I figured there are people who can benefit from mod strategies. With a mod as complex as runes, theres always a little something that you didn't know that you wish you knew sooner. Aside from just being an awesome player with great aim and dodging ability, knowing your runes and their full capability can be handy. Some of you have seen Runequake strategy guides before, but I'll try and add some stuff that you haven't seen there.
Rune of Environmental Protection and the Biosuit-
For starters, the Enviromental Protection Rune and the Biosuit are almost the same, but not quite. The only differences between them are that the Rune is permiment until you lose it (duh) and instead of just protecting you from Lava, Slime, and drowning, it gradually replenishes lost health! This feature can allow the rune to double as a regen rune, except it doesnt regenerate armor. another thing about the rune that the suit doesnt feature, when you tap your "rune-use" command key, you can perform a high jump out of any liquid you happen to be in at the time. useful for when someone votes Freehook away. things that the environment rune and the biosuit protect from are Lava, lavaballs, Slime, drowning, deathspots, ice traps, fire traps, Blizzard, Switch Rune, Death Orbs, falling, squishing, firewalking, gravity wells, tornados, gas grenades (just the gas, not the impact) Flamethrowers, Lavaguns, radiation, electricity shields, grappling hooks, weirdness bubbles, uncontrolable jumping, exploding barrels, and Kamakazi blasts. knowing all that, this rune is pretty damn handy, especially if there are a lot of trap-happy players on at the time. This is one of my favorite things about Runequake: the Biosuit is actually very very useful :d
note: players wearing a biosuit or holding an enviro-rune are NOT immune to Shamblers, Zombie Campers, telefragging, the BFG, the Thunderbolt, the Magic Shotgun, Time Bombs, or Sniping (Sniper Rune).
second note: just because these means protect from MOST means of suicides does not mean all of them. your own splash damage except from flame weapons, "kill" command, and discharging underwater still harm you. this should be quite obvious...
Human Torch-
When dealing with players who like the Blizzard rune, having Human Torch can be very helpful if a biosuit or enviro rune are not handy. with Human Torch in your arsenal, you can escape Blizzard and Ice Traps twice as fast as a normal person can. Plus, since the flame traps are instantly active and thrown, rather than placed like other traps, they can double as a powerful weapon when in a firefight, providing you're accurate enough. Thats not all, if you can manage to successfully hit someone with a flametrap as explained above, you can keep throwing them until your enemy is dead, or until you miss 3 times and 3 flametraps are already on the ground. Human Torch also renders the user immune to all sorts of fire, including other players' flame traps, Flamethrowers, Lavaguns, Firewalking, lava balls, and Lava...but you can drown in Lava if you stay down too long.
Rune of Firewalking-
Firewalking renders you immune to flametraps and shallow lava. in essence, only your feet are fireproof. This can be a lot more handy than it sounds, especially for maps my E3M6 where there is lots of shallow lava on the ground.
Rune of Armor Piercing-
When facing those players that just dont seem to die, Armor Piercing is the way to go. Any good Quake player knows that having 200 red armor at all times is a must. Since Runequake has rotating armor most of the time, Red armor is not exactly hard to come by. With the Armor Piercing rune and some decent aiming skill, you can dominate the map. Just be wary of splash weapons, cause you can just as easily pierce yourself.
Zen Monk-
Zen Monk is not as useless as it seems. I know, some of you think "No way! Its a great rune!" Well, I'm not talking about camping one spot the entire map and waiting for suckers to pass by, then blasting them into oblivion. Zen Monk also renders you immune to splash damage, even when moving! Of course, the exceptions are Berserk splash damage and BFGs, but if you have really good rocket dodging skills, keep Zen Monk and you shall fear no rockets!
Another note on this rune, some people dont seem to realize that you can move very short distances at a time and still keep your relative invulnerability. If you want to move around but fear someone sapping you, just tap the movement key lightly, and you'll have nothing to worry about....until they pull out their BFG.
Monk's weaknesses are any Berserk damage, even if a Berserking person pushes a button to squish you, it'll hurt. Normally, Monks are immune to even the strongest squishing. Lumberjack axes can kill Monks. Frozen Monks are vulnerable so push them into Ice Traps to weaken them, or blast em with Blizzard. Pushing a Monk into a Deathspot will kill them. Kamakazi attacks will kill them. Telefragging them kills them. Tornados kill them. Gravity wells, Bodychecking and Repulsion dont neccessarily hurt them, but they cause Monks to move, revealing their vulnerability. Last but certainly not least, the good ol' BFG kills Monks with the best of em.
Sniping, Time Bombs, Strength, and Quad DO NOT harm a still Zen Monk. so dont even bother with those methods.
Rune of Dual Recall-
Rune of Dual Recall is not quite the cowardly rune as most people think. Good for more than just for a quick escape, if you time your shifts right, you have a chance at telefragging anyone who was near you before you shifted, especially if they were trying to Grapple you down.
Rune of Cloaking-
In the off chance that you are in a 1on1 match with Runequake, Rune of Cloaking can be your best friend. Good players will listen for when their prey is near, then blast the fuck out of em when they come in to view. Even if you are not cloaked at the time, you are still almost completely silent. Only thing you need to be careful about is your grappling hook, which still makes sound. This gives a lot of people away when facing a good listener. Jumping, shooting, picking up items, swimming/falling in water do not make any sound. Especially handy for Time Bombs. The ticking sound effect is removed with Cloaking, so not many people will even notice them. Remember, stealth is power.
Rune of Vengence-
Vengence Rune is...well, almost not fair. If the person with vengence has 200 armor and 100+ health, they are next to impossible to take down single handedly. Rune of Self-Preservation, Shielding, Resist, or another Vengence rune are your best bets. Or you can just find someone to tag-team them with
Something you can do if you are weilding a Vengence rune, if you just got out of a fight and you only have 10 or 20 health left, your Vengence isnt going to do much to anyone in a firefight. Solution? Find a Deathspot! If you have Vengence, stepping on a Deathspot will kill both you and the person who placed it, regardless of health or armor. If they dont die, they are either already dead, have pent, or Rune of Self-Preservation.
Note: if you have Vengence and a Pentagram of Protection, you WILL infact do damage to anyone who causes damage to you. So, seek out any flame traps, or deathspots, or people with berserk/quad and let em have it. Sure, it seems unfair, but hey...so does Pent.
Lumberjack Rune-
Lumberjack is a GREAT rune. Hey, even if you dont want to use the beefed-up axe, you still get 150 bonus health which doesnt burn off, plus a slight increase in damage from all your weapons. Normally, 250 is the highest you can go, unless you have Good Health. With Lumberjack, you can go as high as 400. Hell, even with just 250 health and 200 armor, you can survive a direct blast from a Quad rocket. How bout them apples?
Houngan Rune-
A lot of people dont like the Houngan Rune. What good are a bunch of camping Zombies gonna do? Well, if you're smart, there are two purposes for these things you can implement. 1: protection. If you wanna get away from someone whos tryin to blast you with rockets or whatnot, spawn a trail of Zombies in your wake to take the blasts for you until you can get away from them. 2: trap. if you are in the right map, like E4M4 for instance, find a place with only one entrace and exit that people will spawn into after they die. Then block off the exit with a wall of Zombies. place three on the ground, then grapple above them and drop 2 more on top of them. bam. inescapable zombie wall. then all you gotta do is hide and watch the kills rack up. stay nearby incase one or more of your Zombies falls, but stay out of sight. Another interesting tid-bit of infomation, if you want to use your Zombies as a shield or wall, you can still attack enemies on the other side of them. Catch is, only your Shotgun, Super Shotgun, and Magic Shotgun can safely fire THROUGH your own Zombies to hit enemies on the other side. Any other weapons just hit and knock down your Zombies.
Additional info: I recently found a way to kill these zombies. Don't let them stand back up...at all! Stand on top of them for a goodly amount of time, and eventually, they'll just fall apart. Nifty.
(continued on pt. 2)
Rune of Environmental Protection and the Biosuit-
For starters, the Enviromental Protection Rune and the Biosuit are almost the same, but not quite. The only differences between them are that the Rune is permiment until you lose it (duh) and instead of just protecting you from Lava, Slime, and drowning, it gradually replenishes lost health! This feature can allow the rune to double as a regen rune, except it doesnt regenerate armor. another thing about the rune that the suit doesnt feature, when you tap your "rune-use" command key, you can perform a high jump out of any liquid you happen to be in at the time. useful for when someone votes Freehook away. things that the environment rune and the biosuit protect from are Lava, lavaballs, Slime, drowning, deathspots, ice traps, fire traps, Blizzard, Switch Rune, Death Orbs, falling, squishing, firewalking, gravity wells, tornados, gas grenades (just the gas, not the impact) Flamethrowers, Lavaguns, radiation, electricity shields, grappling hooks, weirdness bubbles, uncontrolable jumping, exploding barrels, and Kamakazi blasts. knowing all that, this rune is pretty damn handy, especially if there are a lot of trap-happy players on at the time. This is one of my favorite things about Runequake: the Biosuit is actually very very useful :d
note: players wearing a biosuit or holding an enviro-rune are NOT immune to Shamblers, Zombie Campers, telefragging, the BFG, the Thunderbolt, the Magic Shotgun, Time Bombs, or Sniping (Sniper Rune).
second note: just because these means protect from MOST means of suicides does not mean all of them. your own splash damage except from flame weapons, "kill" command, and discharging underwater still harm you. this should be quite obvious...
Human Torch-
When dealing with players who like the Blizzard rune, having Human Torch can be very helpful if a biosuit or enviro rune are not handy. with Human Torch in your arsenal, you can escape Blizzard and Ice Traps twice as fast as a normal person can. Plus, since the flame traps are instantly active and thrown, rather than placed like other traps, they can double as a powerful weapon when in a firefight, providing you're accurate enough. Thats not all, if you can manage to successfully hit someone with a flametrap as explained above, you can keep throwing them until your enemy is dead, or until you miss 3 times and 3 flametraps are already on the ground. Human Torch also renders the user immune to all sorts of fire, including other players' flame traps, Flamethrowers, Lavaguns, Firewalking, lava balls, and Lava...but you can drown in Lava if you stay down too long.
Rune of Firewalking-
Firewalking renders you immune to flametraps and shallow lava. in essence, only your feet are fireproof. This can be a lot more handy than it sounds, especially for maps my E3M6 where there is lots of shallow lava on the ground.
Rune of Armor Piercing-
When facing those players that just dont seem to die, Armor Piercing is the way to go. Any good Quake player knows that having 200 red armor at all times is a must. Since Runequake has rotating armor most of the time, Red armor is not exactly hard to come by. With the Armor Piercing rune and some decent aiming skill, you can dominate the map. Just be wary of splash weapons, cause you can just as easily pierce yourself.
Zen Monk-
Zen Monk is not as useless as it seems. I know, some of you think "No way! Its a great rune!" Well, I'm not talking about camping one spot the entire map and waiting for suckers to pass by, then blasting them into oblivion. Zen Monk also renders you immune to splash damage, even when moving! Of course, the exceptions are Berserk splash damage and BFGs, but if you have really good rocket dodging skills, keep Zen Monk and you shall fear no rockets!
Another note on this rune, some people dont seem to realize that you can move very short distances at a time and still keep your relative invulnerability. If you want to move around but fear someone sapping you, just tap the movement key lightly, and you'll have nothing to worry about....until they pull out their BFG.
Monk's weaknesses are any Berserk damage, even if a Berserking person pushes a button to squish you, it'll hurt. Normally, Monks are immune to even the strongest squishing. Lumberjack axes can kill Monks. Frozen Monks are vulnerable so push them into Ice Traps to weaken them, or blast em with Blizzard. Pushing a Monk into a Deathspot will kill them. Kamakazi attacks will kill them. Telefragging them kills them. Tornados kill them. Gravity wells, Bodychecking and Repulsion dont neccessarily hurt them, but they cause Monks to move, revealing their vulnerability. Last but certainly not least, the good ol' BFG kills Monks with the best of em.
Sniping, Time Bombs, Strength, and Quad DO NOT harm a still Zen Monk. so dont even bother with those methods.
Rune of Dual Recall-
Rune of Dual Recall is not quite the cowardly rune as most people think. Good for more than just for a quick escape, if you time your shifts right, you have a chance at telefragging anyone who was near you before you shifted, especially if they were trying to Grapple you down.
Rune of Cloaking-
In the off chance that you are in a 1on1 match with Runequake, Rune of Cloaking can be your best friend. Good players will listen for when their prey is near, then blast the fuck out of em when they come in to view. Even if you are not cloaked at the time, you are still almost completely silent. Only thing you need to be careful about is your grappling hook, which still makes sound. This gives a lot of people away when facing a good listener. Jumping, shooting, picking up items, swimming/falling in water do not make any sound. Especially handy for Time Bombs. The ticking sound effect is removed with Cloaking, so not many people will even notice them. Remember, stealth is power.
Rune of Vengence-
Vengence Rune is...well, almost not fair. If the person with vengence has 200 armor and 100+ health, they are next to impossible to take down single handedly. Rune of Self-Preservation, Shielding, Resist, or another Vengence rune are your best bets. Or you can just find someone to tag-team them with

Note: if you have Vengence and a Pentagram of Protection, you WILL infact do damage to anyone who causes damage to you. So, seek out any flame traps, or deathspots, or people with berserk/quad and let em have it. Sure, it seems unfair, but hey...so does Pent.
Lumberjack Rune-
Lumberjack is a GREAT rune. Hey, even if you dont want to use the beefed-up axe, you still get 150 bonus health which doesnt burn off, plus a slight increase in damage from all your weapons. Normally, 250 is the highest you can go, unless you have Good Health. With Lumberjack, you can go as high as 400. Hell, even with just 250 health and 200 armor, you can survive a direct blast from a Quad rocket. How bout them apples?
Houngan Rune-
A lot of people dont like the Houngan Rune. What good are a bunch of camping Zombies gonna do? Well, if you're smart, there are two purposes for these things you can implement. 1: protection. If you wanna get away from someone whos tryin to blast you with rockets or whatnot, spawn a trail of Zombies in your wake to take the blasts for you until you can get away from them. 2: trap. if you are in the right map, like E4M4 for instance, find a place with only one entrace and exit that people will spawn into after they die. Then block off the exit with a wall of Zombies. place three on the ground, then grapple above them and drop 2 more on top of them. bam. inescapable zombie wall. then all you gotta do is hide and watch the kills rack up. stay nearby incase one or more of your Zombies falls, but stay out of sight. Another interesting tid-bit of infomation, if you want to use your Zombies as a shield or wall, you can still attack enemies on the other side of them. Catch is, only your Shotgun, Super Shotgun, and Magic Shotgun can safely fire THROUGH your own Zombies to hit enemies on the other side. Any other weapons just hit and knock down your Zombies.
Additional info: I recently found a way to kill these zombies. Don't let them stand back up...at all! Stand on top of them for a goodly amount of time, and eventually, they'll just fall apart. Nifty.
(continued on pt. 2)
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