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View Full Version : Here For All The Noob's Out There


gizzlo
24 Jul 2005, 05:29
I C THAT THERE IS A LOTT OF NEW GUY'S ON THE SERVER'S THAT JUST GET SLAAMED WITH BULLETS

so plx read this so you guys know how to move around map's thx.







First-Person Shooter Basic Maneuvers




If you wish to have any success in a FPS (First-Person Shooter) game like UT2K4, there are a few moves that you should familiarize yourself with. Advanced FPS players feel free to skip this section and move on to the next.

What's the number one no-no on any FPS player's list? Standing still. Remaining in one location for any length of time is almost always a bad idea. Think of it as shouting out 'FRAG ME PLEASE' and having a large beacon shine down on you from above. About the only acceptable time to stand still is when sniping from a remote location with the Sniper Rifle or Lightning Gun, and even then it's a good idea to change your position after every few shots.

Always keep moving, and not in a straight line. Zigzag around a bit, and jump every ten or twelve steps. The goal of this being, of course, to make it difficult for enemies to target you. You'll quickly find that walking in straight lines makes it easy for enemies to kill you. There is a direct correlation between unpredictability of movement and lifespan.

The second required skill of any FPS gamer worth his weight in -insert inexpensive material here- is the circle strafe. To practice, play a 1-on-1 Deathmatch game versus a single Novice bot. Target him, but don't fire. Now begin to strafe left or right, keeping your crosshair on him all the while. You'll circle around him, maintaining your ability to pepper him with death the whole way. Once you've gotten the maneuver down pat, bump the bot up a level. Throw in a bit of jumping to further confuse your opponent. Continue until you're comfortable enough to pull it off against humans.

Whenever you engage someone in a firefight at close range, you'll want to begin to circle strafe. We've already established that standing still is a good way to die, and circle strafing is the most efficient way to attack without remaining in place. Think of it as a dance.

Finally, know when to retreat. If you're clearly on the losing end of a battle-and you think you can get away to safety or a cache of health-run! There's no shame in tucking tail (well, not too much shame, anyway), and giving up on an unlikely frag is much better than giving your opponent a freebie. Of course, if your path to safety is blocked or you don't feel you can make it, there are other options. Bull-rushing your opponent with a large weapon (Rocket Launcher, bio rifle, or the Flak Cannon, for example) can often salvage the situation by killing you both. The net effect will be +0 points for both of you, but again, it's better than +1 for him and +0 for you.




Specialty Maneuvers




New to UT2K3 and UT2K4 are the double-jump, the dodge jump, the wall-jump, and the elevator jump. These new maneuvers help to make your movements even more unpredictable, and allow you to reach seemingly impossible locations, as well. To execute a double-jump, simply jump again when at the apex of your first jump. dodge jumping is a little more difficult: dodge, and then jump just before hitting the ground. This will give you a quick extra burst of speed, and can be useful when chasing someone with the Shield Gun charged up. Follow the enemy while charging, and then when you're right behind him, dodge jump forward. Instant gibbage! Elevator jumping is a result of the new Karma physics engine. Jump as the elevator you're riding nears the top of its shaft. Your upward momentum will cause you to jump a little higher than you otherwise would. Another nice maneuver is the 'goo jump.' Fire off some Biorifle goo, charge up your Shield Gun, and jump just as the goo explodes for an extra boost.

The wall-jump is the hardest move to pull off. Jump into a wall, and then dodge or jump just as you come into contact with it.

While you're performing these acrobatic moves, note that if an opponent disturbs you, you can land on them to cause damage proportional to the height from which you jumped.

Translocation also takes a little getting used to. It doesn't take much skill to toss your beacon and translocate to it, but a little practice is required in order to use the translocator as an effective tool. You can quickly chase down an enemy flag or bomb carrier by making arcing tosses of the beacon, and you can cut huge corners in the same way. The translocator camera makes the beacon even more useful. Toss the transmitter around a corner, then press the Q key to view the action and spot that opponent just waiting to frag you. Leave the beacon in the entrance to your base, and frequently 'check in' to make sure that all is quiet at home-and instantly return to your base if things get too hot.

Epic and Digital Extremes' decisions to limit the amount of times the translocator can be used in a short period of time, as well as to make the beacon leave a trail of light, are in my opinion welcome improvements to the original game. In the original UT, players would often 'trans whore,' or fly around maps using only the translocator, making targeting a nightmare, and removing much of the skill from infiltrating an enemy base. Now it's impossible to constantly transport around, and it's much easier to target a player when he's translocating. The end result is that the translocator is now a tool to be used strategically, and that's a good thing!

Finally, you'll gain an advantage from knowing how to use adrenaline properly. There are four moves that you can enable once you've collected 100 adrenaline points, described in the table below. These power-ups can be the difference between winning and losing in a tight game-memorize the input combinations required for each booster, and know which to use, and when to use the combo versus hold onto it for future use. Once you've reached 100 adrenaline points, you will remain at full count until you use the combo-death will not take your points away.


Adrenaline Combos:
Forward, Forward, Forward, Forward :Speed Boost (Movement):
Back, Back, Back, Back :Health Boost
Forward, Forward, Back, Back :Berserk (Fire more quickly)
Right, Right, Left, Left :Invisibility