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LtLuthor I don't believe that there are any viable routes that you can only hit with the advanced parkour kit. Do you have a source for how momentum works when jumping off walls? I don't think that it follows a Sine pattern at all, just because you rise a bit and then drop doesn't instantly make it follow that pattern. It's similar but if you were to literally trace your wallrun from a 90 degree angle, it's not going to look like even a fragment of a sine wave. Also, do you have examples of these routes that are supposedly only possible with the Enhanced Parkour Kit? Finally, lol at wallhanging. Holding still for 20+ seconds in a gunfight with no ADS is definitely a solid strat -_-
You misread my post. I am not saying the Sine wave calculates the wall-runners path.
The momentum stored up in the wall-run at which point you jump follows the pattern of upwards acceleration in a Sine wave.
Where X represents how long you've been wallrunning- it doesn't matter which horizantal direction.
1 wall run represents the Sine curve going to it's highest point.
So enhanced parkour's momentum model will resemble something similar to 2* sin(x/2) whereas regular parkour's momentum model for wall runs will resemble something similar to sin(x). The difference isn't that drastic, because enhanced parkour doesn't double both the maximum possible verticle gain and horizantal gain of the wall-run, but it's easier to illustrate with an exhaggherated model.
In each model, the momentum you get from jumping is proportional to dy/dx or "change in y over change in x"
So the reason you get the most momentum out of a jump early in the curve, is because that's when the momentum is the highest.
For a regular parkour wall-run momentum model, you'll have something resembling this.
x = .26, dy/dx = .96
x = .39, dy/dx = .92
x = .5, dy/dx = .86
The longer you wall run, the less momentum you get off a jump...
Now, take an enhanced parkour wall run, which naturally needs to last longer, and you'll see why it makes sense the momentum degrades slower as its over a longer period of time:
x = .26, dy/dx = .99
x = .39, dy/dc = .98
x = .5, dy/dx = .96
The maximum momentum and minimum momentum do not differ, but it is spread out more- naturally when you have a bigger wall run to go from maximum to minimum momentum transfer.
It is this way because it actually HAS to be. Unless the enhanced parkour kit actually gives you more momentum straight up at the beginning (if it did, that would be AWESOME though), if it starts with the same amount of momentum, it can't land cleanly at zero unless the rate of decrease is slower- that or there's an artificial "momentum freeze" at certain points in the wall-run, but that wouldn't make sense.