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:: Continued from Page 1 :: General Attacking Tips : Be like the Chameleon my son, if you can do something change your skin. By this I don't mean team but class, adapt to the situation. This is obviously more relevant to Pub severs rather than Clan servers because on clans you can call in backup not as much on pubs. But if you're a Pyro or Scout and that sentry gun keeps mowing you down change class for crying out loud. First ask on team chat if anyone can take it down, especially if you have a spy on your team as this is their main job, if you get no reply then change class, a medic is good is the enemy def is a little suspect and you can find a good place to throw a frag nade and nail it to death or inch round a corner and nail it, as you then still have the speed to cap the flag, a solly is good is you have other light classes on your team as you can take it out then death match a few defenders to occupy them while the fast classes slip by and cap. A spy is good as you can see what the rest of the def is like and let paranoia set in.
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Use you ears my son for even
the frailest blind man can avoid the best sentry gun
They make a hell of a racket and you can often hear them from a mile away, if you've got a decent surround sound system you can tell where they are as well. When you hear it be very careful, find it and take it out, obviously if your under fire then that's hard just try not to follow anyone, ESPECIALLY engineers as they will be trying to lead you back to their gun. Other things that are good to listen for are footsteps, got an inkling your being followed into a flag room, side step right then wait, if you hear footsteps then you should soon see someone run right past you, take them out and continue on. This sort of tactic is much more useful on defence. In my clan days on 2fort we used to operate a 2-man defence in the basement. We had an engineer in the first turn on into the flag room, a sentry gun against the back wall of the flag room facing the second entrance, and a solly behind the indent on the right, no one would make a sound, you would hear footsteps coming from whichever side, they would think its more or less empty, seeing and hearing nothing, when they got so far, emp nade, rocket, shotty, rockets, dead bodies. Worked wonderfully. Backtracking / Chasing I will cover this later, but basically don't do it get on with your job as offence. Snipers, the devils bullet While they are the most annoying and pathetic class ever invented they
are not too hard to fool. If they are covering a large area like the
yard on Rock2 or the outside bit on well you can simply conc across
it and be done. If not, for example the most popular sniper spot the
battlements on 2Fort they can be quite easily avoided, even if they
are "1337". Dodge left, left, right, left, right, right, right,
duck a lot, stop every known and then for a split second, jump a little
but make sure it's a duck jump or your too easy a target. Using this
method I have often avoided the usual 2 snipers on 2Fort and once around
6 decently skilled ones, boy were they pissed off. Often when you have
escaped with the flag they are have their dot over the cap point or
if your going for the flag trained on that area, a simple solution is
just as you, get the flag cap it, crouch, nearly all snipers aim for
a headshot and if you get it right it will fly right over your head.
Don't do it too often though as they will get wise to your tricks and
they will aim lower, if this happens try jumping. 2 heads are better than 1 but
are 4 better than 2?
Most people think that when you have an organised offence it means
all 4 (or however many you have) attacking at the same time, this is
not true, in fact if you do try this you will do much worse than if
you attack one at a time, this is because you will all have to wait
around to be together, then you will be doing nothing and basically
wasting time, if you have a meeting place the enemy will quickly find
it and you will be busted, it is much better to attack in twos, if you
get the timing right you can be all over the enemy by overwhelming its
defence, for example, team A attack and manage to take out a level 3
sentry and damage a solly so he has to go back to re-spawn. The enemy
think they have a few seconds before you come back, but if the timing
is right the second team attack as the first team come into respawn,
they make the hole a little bigger, and so on. Those evil engineer's EMP nade,
the sollys bane or is it??
One thing I hate, is a greedy, selfish bastard who steel all the ammo, I hate it so much I even have a bind giving them some abuse when they do it. Simply put don't take what you don't need, what's that you need ammo, damn right you do, but how many times have you got rid of more than what you start with, less than 3% of the time I would think, unless you have to defend for a prolonged period or your super 1337. Just follow these simple guidelines and don't take the abuse and make your more needed teammates happy.
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