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Teleporting with enemy flag
 
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Paz
Super Regular
Soldier Flag
Defense

P: 04/12/2014 16:48 EST
    Yes you can can actually teleport while carrying the enemy flag, and I was wanting to ask if this is ok to do? I think its neat, but wanted to confirm with drippy and/or admins if this is ok to do?   
Shemmie
Super Regular
Deadly Dispenser
Man

P: 04/12/2014 18:03 EST
    We've asked before. I believe it's a no-no.  
dsm
Super Regular
Rocket Jockey

P: 04/13/2014 16:58 EST
    I thought the rule was...if the enemy allows you to build the tele & you have the time to do it it is legal. Kinda like a Demo planting a Det outside of spawn.   
Ritual_Masturbator
Super Regular
Engineer Flag
Toucher

P: 04/12/2014 22:22 EST
   
Paz wrote:
Yes you can can actually teleport while carrying the enemy flag, and I was wanting to ask if this is ok to do? I think its neat, but wanted to confirm with drippy and/or admins if this is ok to do?
Officially, no.

Problem with this practice is it's harder to do consistently than double-conc tapping. By the time you manage to get this "exploit" to work, you could have left enemy base with the flag - and yes you can nadejump from bottom elevator as an engineer.
  
Spoofer
Super Regular
WMD Creator

P: 04/12/2014 22:38 EST
E: 04/12/2014 22:39 EST
    Double-conc tapping? ?_?

IF you had the time to set up an entry tele in the enemy's flagroom (and assuming you were cool with wasting the D or O potential of using the teles regularly in exchange for the slim chance of pulling this off), it's definitely the fastest and easiest way to cap. Especially if you've got a bunch of O sitting down there to chain the caps. But yeah, despite the likelihood of this ever happening in league matches (or whatever passes for them these days), it's always been banned in official matches, so I like that Drippy would consider it off-limits as well.

Since this topic exists, I may as well hijack it again with a couple of other rule questions (well, just one for now). I've seen a couple of Scouts regularly chophopping on the server, and since every league has always allowed BHopping but unanimously outlawed chophopping... Since Bhopping is forcibly capped on Drippy's, can I also safely assume that chophopping is forbidden? Would it be reportable?
  
Frankie_Spankie
Daycare Manager
Dizzy Capper

P: 04/12/2014 22:42 EST
    How do you nade jump up else as engineer? HH doesn't work or you'll die. I always thought you can go as any class except sniper, engineer, or hwguy.  
Spoofer
Super Regular
WMD Creator

P: 04/12/2014 22:46 EST
    Sniper can always HH without dying. Engi can make it up with a regular nade jump, instead of HH. You're only left with a tiny amount of HP, though. So obviously you need to be at max health as either class.  
B|ind Sniper
Daycare Manager
WMD Creator

P: 04/12/2014 23:02 EST
    .......

Im capable of teleporting with flag and try on occasion..

Drippy last said its ok to do because its the same principle as a detpack or sg at main spawn.

If they let you do it then go for it.

FYI there should be a video on youtube that instructs how to
  
skeetzz
Super Regular
Flag Capper
On Fire

P: 04/12/2014 23:30 EST
E: 04/12/2014 23:42 EST
   
Frankie_Spankie wrote:
How do you nade jump up else as engineer? HH doesn't work or you'll die. I always thought you can go as any class except sniper, engineer, or hwguy.
You need full health and armor to do it, after you have less than 10 health left.

If I have time I'll grab a snowball hit the urinal, for the best success the grenade needs to fall down the slot along the wall.
  
Ignorant_Florist
Daycare Manager
Pipebomb Monkey

P: 04/12/2014 23:51 EST
    Yeah, full H&A is required to pull it off. Here's a tip:

Toss the nade at the chain that pulls the elevator up. It may "lodge" into the hole out of sight. That's ok, it will still go off and launch you up.... IF you time the jump right. You'll want to be at the apex of your jump when it goes off.... otherwise, you splatter gibs all over the place, and the flag stays on the elevator pad.

Same thing works with Soldier, except that you can take less damage if you R-Jump right as the nade goes off.

What would be BEST, though, is if you've got a Demo over there.... green pipes, will launch you straight up with no damage at all. That requires teamwork, but if you've got enough people down there to take over their basement....

No amount of practice will get the timing to make the teleport with flag work consistently. Believe me, I've tried.... just for shits and giggles.
  
Frankie_Spankie
Daycare Manager
Dizzy Capper

P: 04/13/2014 01:38 EST
    I thought I remembered trying and you had to HH up the elevator shaft to get up with a normal grenade. I'll have to try it again sometime.  
Ignorant_Florist
Daycare Manager
Pipebomb Monkey

P: 04/13/2014 02:41 EST
    Drop it down on the chain.... it'll work. Takes timing, but if *I* can do it, anyone can.  
Frankie_Spankie
Daycare Manager
Dizzy Capper

P: 04/13/2014 02:50 EST
    Oh shit, why did I always think you had to HH it...

Oh well, if I'm down there as engineer I focus on getting a teleporter up anyway and letting my team run the flag.
  
DeathBringer
Super Regular
Pipey FlagCatcher

P: 04/13/2014 20:48 EST
E: 04/13/2014 20:49 EST
    Screams exploit to me. But I see the point of if the opposing team isnt able to stop them then it can happen. Seen plenty of times when the enemy had a tele in our flagroom for several minutes before we could kill everyone and get the tele. Ssveral flags could be capped in that time.
So which is it? Not allowed or allowed?
  
Ignorant_Florist
Daycare Manager
Pipebomb Monkey

P: 04/13/2014 21:38 EST
    Search the archives..... as was said earlier, Drippy- did chime in on it. I don't remember what he said, and don't have time to look it up for you. Pretty sure it was in this section, though.

  
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