot;dr_nick&amp;quot; Todd&lt;br /&gt;
| credmodel =&lt;br /&gt;
dood&lt;br /&gt;
| credskin =&lt;br /&gt;
dood&lt;br /&gt;
| credvoice =&lt;br /&gt;
dood&lt;br /&gt;
| mediapage =&lt;br /&gt;
[http://www.fortress-forever.com/media/19 Media Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Map_Templates&amp;diff=4045</id>
		<title>Category talk:Map Templates</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Map_Templates&amp;diff=4045"/>
		<updated>2007-11-27T17:56:30Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attack/Defend vs. Invade/Defend ==&lt;br /&gt;
&lt;br /&gt;
There seems to be inconsistencies with how these two game modes are referred to throughout the wiki. e.g. in the &amp;quot;map templates&amp;quot; category, they are called &amp;quot;invade/defend&amp;quot; and &amp;quot;invade/defend switch&amp;quot;, but in the &amp;quot;game type&amp;quot; category, are lumped togerther under &amp;quot;attack/defend&amp;quot;... really, Dustbowl style maps should be referred to as &amp;quot;attack/defend&amp;quot;, and Avanti/Cornfield style maps as &amp;quot;invade/defend&amp;quot;. Perhaps a little pendantic on my part, but I hate seeing my favourite gamemodes being misrepresented by CTF players who never go near them :p&lt;br /&gt;
&lt;br /&gt;
Anyways, my point is that the descriptions of game modes should be made consistent throughout the wiki so as not to confuse people not familiar with them. If no one minds, I&amp;#039;d be willing to sort it out. [[User:Pon|Pon]] 08:38, 27 November 2007 (CST)&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Map_Templates&amp;diff=4044</id>
		<title>Category talk:Map Templates</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Category_talk:Map_Templates&amp;diff=4044"/>
		<updated>2007-11-27T17:55:39Z</updated>

		<summary type="html">&lt;p&gt;4est: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attack/Defend vs. Invade/Defend ==&lt;br /&gt;
&lt;br /&gt;
There seems to be inconsistencies with how these two game modes are referred to throughout the wiki. e.g. in the &amp;quot;map templates&amp;quot; category, they are called &amp;quot;invade/defend&amp;quot; and &amp;quot;invade/defend switch&amp;quot;, but in the &amp;quot;game type&amp;quot; category, are lumped togerther under &amp;quot;attack/defend&amp;quot;... really, Dustbowl style maps should be referred to as &amp;quot;attack/defend&amp;quot;, and Avanti/Cornfield style maps as &amp;quot;invade/defend&amp;quot;. Perhaps a little pendantic on my part, but I hate seeing my favourite gamemodes being misrepresented by CTF players who never go near them :p&lt;br /&gt;
&lt;br /&gt;
Anyways, my point is that the descriptions of game modes should be made consistent throughout the wiki so as not to confuse people not familiar with them. If no one minds, I&amp;#039;d be willing to sort it out. [[User:Pon|Pon]] 08:38, 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Sounds like a good idea Pon.  Thanks.&lt;/div&gt;</summary>
		<author><name>4est</name></author>
	</entry>
</feed>