Fly + Combat Jumping
WAI and always been this way. The aspects of CJ that cause this are:
MovementControl +40 for 0.75s
MovementFriction +0.2 for 0.75s
I thought it felt smoother running both...
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
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Awesome, that little synergy makes Fly a lot more fun for me. Thanks!
Shortspark: 50 Fire/Fire tanker
Jessie Inferno: 50 Fire/SD scrapper
a wizard: 50 Rad/Sonic defender
The Nemesis Plothole: 50 StJ/Reg scrapper
The MovementControl and MovementFriction stats are quite handy. The jump powers all grant a buff to them, which is what allows you to change direction mid-jump. Notice that normally your the direction of your jumps is almost entirely determined by your momentum before you leave the ground. Fly actually gives a debuff to these stats, which is why you drift so much compared to hover.
Combat jumping is also the open secret to easily earning the badges for the winter event's ski courses.
The MovementControl and MovementFriction stats are quite handy.
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+MovementFriction is a great statistic.
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Inertial Reduction also provides +40 movement control, which makes it much more maneuverable than Super Jump (and helps Fly/Raptor Pack too).
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Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
I'm more of a super jump guy myself, but I noticed that awhile ago when I used the raptor pack and cj together. Another widly unknown fact is that the jump pack you get from the good vs bad pack actually boosts flight speed.
Theres a good time and a bad time for movement control IMO.
On some toons I like the inertia from fly to carry me away from harm, or to position myself for another attack (like when I do triple alphas on my PB... I use it to carry me up to turn the KB into KD and so I can switch to human and drop into the group and use another attack).
And after 4 years of this game, I thought I couldn't learn something new. Nice to know!
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For me, I took CJ on my winged characters that are good at flying. I've got some winged melee types for whom flight is life. It's a lot of fun to chase down a runner with Flight on, or to go into a tram at full speed because I've got enough air control to negotiate the map.
In contrast, all of mine without wings that fly (mostly squishies) generally don't get CJ, and therefore might be fast but aren't particularly agile. It makes sense to me, as they're more concerned about blasts or buffs/debuffs, and flight is more a tool for getting from A to B than a lifestyle, as it were.
Details like this are a big part of what I love about this game.
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Something I noticed today while fooling around. When Fly is activated by itself, the acceleration and braking are rather sluggish. When Fly and Combat Jumping are running at the same time, Fly becomes very nimble and agile. I tried seeing if there were any changes in the detailed power information, but didn't see anything that would account for it.
Is this a long-known effect that I just now found? Is it WAI, or a bug?
Shortspark: 50 Fire/Fire tanker
Jessie Inferno: 50 Fire/SD scrapper
a wizard: 50 Rad/Sonic defender
The Nemesis Plothole: 50 StJ/Reg scrapper