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Nautilian
28 Mar 2005, 12:09
Hey there boys, I want this post to be for any questions that would liked to be asked and I will try and answer them to my best ability. Please keep it within training or tips please.

Naut

187<>Ceasar~
28 Mar 2005, 16:11
COooL, Thanks a Million.

Q1: What is the best resolution to play UT2k4 on?

Nautilian
28 Mar 2005, 17:49
800x600 32bit colour, world textures ultra low... the only item that should be on the highest is character skin as what this does is makes your hit blocks more defined therefore increasing the definition of what would count as a hit to the computer.

Naut

187<>Ceasar~
28 Mar 2005, 18:03
schweeet

Shrimp
28 Mar 2005, 23:38
Q: Why am I so n00b?

187<>Ceasar~
28 Mar 2005, 23:47
BWHuahahahahahaaahhaahhah........thats unexplainable!!

bl@d3
29 Mar 2005, 00:05
Lately, I dunno why, but I seem to have problems with dodging, has my technique slipped or is everyone else getting better? Any suggestions?

Nautilian
29 Mar 2005, 00:24
Lately, I dunno why, but I seem to have problems with dodging, has my technique slipped or is everyone else getting better? Any suggestions?

Ok, so you got the dodging down but now you need to ask yourself am I doing it too much. Remember, when you dodge, if you are playing a good player, he should be lauhing his ass off when you do that, as he would automatically know the following:

He can predict where you are going to land, so if he has shock, rocket or flak he is 99.9% of the time going to hit you with the full brunt of the the shot.

What he can also do is since you are dodging, your speed moving through the air is consistent making you an easy shot for the LG, shock or flak.

So what does this all mean, when in close combat, dodge only when you need to, may it be to escape from the battle, get round your opponent or anything you have a reason for doing so. Remeber dodging is mainly for getting around a map quickly, but over doing it can be detramental, you do not need to dodge for the sake of dodging. Also another tip, try to alternate your dodging as you will find a normal dodge might get you round a corner quicker than, that of a super dodge.

Naut

Nautilian
29 Mar 2005, 00:25
Q: Why am I so n00b?

Cause you an administrator! OH and you have not played me to become my bitch!

Naut

187<>Ceasar~
29 Mar 2005, 01:23
Also another tip, try to alternate your dodging as you will find a normal dodge might get you round a corner quicker than, that of a super dodge.Naut

Whats is a super dodge?

Nautilian
29 Mar 2005, 01:34
When you dodge and press jump consecutively.

Naut

Odyssey
29 Mar 2005, 12:49
Naut,



One thing that still gets me raped often is a close one on one encounter.

With the magnitude of things to consider in a split second - close range weapon selection, aim, movement/dodging etc. Before I am ready to do anything, I'm history.

Any tips on how to handle those close encounters.

Thanks

Elco
29 Mar 2005, 14:08
Practice :D

Nautilian
29 Mar 2005, 14:11
Absolutely, the best advice I could give is to be prepared. When I say this it is all about the weapon your roam with, if you are in a corridor, you would naturally roam with LG as you can instantly hit your opponent, when you are going round a corner one would naturally have the flak or rocket launcher as it is the most guaranteed weapon to do damage, as well as to allow you to back off if need be as you would be able to spam your opponent. Weapon selections helps your game considerably as it is less to think of. More importantly when you are in close situations you want to damage your opponent therefore you should be using your close combat weapons mainly Rocket Launcher and Flak, only when you are experienced enough (or comfortable) should you then start switching weapons to either finish off an opponent or do more damage. Always remember simple is always better. A frag is not judged on how you get but weather you get it or not.



In terms of aim, one would always like to be prepared to make the shot, therefore that is a concern of reflex and reaction timing, which unfortunately as we get older deteriates, though as you get more experienced, you learn to avoid those situations as you would acquire the skill to know where your opponent is all the time (I will be posting an article about sound soon).



Last thing I can say, when you face your opponent, the best thing to do is try not to panic as this leads to your losing so much valuable time, amour and damage time before you realize what you a doing. Breathe in and breathe out, just think to yourself “it is only a game” and “I am better than this guy”. If your nerves get the better of you, find yourself a small spot, take a deep breathe and carry on, this normally calms you down tremendously.



Hope that helps

Naut

[§]SiP
29 Mar 2005, 14:35
“it is only a game” and “I am better than this guy”.


i say this everytime i play u still does'nt help :(

Shrimp
29 Mar 2005, 15:06
Dear Dr. Naut

Q: Why do I always dodge INTO rockets and flak heading my way? I don't want to (obviously), but it seems to be a default reaction of mine to throw myself at incoming projectiles.

Sincerely,
- Shrimp

Nautilian
29 Mar 2005, 16:32
Bump!

bl@d3
29 Mar 2005, 18:10
lol, Shrimp, don't worry man, your not alone! That stary rocket always seems to have my address, and postage paid in full, when I look again, it's coming home! :)

Boogeyman
31 Mar 2005, 14:19
I spoke to floruro the other day about dodging and more importantly avoiding dangerous projectiles..the only time to super dodge is to get to places quickly.... one little jump or simple move... away from flak smileys and rockets is ennuf to avoid death...MAKE THEM MISS IS THE IDEA cause a miss is as good as a mile in any game. U will notice how the top CTF players move when they have the flag...most times they run backwards with the shield and dodge the stuff u throwing at them...thereby buying time for the supporters to arrive.

JKR
02 Apr 2005, 17:15
Hey Naut

You seem to know your stuff, I think I once heard you went to Korea for ut99? What was your final position?

Nautilian
07 Apr 2005, 20:18
12th

Gamos
08 Apr 2005, 08:56
Dear Dr. Nut,

I have been playing for the last 2 weeks now, brushing off the rust again, but I just can't seem to convert my battles into kills. I do great ammounts of damage, but it always ends up in me retreating to get health or me dying by some lucky shot (it seems)

Am I being too defensive when I attack, not aggressive enough on the armor timing or just not using the correct weapon for the job?

Regards
Mad Cow Diseased.

-nT-|Triton|
08 Apr 2005, 09:21
Q: how do U join a clan on the site?????????????:D

-nT-|Triton|
08 Apr 2005, 09:37
Hello :(

Gamos
08 Apr 2005, 10:27
Oh, I can answer that one...

You proof that you are serious about playing by being on the servers (if you intend to join an online clan)

Sooner or later someone will spot you.

You can always join the community team for now. Go see the Naja challenge on the General forum for details.

-nT-|Triton|
10 Apr 2005, 08:53
ja but i am joining 178

Cataphract
10 Apr 2005, 12:04
Why don't you just add 9 more numbers and join 187 in stead?

-nT-|Triton|
10 Apr 2005, 22:02
OOPS sorry i mean 187:(

Cataphract
11 Apr 2005, 09:22
So, Naut, how's that Diamondback coming along? I'm getting used to it now, very, very slowly. Still have problems with keybinds going haywire for some reason.

marvin
25 Apr 2005, 03:09
Hey i think im havin problems playin the games cause when i try 2 go into the server it tells me that the server cannot be displayed so u tell me where should i go to,to sort this out?? give me fool instructions!!!

Macera
25 Apr 2005, 06:01
Well Marvin, you have UT2004?

marvin
25 Apr 2005, 06:19
Well Marvin, you have UT2004?Well i seem to have it on the site but not on a disc u tell me what i need i just joined the site yest.......

<A>FluX.v2.0
25 Apr 2005, 13:29
well... for starters you need ut2004 on dvd or cd (installed on your pc) to play on the servers, Im assuming you do since you said it told you the server could not be displayed.. but your also confusing me.. since you say that you have it on the site... (wtf) but not on disc.....

Is ut2004 installed on your pc?

Scrye
25 Apr 2005, 14:00
Rofl.

Macera
25 Apr 2005, 14:53
I think he means he joined the UT site, maybe, ish marvin, this is not a IRC chat server, dont post 392401278409271402714802174012874098217 times in 3 minutes.

[§]SiP
25 Apr 2005, 14:53
did u play as chapel today ?

marvin
27 Apr 2005, 13:54
the other guy is right, i thought it was a chatroom but now that i know whats going on i wont just leave the site i will be glad to be a olly(the guy that just air his opinions.Oh!! b4 i 4get If any of u guyz live in Randburg hulla at me(i live in Surrey Avenue,Ferndale not far from waterfront)

marvin
27 Apr 2005, 20:06
what does ROFL mean?

Scrye
28 Apr 2005, 09:49
It means I can't stop laughing at you.

gizzlo
01 May 2005, 07:15
roll on the floor laughing my ass of = rotflmao

gizzlo
01 May 2005, 07:15
go ask for your school money plz

Po10c
01 May 2005, 09:41
roll on the ----->floar<----- laughing my ass of = rotflmao

Now thats worth laughing about :)

<A>BioGizzard
03 May 2005, 11:37
hahaha, what an idiot every body knows u spell it "vlorr" not "floar"

btw what ever happened to naut's guide

Plato
08 May 2005, 20:45
What must you do when someone is going kamikazi at you with the machine gun/rocket launcher/flak cannon ?

I often get killed in this way....

I was given the advice of running away with the shield gun but is there anything else I can do?

[N]Haja
09 May 2005, 09:38
well, its hard to say FP. It depends who it is, if you have a weapon, how much health you have, how much health he has, soooo many variables.

A good tactic is to retreat around a corner with your shield up, switch to shock and put a few combos behind you, to either stop him form attacking, or injure him.

But generally, if you are low on health, do not have a weapon to defend yourself, or know you will lose the fight, then yes, put your shield up and get the hell outta there. Just remeber to point the shield backwards, or it won't do any good :)

Just note, that a stronger player will always sense when he can take a weaker player, so this may happen to you often, until the tables are turned, and you start doing this to other players. SO best you just practice, till you become a power to be reaconed with.

Odyssey
09 May 2005, 16:48
HI there,


"800x600 32bit colour, world textures ultra low"

Is this still applicable on the latest spec machines with PCI express and all that stuff.
I put all my setting on high and it was a great experience, not lagging in performance at all.

Thanks & Cheers

Manta
13 May 2005, 07:35
In CTF, How important is it to use Your shield jump to get places faster, or is this Movies you can download just to make the game look cooler?

<A>BioGizzard
13 May 2005, 07:54
thing is if u can do them while having the flag it might help
cause u can't translocate with the flag

<A>Nom@n
13 May 2005, 08:17
manta, in maps like face its very handy to get away with the flag because of the slope, but generally in other maps you just end up just compromising your health.

sneaky
13 May 2005, 10:57
You can also use the shield jump on maul to jump into your base from the front and not use the jump pad, that is if you have enough HP's after doing your run.

Elco
13 May 2005, 22:16
By Odyssey:


HI there,


"800x600 32bit colour, world textures ultra low"

Is this still applicable on the latest spec machines with PCI express and all that stuff.
I put all my setting on high and it was a great experience, not lagging in performance at all.

Thanks & Cheers

These settings have little do to with performance. It does however give people with older machines some extra FPS . The purpose of the settings is to make the environment look crappy, and your opponents player model stick out with high detail making it easier to identify. Although, the question remains as to how far this is necessary with brightskins.

Elco
13 May 2005, 22:21
In CTF, How important is it to use Your shield jump to get places faster, or is this Movies you can download just to make the game look cooler?

Can be handy in some places.

DJRob
19 Jul 2005, 16:19
Dr Naut... I have three questions:

Q1 : What is the best way to switch weapons - my mouse wheel is set to weapon switching - but sometimes I can't get to the weapons quick enough - and using numbers aint good enough - also - it's kinda hard setting others keys not near your hand - cos in my opinion - if you leave you movement keys - you are dead!

Q2 : I've noticed that shield gun shield on faced at a combo allows you to live without damage if it bloes in your proximity! Any quick way of changing to shield gun to use this amazing feature.

Q3 : When you are loosing - how do you turn the tables - for example in a Duel - sometimes - getting killed once give the other player ownage! You can't find a weapon, or shields etc... and you can't stand still because of the probability your openent removes the usualess head you have without a weapon... what's you tips there?

sneaky
19 Jul 2005, 17:03
I know im not in the same calibre as Naut but I found piping weapons very usefull when the mouse wheel became to slow for me. eg.

KEY=pipedswitchweapon 1 | pipedswitchweapon 2 (Edited in your USER.INI file)

The defaults are as follows
0 = superweapon
1 = shield gun
2 = assault rifle
3 = Bio Rifle
4 = shock rifle
5 = link gun
6 = minigun
7 = flak cannon
8 = rocket launcher
9 = lightning gun
Q = translocator

What this does is it allows 2 weapons to be accessed by one key, so if you replace "KEY" with say "E" you can switch between 2 weapons by tapping E

And when this starts becoming to slow as well try changing your default wasd setup to something like rdfg which will also give you access to more buttons.

a link,
http://cleaned.beyondunreal.com/UTFaq/ALIASES.HTM#_Toc479239129

Hope this helps

--EDIT--
LOL the link is still for UT, some things should still apply though but google and you shall find.

Bean
20 Jul 2005, 13:39
A1. I think most people set some weapons on the mouse, and some on keys around their movement keys.

Mouse wheel up = one weapon
Mouse wheel down = another weapn,
Mouse 3, Mouse 4 etc. (the extra buttons on the side of the mouse) = other weapons
Then some keys around your movement keys (Q, E, 1, 2, 3 depending on you move keys) and you have all the weapons covered.

Takes some practice to get used to it (I was forever switching to the wrong weapons at first), but it works well when you get used to it.

A2. Set a key for Shield gun just like any other weapon so you can get directly to it. You can use keybinds (as Sneaky pointed out) to switch to shield and engage it as long as you're holding down that key - if you want too. Also - the shield seems absorbs damage sent into it - but not from the sides (or behind you :) ) So make sure you put it between you and whatever is trying to kill you.

A3. I'm not too good at duels but when you spawn after being killed - you need to remember where you were killed and where your opponent is - and then kinda work from that. If you rush in the same direction they're in it usually gets ugly.


I'm sure there are others who could give you loads more info on Q3...

<A>FluX.v2.0
20 Jul 2005, 13:55
yeah sneaky I use the pipedswitchweapons aswell

q = flak and lg
e = shock and mini
tab = shield gun and Xloc (with this xloc will only work in ctf, and become only a sheild bind for dm)
3= bio
mx510 side buttons = rockets and link

<A>BioGizzard
20 Jul 2005, 14:16
though i think we had a thread like this in the past or was it in the old forum. mine Are as follows:

w=shield | mwheelup = mini
a=bio | mwheeldown= xloc(ctf)use(ons)
z=flak | midmouse= link
left shift= shock | front sideB = lg
Caps= crouch | rear sideB = rl
Movement = e,s,d,f

the rest is default: like superweapons, jump etc.

BMU
22 Jul 2005, 09:10
Probably something everyone knows, but pipedswitchweapon can work with more than two weapons. You can set up all 9 weapons in a pipedswitch sequence. Pressing that key will then alternate between the two best weapons you have, using the order you listed them in, in the user.ini. Can be handy.

<A>BioGizzard
22 Jul 2005, 09:47
if u have to many weapons on one button ur gonna be fooked every time u wanna switch between them. espesially in a 1on1. it might almost work if u have lots of distance between u and ur target

BMU
22 Jul 2005, 10:00
What I did for a while was make a short, medium and long distance key.

Short distance will give me flak, if I don't have flak will give me RL, if I don't have that will give me the next best thing, say link or mini. Same for medium & long distance. It's like having three individually customised Best Weapon keys.

But it's still way better to just have a key for each weapon, I agree. Confusing in the beginning but much better in the long run.

DJRob
22 Jul 2005, 13:59
please explain pipedswitchedweapons to meyeah sneaky I use the pipedswitchweapons aswell

q = flak and lg
e = shock and mini
tab = shield gun and Xloc (with this xloc will only work in ctf, and become only a sheild bind for dm)
3= bio
mx510 side buttons = rockets and link

<A>FluX.v2.0
22 Jul 2005, 14:17
sneaky gave a very good explanation here.


KEY=pipedswitchweapon 1 | pipedswitchweapon 2 (Edited in your USER.INI file)

The defaults are as follows
0 = superweapon
1 = shield gun
2 = assault rifle
3 = Bio Rifle
4 = shock rifle
5 = link gun
6 = minigun
7 = flak cannon
8 = rocket launcher
9 = lightning gun
Q = translocator

What this does is it allows 2 weapons to be accessed by one key, so if you replace "KEY" with say "E" you can switch between 2 weapons by tapping E

Nautilian
23 Jul 2005, 15:17
Q1 : What is the best way to switch weapons - my mouse wheel is set to weapon switching - but sometimes I can't get to the weapons quick enough - and using numbers aint good enough - also - it's kinda hard setting others keys not near your hand - cos in my opinion - if you leave you movement keys - you are dead!


DJ, I would consider that if you are using the mouse wheel or the numbers on your keyboard to do weapon change, would slow you down, have a huge knock on your skill and distract you. Ideally what you want to do is have your weapons localised around your movement keys, this allows you to have easy and instant access to the weapons you need, though piping is a good thing, I personally am against it since I feel you have to press a key a certain amount of times before you get to the weapon you are looking for, which in my honest opinion slows down to how fast one would be able to react in a situation.

My key config is as follows:

W = Forward
A = Left strafe
S = Backward
D = Right Strafe
Q = Minigun
E = LG
Z = Snot Gun
C = Shock
Scroll Wheel Down = Shield gun
Scroll Wheel Up = Assualt Rifle
Thumb button = Pulse Rifle
Shift = Walk
Space = Jump
V = Crouch

Q3 : When you are loosing - how do you turn the tables - for example in a Duel - sometimes - getting killed once give the other player ownage! You can't find a weapon, or shields etc... and you can't stand still because of the probability your openent removes the usualess head you have without a weapon... what's you tips there?

I have posted many articles about duelling, tactics and strategy, go through all of the posts and if you have any further questions let me know.


Piped switching is where you bind multiple commands to one key, using this would for example allow you to switch to a RL pressing a key eg "Q" and by pressing it again would switch again to "LG".


Naut

DJRob
27 Jul 2005, 07:51
Thanks Naut - I've honestly tried your keys - (pretty much similar to the default keys for movement) - and I can't play like that - it's too slow for me!

Here's is my key config - don't laugh - but it get's all my finger working together:

a - forward (middle finger)
z - backward (index finger)
ctrl - straf left (pinky)
alt - straf right (thumb)
s - jump (index finger)
x - duck (index finger)
space - translocator for CTF/BR & USE for ONS (thumb)

No using what you said I did the following which I hope works for me:

Mouse wheel up : LG
Mouse wheel down: shock
Third mouse button: Assault rifle
Q: Rocket Launcher (Middle Finger)
Shift: flack Cannon (Ring Ringer)
Caps Lock : Machine Gun (Ring Finger)
W: Link Gun (Index finger)
E: Super Weapons (Index finger)
D: Bio Rifle (Index finger)
C: Shield Gun (Index finger)

You might find my key config funny - but actually - you hand will natrually sit on the keyboard the way I've set them

Lastly - I also invert mouse - I'm more the pilot type with controls!

<A>BioGizzard
27 Jul 2005, 08:20
:/ well if u feel confident that, that is the config that works for u, then go for it...as long as we can kill u online i'll be happy :P having cronic sinus means that my snot gun has enough bullets.

so just practice ur catching while ur at it :P

DJRob
27 Jul 2005, 12:06
Bio - give me a few more weeks - then we can discuss this in a DUEL hehehe!

You'd be suprised how efficient my setup can actually be! Just my reflexes and aiming are in need of tweaking!

:/ well if u feel confident that, that is the config that works for u, then go for it...as long as we can kill u online i'll be happy :P having cronic sinus means that my snot gun has enough bullets.

so just practice ur catching while ur at it :P

<A>BioGizzard
27 Jul 2005, 12:10
sorry but gun racing aint for me..:P

Nautilian
27 Jul 2005, 19:40
Here's is my key config - don't laugh - but it get's all my finger working together:

a - forward (middle finger)
z - backward (index finger)
ctrl - straf left (pinky)
alt - straf right (thumb)
s - jump (index finger)
x - duck (index finger)
space - translocator for CTF/BR & USE for ONS (thumb)

No using what you said I did the following which I hope works for me:

Mouse wheel up : LG
Mouse wheel down: shock
Third mouse button: Assault rifle
Q: Rocket Launcher (Middle Finger)
Shift: flack Cannon (Ring Ringer)
Caps Lock : Machine Gun (Ring Finger)
W: Link Gun (Index finger)
E: Super Weapons (Index finger)
D: Bio Rifle (Index finger)
C: Shield Gun (Index finger)



Whatever key config suites you, however I have a few comments:

The way you have allocated your keys means that in order to jump and move forward or backwards means a repositiong of fingers, which IMHO slows you down. I think by cramping yourself in such a corner with your keys limits to how much you kind bind hence why you are having to resolve weapons to your mouse, I would move more into the middle of the keyboard where you can achieve the same feel as in the corner. I also get the feeling that you have to stretch your fingers to switch to a gun which can yet again slow you down. But lets see how it goes, keep us informed!

Naut

DJRob
27 Jul 2005, 20:43
will do Naut - you are right with finger stretching but after some timeI'm sure I'll tweak it! I just can't find a comfy spot on the keyboard :P What is nice though is that I am playing better compared to before - just a bit slow because I'm not use to it yet.

Whatever key config suites you, however I have a few comments:

The way you have allocated your keys means that in order to jump and move forward or backwards means a repositiong of fingers, which IMHO slows you down. I think by cramping yourself in such a corner with your keys limits to how much you kind bind hence why you are having to resolve weapons to your mouse, I would move more into the middle of the keyboard where you can achieve the same feel as in the corner. I also get the feeling that you have to stretch your fingers to switch to a gun which can yet again slow you down. But lets see how it goes, keep us informed!

Naut

DJRob
07 Aug 2005, 23:19
Naut - some practice has been necessary on my part - but my key config seems to be greater. thanks!

GM<Jaymac>MF
12 Aug 2005, 15:57
what does ROFL mean?

Marvin,
I can't PM u, but if u still looking 4 help - then PM (that's Personal Message) me. We wouldn't want u thinking that we're rude or anything. ;)

~MA~[peterpan]
16 Aug 2005, 15:13
since duke nukem 3d and quake 1 ive used arrow keys. And im not gonna change...ever....lol

right shift for jump
right ctrl for crouch
1 numpad for shockrifle
0 numpad for "use"

left 2 buttons on mouse for LG and flak
middle mouse for : switch shield | shield alt fire | switch previous wep

Arrow keys for teh_win!!!11!!

DJRob
16 Aug 2005, 21:53
now that's a key config I'll never use - though in Duke Nuken 3d days i neve used the keyboard or mouse for steering. I used a joystick - and for Duke 3D - joystick rocked!

TiGGrr
26 Aug 2005, 20:40
Can anyone please tell me how to enable coloured skins and disable the damage amp while practicing offline, and while we're at it enable hitsounds?

Thanks in advance...http://www.unreal.co.za/forums/images/smilies/biggrin.gif

<A>Nom@n
26 Aug 2005, 20:54
use utcomp http://ut2004.gameamp.com/ut2004/viewUtcomp
and call me in the morning


(whack the files in the system folder, then when u start a game add it in mutator list - press f5 in game to set up)

TiGGrr
26 Aug 2005, 23:13
use utcomp http://ut2004.gameamp.com/ut2004/viewUtcomp
and call me in the morning


(whack the files in the system folder, then when u start a game add it in mutator list - press f5 in game to set up)

Many Thanks!!:cool:

Easy as that.

Syzygy78
01 Sep 2005, 10:56
So... I got my DSL, the first thing on my mind was to try UT2K4. Many of the online players are very good indeed. Im but a walking target at the moment. Although, I have had one or two moments ;P

I would like to know how you execute all those special moves when dodging missiles etc. Is there a list where I can find out how to execute wall jumps etc.?

Many Thanks,
Syzygy

a.k.a. Bubba (The walking target)

<A>FluX.v2.0
01 Sep 2005, 11:15
Just double tap in the direction you want to go and as you finish add a jump into the double tap combo (makes you go a bit further), off walls and meshes, there are no "special" moves as such.

:)

<A>BioGizzard
01 Sep 2005, 16:50
would love to give u some tips....

Tip 1:
don't do drugs...

once u have successfully mastered it,
lemme know and i'll give u another one

TiGGrr
01 Sep 2005, 19:44
So... I got my DSL, the first thing on my mind was to try UT2K4. Many of the online players are very good indeed. Im but a walking target at the moment. Although, I have had one or two moments ;P

I would like to know how you execute all those special moves when dodging missiles etc. Is there a list where I can find out how to execute wall jumps etc.?

Many Thanks,
Syzygy

a.k.a. Bubba (The walking target)

8D Yo man Bubba! Yeah...you where on last night, you're not too shabby man! Can't give any tips though, being a n00b myself. http://www.unreal.co.za/forums/images/smilies/biggrin.gif Although getting your setup spot on from the start will save you alot of effort and time.

Tip 2:
Don't stand under a tree during a thunder storm. http://www.unreal.co.za/forums/images/smilies/tongue.gif

Syzygy78
02 Sep 2005, 10:13
lol... hey man ;p

I had some uber fun last night. My brother and I alternate on UT2K4. We just need to set ourselves up with another LAN cable... just havent had time this week to go get it :< Then we can both play at the same time.

Im trying to get to grips with the double tapping and jumping... quite hard to get used to it and master.

There is a big difference to playing UT2K4 casually on a small LAN and playing online. Its a big step up.

See ya guys later

Syzygy

<A>FluX.v2.0
02 Sep 2005, 11:33
yeah its a bit hard to get used to at first, but after about 3 weeks it starts to become natural.

Its become so natural I still try to dodge jump in hl2dm...

TiGGrr
02 Sep 2005, 17:49
yeah its a bit hard to get used to at first, but after about 3 weeks it starts to become natural.

Its become so natural I still try to dodge jump in hl2dm...

LOL ya... Once you get used to the movement in UT most other FPS feel really slow.

Oh ja... Question: Can I turn off ambient sounds guys, and if so.... how??http://www.unreal.co.za/forums/images/smilies/confused.gif

[N]Haja
02 Sep 2005, 18:06
Tru these tips m8, its long, but a worthwhile reads for pro's and noobs :

MadHookUp's UT 2004 Guide
For those of you who might have read my original UT Tips I have decided to create an updated version for UT 2004. This guide is intended for any player that just wants to improve their own abilities, or their clans. Regardless of your skill level, I am sure that you will find several things that will help you. Personally I am a CTF player, so I lean that way in this guide. Regardless of that, you will find useful information no matter what mod you play.

I have divided this guide into several sections. I start off with Tweak, Binds, and INI section. This seems to be the most popular part of my original UT Tips. You will basically find different ways you can tweak your ini and create binds. The next section of the guide goes into the different in-game settings you might want to play with. I move on to things that you will want to practice. Finally I go into detail on things your clan can do to improve as a team. How to setup and run strategies, practices, scrims, and matches. I also included some CTF Tips, and how to get yourself/clan on IRC and become part of the UT community.

I would specifically like to give special thanks to Iron Monkey and Bigglesworth for their insight and advice back in the original UT days, and now UT 2004. Since I haven't play UT2K3 and I am pretty new to UT2004, there is still more for me to learn about this game. Therefore I plan on updating this guide as often as possible. I would love to hear from anyone who has read this! You can send me questions, other tips, or any feedback as to what you thought of the guide.

Email: themhu@madhookup.com (themhu@madhookup.com)
AIM: TheMadHookUp
IRC: #msr irc.gamesurge.com
IRC: #hardclan irc.enterthegame.com
Xfire: MadHookUp

Tweaks, Binds, INI
Settings
Improving
Map Strategies and Practicing them
CTF Tips
IRC and Xfire
Links


Tweaks, Binds, INI
All the things I list in here can be edited in you user.ini file, located it the UT2004/System directory. There might be some changes that need to be done to the ut2004.ini file. I will let you know specifically when you will be editing the ut2004.ini, otherwise plan to be editing the user.ini. You can use notepad as your editor.

Note: When you go to edit your user.ini file. The Alias section will be torwards the top of the file. And all your keybindings will around the middle. So when you go to bind something to a key, scroll down a little and you should see every key on your keyboard with an "=" after it. Just place the bind there.

I would like to start off by showing you a picture of my mouse and how I have my buttons laid out. This mouse seems to be the most popular gaming mouse that is out right now due to its dpi and 8 buttons. The cordless version is the Logitech mx700 and the corded version is the MX510. Even if you don't use this mouse, or have any plans to use it, read on. I will show you how I have key binds set for certain buttons.



On the left hand side of the mouse I have two buttons. I binded the big button for Translocator/Use. Since I like to play CTF and ONS, I made one key function as the translocator in CTF, and it will function as “Use” in ONS. USE is the button you press to enter a vehicle. So you look under your user.ini file and add the following….

key=SwitchWeapon 10 | Use

Now the other thumb button I use is for a shield jump. Basically it's an automated key bind that allows you to jump higher than you normally would. To do a shield jump in ut2004, you pull out your shield, press and hold the primary fire weapon, point the shield at the ground, jump, and just as you jump, release the shield. You will slam the ground with your shield and it will make you jump higher. But you will lose some energy for this. The longer you have the shield gun charged, the more energy you will lose. But this key bind is designed so that you only need to press 1 key or button. You don't have to worry about jumping and firing the shield gun at the right time.

If you want to use this bind, open your user.ini, find aliases, and add this...

Aliases[36]=(Command="SwitchWeapon 1 | Button bFire | OnRelease Jump | onrelease switchtolastweapon",Alias="Hammer")

Then whatever key you want to use for the hammer jump, type in hammer next to the key.

key=Hammer

Another nice feature about this key bind is that it will pull out the last weapon you were using before you did the hammer jump. If you don't want to pull your last weapon out, change “onrelease switchtolastweapon” to “Fire.”

Take a look at my mouse wheel. You will see there is a button directly above it, and two below it. These buttons require me to take my trigger finger off my primary fire button. So I need to make sure that whatever I bind to these buttons, are functions that dont require me to fire a weapon.

The button directly above my mouse wheel will select my best weapon. I use that to pull out the redeemer.

The mouse wheel gets a little complicated. If you use your mouse wheel to scroll through your entire weapon selection, there is a problem. The best setup you can possibly have is to bind 1 weapon to every key. You will be able to pull out any weapon you want very quickly. This takes some practice, but one alternative that makes life easier is the Pipedswitch function.

Lets first look at the number of each weapon when it comes to the user.ini file.

0=Sniper
1=Shield
2=Assault
3=Bio
4=Shock
5=Link
6=Mini
7=Flak
8=Rockets
9=Lightning

Now when I scroll my mouse wheel up, it will be going in a different order than usual. Mouse scroll up will roll through my best long range weapons. The first thing it does is search for my shock rifle. If I don't have the shock rifle, it will search for the lightning gun. Then it will go to sniper, and finally assault. Lets pretend that you have all 4 weapons. And you keep scrolling up. It will switch between your top 2 weapons... Shock and Lightning(LG). Now if you have Shock and Sniper, but no LG. It will switch between those two. So it switches between the the highest valued weapons in the chain that you have set. Now when I scroll down, I have it set to scroll through my close range weapons. I have it going in order by Flak, Mini, Rockets, Link, Bio. Now my middlemouse button will switch between Link and Rockets. They are the two weapons that aren't in my top 2 that I use on a regular basis.

MouseWheelUp=PipedSwitchWeapon 4 | PipedSwitchWeapon 9 | PipedSwitchWeapon 0 | PipedSwitchWeapon 2

MouseWheelDown=PipedSwitchWeapon 6 | PipedSwitchWeapon 7 | PipedSwitchWeapon 8 | PipedSwitchWeapon 5 | PipedSwitchWeapon 3

MiddleMouse= PipedSwitchWeapon 8 | PipedSwitchWeapon 5

Now you can take my binds and put weapons in the order that you want to use them in. Its all based on your preference. But with pipedswitch you can pull out the weapon of choice much faster than scrolling through them.

The button below my mouse wheel is used for throwing my weapon.

The 2nd button directly under my mouse wheel is another key bind for the shield gun. Instead of loading a charge, I have this bind enable my shield. This is useful when you are low on energy or falling from long distance. You can use the shield to lower the damage. And when you release the button, it will put the shield away and select your last weapon.

key=switchweapon 1 | altfire | onrelease switchtolastweapon

This bind will display your health, shield, weapon, and location to your team members. And it will also play the sound, "I'm on it" Personally I dont think anyone really cares what weapon I am holding, so I removed that part from my personal bind.

Aliases[ # ]=(Command="Teamsay Status{%h}{%s}{%w}{%L} | speech ACK 2",Alias=MyStatus)
key=MyStatus

You can set specific mouse sensitivity for each weapon. Weapons like the shock rifle and and lightning gun would be better off with a low mouse sensitivity, while weapons like rockets and flak would be better off with higher sensitivity. So you can use this bind to set a specific mouse sensitivity for each weapon.

key=set Engine.PlayerInput MouseSensitivity 1 | switchweapon 9
key=set Engine.PlayerInput MouseSensitivity 2 | switchweapon 7

Now depending on the server you are playing on, you can set a different Field of View(FOV) for each weapon you use. I go into detail later in the guide as to what Field of View actually does, but certain weapons work better with a low FOV, and others work better with a high FOV. Now the reason I say it depends on what server you are on, is because some servers block the ability to change your FOV in mid game. Some even kick you off the server. Its not cheating, but just be aware of it.

key=switchweapon 1 | fov 80

You can also make an alias to create a zoom feature with FOV. Good for Lightning/Shock/Sniper. When you press and hold the key, it will use a low FOV. On release, it will go back to the FOV that you specify. Change the FOV value to suit your needs.

Aliases[37]=(Command="fov 80 | onrelease fov 110",Alias="zoom")
key=zoom

Aliases are pretty cool because you can bind several aliases into one key. This should make your user.ini a little cleaner and easier to update. The one I list below is like the zoom above, but it also changes the mouse sensitivity. A lower mouse sensitivity and fov will help with the longe range weapons.

Aliases[37]=(Command="fov 110 | set Engine.PlayerInput MouseSensitivity 2.0",Alias="normfov")
Aliases[37]=(Command="fov 80 | set Engine.PlayerInput MouseSensitivity 1.25",Alias="zoomfov")
key=set input Alt zoomfov | onrelease set input Alt normfov
key=switchweapon 4 | set input Alt zoomfov

The following keybind will show the score menu, then when you let go of the button, the menu will disappear. This is useful to find out the location of your Flag Carrier and other teammates.

key=ShowScores | onrelease ShowScores

Now for one of the best ini tweaks that I have seen out there! You can legally make all the skins in the game much brighter. You can also force all people in the game to use the same skin, so it makes people easier to see by forcing a large player skin on them. One of the biggest complaints since the release of the game is that it's very difficult to see people. I think this is caused by the new characters in UT 2004. They seem to have more of their own colors, instead of the teams colors. In the original UT, each skin had a brightly colored suit on them. Some people have had some trouble getting this to work. Start off with the user ini file. Open it in notepad, and do a search for [XGame.xPawn] and then check for the lines below it. If you see the line below it, change the value next to the "=" to match it. If you dont see the line, add it. Now if you do a search in the ut2004.ini and you dont have [UnrealGame.DeathMatch] in there, add it. Things are added to your ini as you play the game. That field only gets added if you played instant action death match. If you want to be a little more precise, you can do a search line by line of the code I listed below, just make sure you dont search after the "=". Search "PlacedCharacterName=" not "PlacedCharacterName=Gorge"

Note: This is forcing all your opponents to use the Gorge skin on YOUR screen. So if you do not like the Gorge skin, you can choose any of the following: Tamika, Ophelia, Sapphire, Rylisa, Jakob, Gorge, Malcolm, Rapier, Roc, Mokara, Brutalis


USER.INI

[XGame.xPawn]
PlacedCharacterName=Gorge
PlacedFemaleCharacterName=Rylisa
bPlayOwnFootsteps=False
bUnlit=True

[Engine.Pawn]
bNoCoronas=False

UT2004.INI

[UnrealGame.DeathMatch]
bColoredDMSkins=True
bForceDefaultCharacter=True

Bright Skins before and after


Props to the person who created this picture, not sure who it was.

If you would like to turn off the noise your footsteps make, so you can only hear other people's footsteps, you need to open your user.ini file. Find the following sections...

[UnrealGame.UnrealPawn]
[XGame.xPawn]

Under each section, add or edit the following line
bPlayOwnFootsteps=False

Settings
Weapon Show -Many of the best players have their weapon hidden. You want to be able to see as much as possible on your screen. At first I was a little reluctant to do this. I was like, "How much more can you actually see." After playing this way, I dont think I will ever go back. When you take weapon show off, you will learn to hear what weapon you pull out and you will still have the bar at the bottom. Now if you follow my tips, you will always know what weapon you have anyway through key binds.

Crosshair
This is mostly preference. Iron told me that he uses a pink dot. Pink because no maps use that color, it stands out compared to the other colors. Back in UT1, other people said that doing a moving shock combo is much easier with a bigger crosshair. I find that to be true. But in UT2004, shock combos are pretty easy anyway.

Autotaunts off
They are stupid and distracting. And the advantage of having them off is being able to know when someone really is talking smack on you, instead of it being at auto taunt. I am sure to try a little harder next time I face that person, and toss some smack back.

Autoswitch Weapons Off - I am actually a bit upset at myself that when I started playing the game, I had this feature on. If you use it, make sure to turn it off. You dont want to back over a weapon and have it switch during a fight. Lets say you are playing CTF, and you are using your trans to catch up to the enemy flag carrier. You will need to pick up some weapons on the way. With this setting on, it will be very difficult to catch up since you will be constantly switching back to your translocator. .

Music - Turn this all the way off. You want to hear the sounds of your enemies and fire more than you want to hear pretty music.

Map Loads - If you feel as if maps are taking too long to load, you change the following setting to speed it up. Under settings...games... uncheck the "Preload all player skins" box.

Dynamic Lighting - Make sure this is turned on. The flag gives off a bright glow that can only be seen with this setting on. This option will help you find an enemy flag carrier who is hiding somewhere much easier.

Coronas - Turn these things off! In the original UT coronas were very distracting. No so much in UT2004, but still a pain. They make lights on maps glow annoyingly bright, creating a glare-like affect. You won't be missing anything with these turned off.

FOV - Field of View
Ok, FOV will change your game. FOV stands for field of view. To change your FOV, you open the UT console by hitting the "~" key. The key to the left of "1" and type "fov 110 " or whatever value you want to try. Don't add the quotes. Now my friend Iron Monkey uses a FOV of 120. Many people find that to be insane. Let me try and explain what FOV does before describing the advantages and disadvantages. A weird way of thinking of it, is like this: When you change your FOV, you change where your eyes are located on your head. FOV 90-100 is close to human. Going over 100 takes some time getting used to. So lets say you choose a 130 FOV, how does this differ from 90? Basically you are taking your eyeballs, and moving them out more towards the side of your head, like a fish. Pro's and Con's. The advantages are this. You can see more on either side of you. But most people, including me, will tell you that they don't use a high FOV just to see more. Changing your FOV makes the game play seem SOOOO much faster. It feels like someone increased the game speed, making it much more fun to play. When I try FOV 90, it feels like I am playing in mud. There is a downside though. By increasing the vision on the sides of your head, you are shrinking your vision straight in front of you. Looking down long maps can be difficult. It also makes people harder to hit with weapons such as Primary shock, or Lightning because your target is a little smaller. Those of you reading this that have never tried a different view may go and try changing it now. The night I changed my FOV I was playing with my clan just for fun on our server. I was on the phone with Iron at the time. He told me over and over that I was going to hate it at first, but not to quit. So I did. As we played that night I was getting owned nonstop. I had a lot of trouble getting use to a FOV of 130. But he kept telling me to stick with it. If it weren't for Iron on the phone with me, I would have just ignored him and played with 90. So I conttinued to get owned. Shock combos were really hard to pull off because I couldn't judge distance, and everything seemed warped. But seriously, try it. From my learning experience with FOV, this is the easiest way to get used to it. Turn your FOV to 150. NOW THAT IS WEIRD! Make the FOV 150 and play for one hour. Then change the FOV to 140 and play for another hour. Then change the FOV to 130 and play for another hour. Then, go back to FOV 90. Wanna bet money you will go straight back to 130? I know I did. Going back to 90 feels like you are playing in slow motion. It's awful. I really ask you to give it an honest try. Many people who actually gave 130 an honest effort either love it, or decided on something like 110-120. I have to say though, 100 is a minimum for me! I think rockets and flak lost a lot of their power from UT to UT2k4, making hit scan weapons a little more powerful. I know some people that use FOV 85 just so they can dominate with shock and Lightning Gun. But its really up to you. I just suggest you give it a try. Personally I am using 110 now and I might go back up to 120. I included screenshots of FOV 90, 110, and 130.

Note: Some people had some questions regarding the FOV. UT2004 lets you edit your FOV inside the normal game settings, but only allows you to change it up to 100. If you want to go higher, you need to open the console. So if you open the console, type "fov 110", then exit the game. When you go back into the game, your FOV will still be 110. Even if your UT menus still value your FOV at 100 or whatever, that does not matter. It will save the last FOV that you typed in the console.

FOV90



FOV 110



FOV 130




How to Improve
Dodging - One of the most important qualities of a good UT player is his movement, especially if you want to play as a Flag carrier. An experienced player will tell you that most of your fragging skills come from your ability to predict the other player's movements. And if you are able to move well, may it be dodging, dodge jumping, or wall dodges, your enemy will have a much harder time killing you. So make sure you are never standing still and that you are never walking in straight lines. If you aren't dodging 90% of the time, even when walking from place to place, you are doing something wrong.

Wall Dodging - If you didn't know already, you can dodge off of walls. Its a tricky move that is not done as often as it should be. You can gain access to certain items that you normally couldn't reach with a regular dodge or dodge jump.

Dodging Combos - Someone recently asked me what the limitations are when doing combinations of jumping and dodging. The most you can do is 2 jumps and a single dodge. So you could jump against a wall, dodge off, and then do a quick jump. Or, you could double jump against a wall and then do a dodge. But you cannot dodge and do a double jump. Nor can you dodge to a wall and then dodge off of it.

Dodging Left - You would be surprised how some people struggle with dodging left, especially dodge-jumping left. Practice this a lot, and keep it in mind when fighting an opponent. If you notice that they never do it, they become a much easier kill.

Lift/Elevator Jump - In any map that has a lift, or a platform that rises once you step on it, you can use this lift to gain extra height on a jump. Just as the lift begins to go up, perform a jump. This will cause you to jump much higher than normal. This is very useful to reach platforms you normally cannot. Many lifts are placed in spots to be utilized in this fashion, as lift jumps.

Predicting - Try to learn the patterns that your opponents move in. Many players move a certain way, and many players move that way ALL THE TIME. Predicting a players movements also has many factors. Like their weapon/health/path. If you see your opponent running down a certain hallway, instead of chasing them, learn the map and know the most likely spot they are going to come out of. If your opponent has a weak weapons or low health, they might be going for one. Make sure you slam them as they are getting close to reaching it.

Demos - I also suggest that you take demo's of yourself playing. Then watch your demo's afterwards. While watching yourself play, you might see some of the things you do that are predictable. When facing another opponent, I can often tell what mistakes they are making. You can do the same for yourself by watching your play. When playing the demo you can switch your view in the console by typing either "behindview 0" or "behindview 1" You can also hit F4.

Bio Goo Jump - You can use the bio rifle to dodge or jump to further locations. Drop about 3 drops of primary goo in one spot. Take out your shield and activate it, jump on the goo, and you will jump higher than normal. You can also place goo against a wall, and dodge off of it to a further spot.

Servers - Try to play on servers with just ladder maps. No custom map servers. It's better to play exlusively on maps that you will be playing in matches. An added bonus is that servers that only play ladder maps commonly attract the best players/competition..

Spectating - When eating dinner, or if you are just bored, hop on a server as a spectator and just watch the guys with the highest scores; you can learn a lot from these people. If you want to get a first person view, open the console and type, "behindview 0 " or hit F4. Instead of seeing the players character, you will see the game as if you were playing.

Throw Weapon - Little note. Some people don't use the "throw weapon" key. Throwing your weapon is crucial when playing CTF. Especially since a shock combo costs 5 ammo. If you have 3 rounds left on your shock rifle; drop it, and then pick up a new shock rifle with 20 rounds.

Weapons - Practice all weapons! Dedicate an entire day to playing with just 1 weapon! When you learn to play well with all the weapons, it will make a huge difference!

Understanding Weapon Damage – Below is a chart of all the weapons in UT, and the average damage that each of them do. Its important to know this chart for a couple reasons. Many people get stuck using the same weapon during a fight with another player. Depending on the distance and health of your opponent, you might need to switch weapons in mid battle. If you land a shock combo near your opponent, and they do not die. You will probably be better off switching to mini or secondary link to finish them off. So knowing the damage each weapon does, will give you a good idea as to how much health your opponent has and what weapon you should be using to fight that person. If you feel as if your opponent is down to 7 health, the assault rifle would actually be a pretty good weapon choice. If you are fighting an opponent from long range, you can use the Lightning Gun on them. At that point you know they are at 30 health(Unless they have shields). If your opponent is still a long distance from you, switch to Shock. You have a higher rate of fire, meaning you can get more rounds off than the LG, and you only need to take 30 dmg off. Shock does 45. If they are close range, you can use mini or pulse.

Weapon Damage Table - Special thanks for spineblaZe

Weapon
Damage

Shield Gun - Tapped Primary
40

Shield Gun - Fully Charged Primary
150




Assault Rifle - Primary
7

Assault Rifle - Grenade
63-69




Bio Rifle - Primary
35

Bio Rifle – Full Charge Secondary
Took away 150 shield and 69 health




Shock Rifle - Primary
45

Shock Rifle - Secondary
36-40

Shock Rifle - Combo
Varies - 191 was the max damage attained




Link Gun - 1 Energy Burst, primary fire
30

Link Gun - Steady stream
9




Mini Gun - Primary
6-8

Mini Gun - Secondary
14-16




Flak Cannon - Primary fire close range
117

Flak Cannon - Secondary
90-120




Rocket Launcher - 1 Rocket
80-95




Lightning Gun – Body Shot
70

Lightning Gun - Head Shot
140




Sniper Rifle – Body Shot
60

Sniper Rifle - Head Shot
120


Defensive Movements - A good player will change his defensive movements and distance based on the weapon you are fighting against him with. When someone is trying to kill you with the shock rifle, you want to get in close to them, so they cannot perform a shock combo. If someone is using Link secondary on you, you want to force them to spin around by dodging all around them. If someone is using flak primary, you want to gain more distance. If they are using flak secondary, you want to let them fire before you begin your dodge. If your enemy gets your dodging pattern down, they will lob a secondary shell on you perfectly.

Weapon Switching - Try switching between a long range and short range weapon during a battle. This will throw your enemy off because you can shoot a lightning shot at your opponent, then quickly fire a splash damage weapon like rockets or flak at them. Lightning gun is better for long ranges. So firing this weapon might draw your opponent in close to you, and you will surprise him with a quick close range attack.

Shock vs. Lightning - When a player is in mid-range, you are better off using the shock rifle. If the distance between you and your enemy grows to be to long to perform a successful shock combo, break out the Lightning gun. One time you should use Shock primary over Lightning primary is when you are trying to push your enemy. The primary fire of the shock rifle will actually push players. So if an enemy is running down a narrow bridge or pathway, you can knock them off with primary shock. Another reason to use shock is if your opponent has low health.

Grounding Affect - Those of you who played UT should remember that the minigun has a grounding affect. It basically means that when you are getting fired upon by this weapon, it makes your movement very slow. It will affect dodging distance and, in a way, it paralyzes you. Mini no longer has this affect in UT 2004, but the Link gun does. So when trying to hinder your opponents movements, use the link secondary.

Shields - This is the way it was explained to me. If you have shields between 100 and 150, they will take 100% of the damage. If your shields are between 51-99 it will take 75% of the damage. And if its between 1-50, it will take 50% of the damage. Your health is also a factor. If your health is over 75, your total health will be your Hit Points + Shield. If your health is below 50, and you have 50 armor, you double your health points.

Adrenaline Moves
Speed : forward, forward, forward, forward
Health Regen : back, back, back, back
Invisibility : Right, Right, Left, Left
Berserk (Fire Faster): forward, forward, back, back

You need 100 Adrenaline to perform these moves.

Steps to Success: Organization, Map Strategies, Practice, Scrimmages, then Matches
The first step in organizing your clan is deciding on what ladders you are going to be playing on. Two of the most popular ladders for UT 2004 are Proving Grounds and Team Warfare League . The next decision that needs to be made is which map you want your clan to choose as its primary map. There are several things that should go into consideration as to which map you choose.

There are several things that I personally do when trying to decide the clan's map.

• The first thing that I do is make a list of all the maps for each ladder my clan will be playing on.
• If you are on more than one ladder, make a list of maps that aren't on both. You can either avoid these maps as your main map because both ladders don't share them; or you can try to use this to your advantage and choose a map from each ladder since other clans might be avoiding them for the same reason. That is up to you.
• The next thing I do is check the match history of every single clan on the ladder, and put a tally next to each map that was played.
• After I tally all the maps, I see which maps seem to be the most popular among the ladders. I take the top 3 maps and make them my priority practice maps.
• None of these 3 maps will be considered the clan's main map due to their popularity
• Another thing you can do is check out the map choices of the clans that you plan on playing regularly. This might be a little hard to determine at first. But when you get a feel for where your clan will be positioned on a ladder, you should try and avoid sharing the main map of a rival clan. The purpose of the clan's main map is to give you an advantage over your opponent. So selecting a popular map among your competition might be hurting you in the long run.
• The next thing you need to look at is the strengths of your clan. If your clan is more talented with close range weapons such as mini, flak, and rockets, an enclosed map with lots of hallways such as Chrome might be better suited for you. If your team is strong with hit scan weapons like the Lightning Gun or Shock Rifle, a wide-open map, for example Citadel, might be a better choice for you.
• Finally, the most important part of map decision will be your strategy. Whatever map you feel you can create a great strategy for, should be your main map.

Now exactly what purpose does a map strategy serve? A successful map strategy will have all the players in their proper positions. Every player will know their role, and the roles of their teammates. No matter what is occurring during the match, you will know what is expected of you at all times. But the most important part of your strategy is to throw the other team off theirs.

I have created a simplified way of creating map strategies. We first make a list from 1-5, and each number will be given a list of AT LEAST 4 possible scenarios, maybe more.

Scenario #1 - What is your job function when both flags are at the base?
Scenario #2 - What is your job function when both flags are taken?
Scenario #3 - What is your job function when your flag is taken and the enemy flag is still secure?
Scenario #4 - What is your job function when you have the enemy's flag and your flag is still secure?

Other possible scenarios…

Scenario #5 - What do you do with a 3 cap lead?
Scenario #6 - What do you do when you are down by 3 caps?


So you take your map, and then you need to decide where everyone's placement is going to be. There are several things that need to be taken into consideration.

#1 Power Up locations
#2 Weapon placements
#3 Spawn points
#4 Choke points
#5 Health Locations

There are other things to consider, but these are just some that come to mind.

Choke Points
Now, many maps have choke points. Basically a choke point is an area that people need to get through, but where there is a limited amount of space. A wide open map, such as Maul, lacks a choke point--unless you consider the holes in the wall! But Chrome, on the other hand, is a perfect example of a choke point map. The hallways are perfect choke points because you cannot enter the enemy base without going through them.

Spawn Points
Enter a map in practice mode and keep suiciding. You will learn where all the spawn locations are. These are important to know for several reasons. Your Flag Carrier should know these positions incase they kill any enemies while exiting; they will know where the enemy might respawn and can alter their path accordingly. The flag carrier should also know what weapons are close to these spawn areas, and prepare to fight people with those weapons. If you read the section on things to practice, you will learn why this is important. But knowing spawn points isn't just useful for the flag carrier, its also useful for the defense. When you are playing a map like Chrome, and the enemy kills you on his way to the middle of the map, if you spawn back at your base then you are at an extreme disadvantage. You most likely will not catch up with the flag carrier in time. But if you bind a key to suicide, then you can keep killing yourself until you spawn in the middle of the map.

Powerups and Weapon placement
The team that controls the powerups on a map has huge advantage over their opponents. Not only do you have the extra shields, but your enemy doesn't. It's a dual advantage. So taking a 100 shield is more like taking a 200 shield. Not to mention that killing a flag carrier with nothing but 100 health is rather easy. So controlling powerups should be heavily considered when creating a map strategy.

Now that we have an idea what needs to be done, we need to give out some generic roles. Each number will have a more descriptive task when the strategy is personalized for each map.

#1 Flag carrier - First objective is to collect as many weapons and ammo as possible for the flag run. They should also try and acquire as many health vials off the bat because they are usually overlooked. At the 19:33 point of the map, the 100 and 50 shields will spawn. You will meet up with #2 and #3, who are guarding the 100 Shield spawn for you. Once everyone is in their marked positions, #1 will announce, “Beginning Flag Run.” At this point 1, 2, and 3 will begin the run. Once an exit is decided by #1, he will announce his escape route. In the event that #1,2, and 3 are preparing for a flag run, and your flag has gotten past your defense, you will hold off on your attack until the return of your flag. The only time you will try and take the other team's flag in the event that your flag is gone, is when the enemy is close to capping, and you need to buy some time for the return.

#2-3 Flag Cover - Your job is to gather as many weapons as possible that will assist in covering the flag carrier. You will meet with your partner at the 100 shied spawn at 19:40 to protect the shield for your flag carrier.

#4-5 Defense/Middle - This is heavily dependant on the map. It all depends on choke points, etc. One idea is to have 1 defender cover with a spam weapon, while another defender uses shock. The spam can distract while the shock finishes. Another thing you can do is place your translocator near an exit where the enemy flag carrier would run. So if you lose the flag carrier, you can surprise them by being a step ahead of them. But when assigning a job to #4 and #5, you should give them a main weapon and location.

Now the above map strategy is a bit simplistic, but it will get more complicated when you design it for a specific map. Normally you would go into detail as to where the Flag carrier's hiding/hold off spots would be so #2-3 can easily find them after dying. Another thing some clans do during hold off's is to do a switch with 2-3 and 4-5. Let the defenseman cover the FC, and let the FC cover go for the return. Some players are religious defenseman and are stronger at killing people in the defensive zone rather the offensive zone. Picture an elevated flag room like Chrome. The defense naturally is familiar with attacking people from an elevated position. If you have to hunt down the FC, chances are that he has that position, and that you will need to attack from the bottom. Something that the FC cover is normally use to. It's hard to pull something like this off when things are a bit hectic. But lets say you are #2 and you see that #4-5 are covering the flag carrier now, you know that you can go on Flag retrieval. Also do not feel the need to conform to a 3 offense, 2 defense system. Every map requires different positions. Maybe you just want 1 defenseman, or 1 FC with no cover. Maybe you want to play a 1-3-1. 1 FC, 3 middle players, and 1 defensive player. Your mid will cover your FC if and only if, he is able to make it back to the middle. Many clans run a 2 offense and 3 d. It's completely up to you.

Ok, now the benefits of my system….

1) Doing this can allow you to get away with less clan practices. That doesn't mean you should, but the purpose of practicing is knowing where your teammates are, and what they are going to do. Reading this map strategy before going into a match will allow that.
2) If people get permanently assigned numbers in your clan, they can practice those numbers in pubs. Its almost as good as practicing with your team. You hop on a server, and do the role of #2. Forget what everyone else is doing, and practice your role.
3) When deciding on who plays for each map, you see what numbers showed up. If everyone in the clan has a number, you see how many 1's showed up, how many 2-3's showed up. You will create a better lineup.
4) People aren't limited to just 1 number. Some people play offense on one map, and D on a another. Basically you can create certain numbers for every map. Detailing each #'s job. Then give a listing of all the people in the clan, and what number they will be practicing on the public servers.
5) You will know your role at all times, and the role of your teammates. You know what to do when your flag is gone, you know what to do when their flag is gone. You know what to do when both flags are gone.
6) You will be far more organized, and practicing will be much easier.



Other Map Strategy Tips
• Decide on a main escape route for the FC. Pick this route based on your knowledge of the map. Know what is the fastest route, the route with the least enemy resistance, and the route with the most health/shield pickups. Ask your defenseman when the enemy takes your flag, which route is the one you least want them to take? You defenseman usually have a good idea which way is the easiest to kill a FC.
• Same thing applies to the defense. Position your defense to force the FC to take the route that you want. Take Grendelkeep as an example. Pretend you are standing on the flag and facing the middle of the map. If I had my choice, I would like to see the flag carrier take the lower left hand side. There is a long ramp there, so dodging will be slowed. Its very easy to get behind them by running over to the minigun area. You can position your defense to block desirable exits like the shock ground and top, forcing the FC to take the more undesirable route.
• I noted it earlier, but when playing defense or even offense, try using a combination of weapons. An opponents movement and dodging is affected by his oppositions weapon. If your partner is blasting the enemy flag carrier with secondary link, you should easily be able to throw a deadly shock combo on them.
• Translocator placement. When playing defense, hide your translocator in another part of the flag room. You can get a couple shots off and quickly translocate to your enemies other side and kill him while he has no clue where you are.
• Use the translocator camera. This is great for Flag Carriers. Throw your trans inside a flag room and turn the camera on. See how many defenders there are, where they are located, and what weapons they are using. Get that extra edge before starting your run.


Practices
You will not find many successful clans that do not hold practices. And when I say practices, I do not mean scrimmages. You should not jump into scrimmaging without holding several practices first. If you do not use voice when playing with your clan, there is a problem. If you go into a match or scrimmage and simply say, “You 2 play defense, you 3 play offense,” there is a problem. Practices should be used for developing better communication with your teammates, and practicing the strategies that you made for each map. Your primary goal at this point is to master the map that your clan has chosen to play. Once your clan has mastered that map, you want to start practicing the more common maps that you expect to play against other clans. When you get challenged on the ladder, and you need to decide the tiebreaker, you can choose a map that the other team doesn't have much experience with in their match history.

One misconception that many people have when trying to hold practices is that you need a large group of players. Honestly you should have no problem holding a normal practice with just 4-5 guys. You can actually hold a valuable practice with just 2-3 players, I will explain later.

If your clan does not have a server at their exposal, you can ask to borrow a server from another clan. Most clans are very friendly and willing to share their servers with other people. When holding a practice, make sure everyone is on voice. Ventrillo and Team Speak are popular voicecom programs you can use to speak with the other members of your clan. Now lets say you have 4-5 members of your clan available for a practice. Create two separate rooms in ventrillo to speak in. One room will be for the defense, the other room will be for the offense. This is a great way to practice voice communication. With just 2-3 people in the channel, there is less people talking, and less confusion. Another added benefit is some people are too quiet when on voice, and creating smaller groups will force them to talk more.

Defense - If you are playing defense, go over the game plan before the practice starts, what weapons you plan on using, and where you will be hiding your translocator incase the enemy grabs the flag and slips through. You will also want to communicate the exit the FC is taking.

Offense – Stick with the strategy. If its 2 or 3 offensive players, make sure you are collecting the weapons you need to make the run, and your cover is guarding the 100 shield spawn for you. Before you enter the base you meet up with your cover, and enter the base as a group.

Rules of the Practice – The defense's job is to return the flag and keep it in the base. The offenses job is to stick together, and only attack as a group. The defense will never try to grab the opposing team's flag. There should be no caps during the practice. If the offense is able to take the flag, they should make their way back to their base, and see how long they can hold on the flag for. The defense's job is to get the flag back. Since there will be no capping in the practice, everyone should take their time, and make sure they are grouping up with a teammate. If the offense makes it back to their home side, the defense should try to group together in their pursuit. Now lets say the flag is returned and the offense is entering in for their attack. The offense consists of 3 players. If 2 of the 3 players die before grabbing the flag, the 3rd player must return to group with his 2 teammates. If you are running a 2 offense, the same rule applies. If the FC or the FC cover dies, you must head back to your meeting point, and group together again. Do not take the flag without any cover. A match might be different, but this is a practice. Another thing.... if you are the offense, you may not hide in the enemy base. Bring the flag back to your base, and keep close to your own flag.

What do you do if you have more than 5 players? Well if you have 6 players you can run 3v3. But make sure it doesn't turn into a scrimmage. Practice communication and grouping. It will be much easier if you aren't being rushed by worrying about caps. The 6th player can play mid. Make the offense work for the 100% shield, and help the defense if the offense makes it out of the base. The first couple practices might be a little hard to get off the ground. Just try to avoid goofing off and scrimming each other. The point is to practice communication and sticking with a teammate, I cannot stress that enough.

Now if you want to practice with just 2 or 3 people, you can hop on a public server to practice there. Practice moving together as partners. Worry less about the score of the match, and pay more attention to developing your teamwork and communication.

Scrimming – Many clans skip over the strategies and practice and hop on ladders as soon as they have enough members to man a roster. This usually results in people scrambling, groups falling apart, and communications breaking down. This is why you hold scrimmages. Your ultimate goal during a scrimmage is to test your strategy, and see if there are any holes, or things you can do to improve it. So a scrimmage should be nothing more than a faster pace version of your practice. You should not be going into a scrimmage with the intention of winning the match. Your intention should be improving your teamwork. Even at the cost of losing. If your flag is gone, your goal should be meeting up with a teammate, not returning it. Sooner or later this will become natural instinct for you and your clan, but you will only develop this by practicing the correct way. Come away from a scrimmage knowing that you improved. If you won the scrim, that is just a little extra bonus.

Powerup Timing – When scrimming or playing a match, it is a good idea to use powerup timers. FragSystem was kind enough to host a powerup timer for people to use.

http://www.fragsystem.com/timer/fstimer.html (http://www.fragsystem.com/timer/fstimer.html)

Basically you have a 6th player from your clan who is not playing in the match visit this site. He sits on voice and listens to his teammates when they announce a powerup being taken. Once its taken, the 6th player resets the timer, and lets his team know when it will be popping up again. You can also use a personal timer when a team timer is not available. When you pick up an item, you can press a key that will start a timer that you are running in the background. The timer will announce when the item is about to appear, and you can go take it. You can download this free one: here

Incase you are wondering the spawn time for items, here they are…

Weapons, Vials, Health Packs, 50 Armor
27 seconds

100 Armor, Big Keg-o-health
55 seconds

Double Damage
82 seconds

Redeemer
122 seconds

Calculating 100 Armor and Keg-o-Health - Subtract a minute, and add 5 seconds. Its the easiest way to get the next spawn time. So if the time is 9 minutes and you pick up the armor. Subtract 1 minute to get 8. Add five seconds. And the next spawn time is 8:05. Easiest way to remember.

Conclusion – I cannot stress enough the value of grouping and communication. I have seen countless clans filled with mediocre players that become a great team when they play together. You would be surprised how good some of these players really are when they don't have 1 or 2 guys helping their ass. I have had my ass kicked in too many matches and thought to myself, “Wow! These guys are awesome!” Then, later I play against these guys on a public server without the rest of their team, and wipe the floor with them. Please don't underestimate teamwork.

CTF Tips
Flag Drops - If the other team is close to capping on you, and you are out numbered, grab the flag and drop it somewhere else to buy some time. Citadel is a good example. Grab the flag, port up to the lightning gun, and drop it off the side. The flag will return in about 23 seconds.
Trick Flag Drop - If you are the Flag Carrier during a hold off where both you and the opposing team possess each other's flag. Drop the flag when you have no pressure by using your translocator disk. Sometimes the enemy flag carrier will think the flag is about to be returned, and will leave his hiding spot, or run to the flag area to cap. I cant tell you how many times I have seen this get another flag carrier killed.
Hold Off Cap - Lets say that you and another team have a hold off. You are currently working on getting the flag back, and you kill the flag carrier. Don't return the flag so quickly! While on voice say, "Tell me when to return it." At this point your FC will let you know when he is about to reach the flag pole to cap. Then when you return it, you wont have to worry about the enemy grabbing it again. Another benefit of this, is that it will have the enemies scrambling for the Flag pole, making them easier to kill
Trans Cam - Use the camera in your Translocator. You can throw the trans inside the flag room to find out the enemies position and weapons. Lets say you are playing Flag defense (meaning that instead of defending choke points, both of you are defending the flag), have 1 defender watch the room, while the other defender leave his trans in a spot to catch incoming enemies. If people make it in the room, the other defender can tell him to turn the cam off.
Trans Distraction - You would be surprised how dead set some people are at killing a translocator. When entering a base, throw your translocator behind the enemy, and when they turn around to kill it, pop him in the back.
IRC and Xfire
IRC stands for internet relay chat. Its basically a network of chat rooms that clans can create and interact with other clans. To be a true part of the UT community and clan scene, you and your clan should have an IRC room. Its a great place to find scrimmages, organize the clan, recruit, and prepare for matches. I suggest you create a public and private chat room for your clan. The UT community seems to be split between 2 different IRC networks. irc.gamesurge.com and irc.enterthegame.com. Personally I log on both so I can easily chat with both. I am including several useful links that will help you get up and running. When you finally to get up and running, you can find me on #MSR for gamesurge, and #hardclan for ETG.

TiGGrr
03 Sep 2005, 11:10
Oh ja... Question: Can I turn off ambient sounds guys, and if so.... how??http://www.unreal.co.za/forums/images/smilies/confused.gif Is there??? Cmon don't hold out on me. http://www.unreal.co.za/forums/images/smilies/wink.gif

<A>FluX.v2.0
03 Sep 2005, 11:19
UT2004.ini

AmbientVolume=0.300000 -- While you can adjust the Effects and Music volumes in-game, and should do so there, this setting allows you to change the ambient sound level (background noises aside from music or character voices/taunts). Higher values for this setting will increase the level of the ambient sounds in the game.

TiGGrr
03 Sep 2005, 16:03
Thanks man!http://www.unreal.co.za/forums/images/smilies/smile.gif So this would turn down the weather in Rankin and the birds and stuff in Ironic and not the other players footsteps and weapon pickup sounds, am I right?

EDIT: So it does http://www.unreal.co.za/forums/images/smilies/biggrin.gif spot on!

<A>FluX.v2.0
06 Sep 2005, 23:47
np dude.!

DJRob
07 Sep 2005, 16:38
Dude's - I've realised something quite interesting! I'm told that microsoft drivers for mice is terrible for playing!

I'm looking to download proper drivers for my mouse - but how many of you "notice" the difference? does it help you play better?

Draven
11 Sep 2005, 22:39
Q1: What is the best resolution to play UT2k4 on?

To which you replied 800x600.

Why is that?

I find that my UT runs a lot smoother the higher I go in resolution etc. I am currently running it at 1600x1200 with full detail, getting around 150FPS average.

Tx, was just wundering..

Terror
12 Sep 2005, 13:53
150 Fps , Lmfao.

Draven
12 Sep 2005, 18:22
Sorry I missed that. Whats so hilarious?

Syzygy78
13 Sep 2005, 13:36
dodging and superdodging...

Is dodging double tapping in a direction and super dodging double tapping and jumping at the same time? I have noticed you cannot double jump when dodging.

Also... on occasion when I am playing, someone goes flying over me. How do you execute this superjump? There were no walls around and they were not on a higher level of ground than me.

Thx,
Syzygy

PS> I just need to practice my aiming skillz as well ;p

Syzygy78
13 Sep 2005, 13:37
one more thing.. I have downloaded that UTComp Mutator. How can you add a few bots to it?

thx,
Syzygy

DawEEd
23 Sep 2005, 00:47
To which you replied 800x600.

Why is that?

I find that my UT runs a lot smoother the higher I go in resolution etc. I am currently running it at 1600x1200 with full detail, getting around 150FPS average.

Tx, was just wundering..

If u got a good machine that handels this all well nice and dandy, what u should do for playing on-line is switch off foliage (no point hiding behind a bush which no1 else sees) , weather effects and set fog viewing distance to min.

I was playing the game 1920X1200 the other night everything else set to full except what I mention there. And I was having a blast. but changing the resolution changes the way your mouse reacts.

Nautilian
23 Sep 2005, 23:26
Dude's - I've realised something quite interesting! I'm told that microsoft drivers for mice is terrible for playing!

I'm looking to download proper drivers for my mouse - but how many of you "notice" the difference? does it help you play better?

DJ the first thing you need to understand is that microsoft drivers run stock standard your mouse at 400dpi, if you tweak them the most you can get is 800. Now as you know with most recent mice they have passed this barrier and if you do use those drivers you are basically limiting your mouse! So IMHO, I would install the drivers and tweak them accordingly.

Note: Microsoft drivers never completely remove mouse acceleration, google for a windows REG fix.

Naut

N0$4R@2
05 Oct 2005, 19:01
Greetings

I recently saw Maxums's INI file and he had a POV for each weapon?
Can anyone tell me how to do this or duplicate the effect to set a POV for each weapon?

Cripple-X
05 Oct 2005, 20:43
Out of Madhookup's guide::D

key=switchweapon 1 | fov 80
You can also make an alias to create a zoom feature with FOV. Good for Lightning/Shock/Sniper. When you press and hold the key, it will use a low FOV. On release, it will go back to the FOV that you specify. Change the FOV value to suit your needs.
Aliases[37]=(Command="fov 80 | onrelease fov 110",Alias="zoom")
key=zoom
Aliases are pretty cool because you can bind several aliases into one key. This should make your user.ini a little cleaner and easier to update. The one I list below is like the zoom above, but it also changes the mouse sensitivity. A lower mouse sensitivity and fov will help with the longe range weapons.
Aliases[37]=(Command="fov 110 | set Engine.PlayerInput MouseSensitivity 2.0",Alias="normfov")
Aliases[37]=(Command="fov 80 | set Engine.PlayerInput MouseSensitivity 1.25",Alias="zoomfov")
key=set input Alt zoomfov | onrelease set input Alt normfov
key=switchweapon 4 | set input Alt zoomfov

I tried it and it's just not for me.

GM<Jaymac>MF
05 Oct 2005, 20:53
I think you mean FOV, not POV?

Open the user.ini
Scroll down to the key you would like to bind the weapon onto, and add the following:
key=switchweapon 1 | fov 80

(Obviously, you substitute 'key' for the key you want to use, and put the FOV for what FOV you desire.)
Switchweapon 1 is the assault rifle by default, so you just change that number as well to change what weapon you would like to switch too.

If you really want to get fancy, you can set up an alias to change FOV as you want. Go to the top of your user.ini file and enter the following alias

Aliases[36]=(Command="fov 80 | onrelease fov 110",Alias="zoom")

Then, scroll back down to your key binds and enter the following, agains substituting the key you desire.

key=zoom

Now, when you press 'key' the FOV will change to the first one, and when you release it, the FOV will change back to the second (my default is 110) FOV.

Note Alias [36] should be the first open alias available, but if it is not, then you can just move to another alias. You won't believe how much stuff you can do with these things! I just found out about them a few days ago! Thanks to the madhookup and his UT Guide.

GM<Jaymac>MF
05 Oct 2005, 20:54
Oops, I was busy writing that post when cripple posted. My bad!
Too lazy to delete so you'll have to read it twice!

:-)

<A>Eradicator
06 Oct 2005, 22:29
I line the target up nicely, as I am about to fire my LG, my finger twitches and I miss by a mile! Got a cure for a twitchy finger?

<A>BioGizzard
07 Oct 2005, 07:48
sit jou pinkie en jou duim op die muispad neer, weerskante van jou muis, sodat jou skoot stabiel kan bly....ek het ok so "twitch" partykeer my my lg ek het dit opgetel deur teveel flak te gebruik.

<A>Eradicator
07 Oct 2005, 08:40
Thx Bio, ek gaan dit beslis probeer.

Syzygy78
07 Oct 2005, 11:37
Jammer... maar kan jy se dit in engels? ;p

Are you saying... we should play with our thumb and pinky on the mouse pad? I often twitch aswell when taking a shot.

Syzygy

<A>BioGizzard
07 Oct 2005, 12:00
yes that's exactly what i'm saying, Press down with them slightly just to keep ur grip fiirm, Naut taught me that one :P

Syzygy78
07 Oct 2005, 12:11
ooo, baie dankie ;p Jammer, my afrikaans is nie so lekker nie ;p

Has your accuracy improved alot since doing that?

Syzygy

<A>BioGizzard
07 Oct 2005, 12:42
np, guess that makes us even cause my english aint that great either...:P

and yes my aim did get better cause i don't twitch so much ne more

Syzygy78
07 Oct 2005, 13:15
ok, cool ;p

And... for FOV (field of view i think), what do u guys use? I am using the default which I think is 90

Syzygy

<A>BioGizzard
07 Oct 2005, 14:40
i use 100

Terror
07 Oct 2005, 15:58
drop console and type "FOV 105"
Thats what I use, you can set the number to anything you like - although a fov of like 130 is a little bit strenuous on the eyes.

Be warned. =]

<A>Eradicator
07 Oct 2005, 18:38
About the console: Where can I get hold of a set of commands that could be typed in the console and what they do?

Cripple-X
07 Oct 2005, 20:11
http://www.planetunreal.com/da/2/help/UnrealTournament2004ConsoleCommands.asp

Max²
09 Oct 2005, 08:48
Thanks :D

sneaky
09 Oct 2005, 09:11
Can you change your nick from the console?

Wh1tE_Tr4sH
09 Oct 2005, 09:48
Sneaky are you trying to get funny here!! :/

Type "setname Nameyouwant"

:P

sneaky
09 Oct 2005, 12:25
Actually no, I was always wondering about that one :D Thx!

Draven
09 Oct 2005, 13:12
Yeah, using your pinky and thumb to help position your mouse definitely helps. As for FOV, i have mine set to around 105 as well. It gives you a more balanced FOV without that full-on fish eye effect. Although in Quake 3 it did help to go as high as 130(You feel like the alien in AvP 1) Game somehow feels faster when you increase FOV ;-)

Terror
09 Oct 2005, 13:27
yeah

<A>Eradicator
09 Oct 2005, 19:19
Sneaky, use the setname command in the console.

setname VerySneaky wil do it !

:)

N0$4R@2
13 Oct 2005, 15:48
Thanks Guys thats Sweet printed the guids out will play around with them tonight.

Nother question. I saw Tricky and a few other Frag movies that deal with Jumping and moving around UT2k4. Are they handy in a Fight or are they just cool moves to do when your practicing! I havent seen the Guys in [ANAL] the movie use them so how mush of a good thing is the wall running and other SICK jumps the guys can do in UT2k4?:cool:

N0$4R@2
24 Oct 2005, 08:18
Thanks for the advice guys on the FOV settings.

I tried it out this weekend didnt notice anything untill I started hitting shock combos mor acuratly and the Lightning gun became more accurate.

thanks allot

<A>BioGizzard
24 Oct 2005, 10:44
sure np

as for the trick jumping. it helps you in a few ways
but other than that it's what is says...trick jumping...
the flag funning is handy but i still have issues with some of those tricks

they help u to hide in places no one thinks of especially if u need to keep a low profile

N0$4R@2
24 Oct 2005, 11:25
I'll be testing a few more over the next few weeks. Startedplaying Q3 and its a big change from UT2k4. If Q4 will stay the same then I will need allot more help.

UT makes it easy for anyone to play from TOtal Noob like me to a Pro like Mielie.
I mean I saw Mburr play Zen at rAge and he just couldnt get a shot in side ways to a game he never really played. The guys Playing Q3 since its launch will be the new Dual masters come Q4... How do I addapt?

<A>BioGizzard
24 Oct 2005, 11:31
UT makes it easy for anyone to play from TOtal Noob like me to a Pro like Mielie

if that's what u think, u should duel him sometime and see just how easy it is.

N0$4R@2
26 Oct 2005, 08:07
if that's what u think, u should duel him sometime and see just how easy it is.

I played Scrye at ESWC and watched my buddied get @$$raped by Mielie. Yet we could still sit and play. UT2k3 was a diffirant ballgame to 2k4. We recently had a LAN and had total noobs to UT play with us and they actually managed to enjoy the game. They only played Quake for fun and are now working hard to be apart of next years ESWC open lan.

Draven
26 Oct 2005, 18:56
UT2k3 was a diffirant ballgame to 2k4

How was it different? I don't follow you? :confused:

As for your comments on those that played Q3 from its start date being the new Duel master in Q4, thats a load of rubbish. Its those that put in the time to practice/train that will see any benefit. :peace:

Gamma Ray
27 Oct 2005, 13:23
hellowhat is this?

N0$4R@2
27 Oct 2005, 16:07
How was it different? I don't follow you? :confused:

As for your comments on those that played Q3 from its start date being the new Duel master in Q4, thats a load of rubbish. Its those that put in the time to practice/train that will see any benefit. :peace:

Well let me try this.
UT was diffirent to UT2k3 new system like CS1.6 to CSS?
by the time UT2k4 came out it was an easyer game to play. 2k3 was a tourny focused game! 2k4 was back to basics all about the Fun Factor that UT2k4 is to me. FUN! We played together in kempton park that was in JAn right then again at ESWC in April? we did improve not in leaps and bounds but in good steady increments. We are no way near good enough to beat [DFFS] YET but one day who knows. We put in the effort and the practice and we ask questions and learn and google every day. We only focused on UT till the announcement was made Q4 next years tourney game.

it will be a smoother transition for Q3 players then guys like me that dont really like or play Quake. the engine and physics will still be the same so those guys will have an advantage! The transition for my clan has been hard. we still play and practice UT cause come 2k7 we dont want that huge gap like we have now.

Draven
27 Oct 2005, 19:09
Well I have played UT since '99. From that to UT2003 there was a difference in dynamics/physics in the game. From UT2003 to UT2004 the physics ARE exactly the same ;-P. In my opinion they won't change that in Ut2007..

As for Quake, I have played Q3, and Q4 feels really different. It's slower, but a couple of Touney mods later and its gonna feel a lot like Q3, quaranteed! Go OSP go..

N0$4R@2
28 Oct 2005, 08:09
Well we started practicing and should have Q4 by this weekend even if its only the multiplayer QuakeCon one any one will be good for a start.

Thanks again guys for the help. Without it many noobs like me would have dropped out of the community a long time ago.

Locke De Avrim
15 Nov 2005, 14:17
A bit late, but then again only started playing a while ago.

My first FPS I played multi player was Q2, and I learnt the following keybindings from a player called Xhantar, which still kicks but in most FPS.
key = UT bind / Quake bind

Q = Shock / Grenade Lancher :shock:
W = Flak / Lighting gun. :flak:
E = Move forward.
R = Rocket Lancher / Rocket Lancher :crazy: :rocket:
T = Mini Gun / Chain Gun. :minigun:
A = LG, Rifle / Rail Gun. :instagib:
S = Strafe left
D = Move Back
F = Strafe right.
G = Trans Locator / Machine Gun. :xloc:
3 = Bio Rifle / Shotgun. :bio:
2 = Assult Rifle / Pee Shooter. :enforcer:
4 = Link Gun / not used.
Space bar = Redeemer / BFG :redeemer:

Left mouse = Fire :sniper:
Right Mous = Jump.
Thumb Button = Alt Fire.

I've addapted this config for so may diffrent FSP, and it seems to work very well. Also since I moved to the Natural Keyboard with it "slope" the keys are even more comfortable , it uses only keys on the left split.

Syzygy78
15 Nov 2005, 14:41
personally speaking Locke, I would change your space bar to the Alt. Fire button and the thumb button on ur mouse to the Redeemer. Trying to aim properly while bashing the Alt. Fire button on ur mouse could upset your aim a bit. But, thats my personal view.

And how some of you people jump with the right mouse button is beyond me (Locke, Max, etc) ;p

Syzygy

Locke De Avrim
15 Nov 2005, 14:43
The mouse jump thing is an old Quake thing.... Don't worry it wont hurt.

Thanks for the sugesstion Syzygy, i'll swap the space & thumb button and see if it helps.

<A>BioGizzard
16 Nov 2005, 08:12
though i think we had a thread like this in the past or was it in the old forum. mine Are as follows:

w=shield | mwheelup = mini
a=bio | mwheeldown= xloc(ctf)use(ons)
z=flak | midmouse= link
left shift= shock | front sideB = lg
Caps= crouch | rear sideB = rl
Movement = e,s,d,f

the rest is default: like superweapons, jump etc.

on page 2 of this thread, u'll c many of us pointing out our key configs,
but u must remember u have to be comfortable with what u have.

N0$4R@2
16 Nov 2005, 15:59
Guys
FOV Alias's I set only work in single player?
How do I configure my HOST pc to allow this?

Are there any Quake tweak guids like the UT tweak guide?

frOOt_lOOps
19 Jan 2006, 16:15
hey lads, is there anywhere to dl the training mod???

Syzygy78
19 Jan 2006, 17:49
hmmm, training mod?

first ive heard of it ;p

id be keen to try it. Ill try have a look for it on google

Terror
20 Jan 2006, 11:51
google it , it's easy to find.

Syzygy78
20 Jan 2006, 15:15
whats the name of the training mod and what can be done on it?

any info would be useful ;p

thanks ;D

frOOt_lOOps
20 Jan 2006, 15:39
i only tried it once, but you get a drone gun that shoots out certain types of rounds and you have to for eg, shoot down a redeemer, or blow up a shock ball>

gizzlo
17 Mar 2006, 19:44
:/ you get that mod with your ut2004 when you buy it.........
in other words...........
IT'S IN THE GAME WHEN YOU INSTALL IT!!!!!.You do don't need to d/l nada.
just look under the MUTATORS for it.

it should say:

Target practice

~MA~[peterpan]
18 Mar 2006, 10:36
Or, you grab your snot gun, turn down your speaker volume, and start spawn raping the ivans :D

Works like a charm!

gizzlo
24 Mar 2006, 01:35
']Or, you grab your snot gun, turn down your speaker volume, and start spawn raping the ivans :D

Works like a charm! ye right my boy dream on the snot gun hahahahahaha it's our snot that find's you lol :D.
and you turn down the vol .........hmmmmmmm!!!!!!!:pissed: :smack: go and
:drunk: some more and we will think about letting this one pass ok :D

slayer676
29 Mar 2006, 01:26
can anybody please help me???

my LG, shock rifle and mini gun are all bound to the same crosshair and its freakin bugging me cause i want a seprate crosshair for each one...

Gamos
29 Mar 2006, 07:30
Just go into Settings -> Weapons and change them to your heart's content.

w33-m@n
30 Mar 2006, 14:48
k nuat 2 ques 4 me
1. what are the best weapon combos to use in close range and also long range?

2.k any tips on improving my accuracy and movement including shield jumping?

Nautilian
30 Mar 2006, 15:22
k nuat 2 ques 4 me
1. what are the best weapon combos to use in close range and also long range?

2.k any tips on improving my accuracy and movement including shield jumping?

The best combinations are to your strengths I personally like very close range to use flak cannon and middle close to use rocket launcher. Also by knowing your opponents health you will know when to switch to the LG or mini for the quick finish off. Long range is always going to be 2 shock shots and then 1 lg shot.

Improving aim is always a tricky thing, if you have a extremly high sens, I would suggest lowering it to give you more control. In terms of practicing, load up 5 adept bots in an open map. Put UTcomp onto warmup and no time limit and just shoot bots. After a good couple of practice sessions you should be nailing people online with no problem.

Hope this helps
Naut

Syzygy78
04 Apr 2006, 13:48
Is there perhaps a way to up the speed and movement of the adept bots? I have tried playing a few games of instagib and these bots just move way to slow... then when you put them upto say inhuman or godlike thier accuracy is just way too high to get in decent practice.

sneaky
04 Apr 2006, 16:38
nah thats a problem with bots on Gib, they tend to crouch more then anything else. If memory serves you can select and the customize bots in there is a setting to make them jump happy - thats all I can think off.

Gamos
04 Apr 2006, 17:31
From what Naut said to me in the past, the whole idea is to practise aim, not to sukkel to hit them, so Novice bots are fine.

=_sNaKe_=
23 May 2006, 11:31
:/ you get that mod with your ut2004 when you buy it.........
in other words...........
IT'S IN THE GAME WHEN YOU INSTALL IT!!!!!.You do don't need to d/l nada.
just look under the MUTATORS for it.

it should say:

Target practice

Actually, I'm not too sure about that. If memory serves, it came with the cbp bonus pack, though I'm not too sure in which volume it was included.

=_sNaKe_=
23 May 2006, 11:38
A question for Naut :

Recently, I've come across the mind-blowing knowledge that, with enough practise, one can actually master the timings of items such as the DD and shields and so forth.

Now, it's my understanding that both the super shield and the DD spawn at the same time ( roughly 27.5 seconds or so ). The question I pose is this :

Which one do you choose to go for first?

Inevitably, some participants would go for the shield first, whilst others would opt to charge towards the DD. I cannot, for the life of me decide which one to get first, since they both offer unique tactical advantages.

So.

Nautilian
23 May 2006, 11:42
A question for Naut :

Recently, I've come across the mind-blowing knowledge that, with enough practise, one can actually master the timings of items such as the DD and shields and so forth.

Now, it's my understanding that both the super shield and the DD spawn at the same time ( roughly 27.5 seconds or so ). The question I pose is this :

Which one do you choose to go for first?

Inevitably, some participants would go for the shield first, whilst others would opt to charge towards the DD. I cannot, for the life of me decide which one to get first, since they both offer unique tactical advantages.

So.

Hey Snake,

You have things a bit muddled up.

All shields, keg, DD and superweapons will spawn at the first ##:33 of a map i.e. If a map has a time limit of 15:00, all will spawn at 14:33.

Secondly, 50 shield takes 27-28sec to spawn (depending on LAN or online), 100 will spawn every 55sec, keg will also spawn every 55. Superweapons and DD will spawn every 1:27.

Hope that helps.
Naut

cyghost
23 May 2006, 12:13
also the "with a little practice" thing - I simply can not do it... and its as easy as glancing at the clock and adding 5 (or 6) and subtracting 1 min (not even neccessary for this) as you know it'll come back in the next minute :rolleyes: yet I can not do this, after years of playing - weird huh? I also can not shield jump *even* with a key bind

what a wonderful game

=_sNaKe_=
23 May 2006, 12:39
Hey Snake,

You have things a bit muddled up.

All shields, keg, DD and superweapons will spawn at the first ##:33 of a map i.e. If a map has a time limit of 15:00, all will spawn at 14:33.

Secondly, 50 shield takes 27-28sec to spawn (depending on LAN or online), 100 will spawn every 55sec, keg will also spawn every 55. Superweapons and DD will spawn every 1:27.

Hope that helps.
Naut
Hmm. Reading my post, I sounded like a bit of a twat back there. Hindsight, eh? So let me rephrase, since I got things, as you rightly pointed out, "a bit muddled up".

I think that weapons, health and 50+ shield all have the 27.5 second split, whereas the bigger items have the 55 second split, so I know most of that. I'm aware that the SS takes 55 seconds and when the DD runs out on whoever has it, it too takes 55 seconds, but what I wanted to ask, rather, was this :

At the first ##:33 when everything spawns, what do you run to first? DD or Super Shield?

EDIT : When I said " Now, it's my understanding that both the super shield and the DD spawn at the same time ( roughly 27.5 seconds or so ).", I meant that was 27.5 seconds from the start of the game, ie the ##:33 mark :P

cyghost
23 May 2006, 13:05
the dd just spawns 1.27 secs after being taken * not sure if that is 55 seonds after it runs out... interesting idea though

in a tdm you have to cover both and in a ffa I'd say dd as you'd get more kills for your efforts... one on one it should be OFF :P but also would cover the amp rather than 100a as you get sweet kills with the lg and you take that thar 100a off the opponent quite nicely

thats just me and others might have other ideas

=_sNaKe_=
23 May 2006, 13:15
the dd just spawns 1.27 secs after being taken * not sure if that is 55 seonds after it runs out... interesting idea though


Its roughly around that time, which makes it much easier to calculate than 1:27 IMO.

cyghost
23 May 2006, 13:20
duel standard rules = dd off :D no one says you *have* to play it that way and UT2k3's standard rules had DD on - go figure

but its defs off so only the 100a to chase down, though on some maps the health flasks and 50a is equally important

=_sNaKe_=
23 May 2006, 14:37
At the CT LAN we had recently, did the duel server have DD on/off? I didn't play on it, but I'm just curious.

cyghost
23 May 2006, 14:42
erm there *was* no duel server as such last time (apparently we'll have one this time - thx acid!)

only duel server was my own (DD off of course) and then the FFA server where some guys did duels (DD off as well)

=_sNaKe_=
24 May 2006, 08:37
Oh. Could have sworn there was one, at least for a little while.

cyghost
24 May 2006, 08:55
to be honest - it was turned on and off over a couple of restarts so you defnitely could have run into that there purple DD :p

=_sNaKe_=
25 May 2006, 09:56
So Naut. A question.

Assuming, then, that the server in question had, in fact, enabled DD for duelling, which would you go for? Since they both spawned at the ##:33 / 27.5 second mark from the time the game started (depending on your POV), which would you go for, personally?

The quick one or two frag advantage, giving you instant leverage for map control afforded by the DD? Or the more conservative, bide-your-time, calculated advantage the shield provides?

Bearing in mind, the respawning time of the DD (from the time it runs out on the user) is the same as the SS, one could work out a pattern of syncing the two, but I'm just floored as to what to get up and running with.

Thanks

::KO::Doom
30 May 2006, 22:03
I dont get it, scrye told me that when you are being shot at or both you and your enemy are shooting each other with the LG, you must not dodge, in fact you should only move left,right,up,down and combos in that of short movements but when i do that they predict me and frag me straight away! please explain why that happens!

Nautilian
31 May 2006, 02:18
So Naut. A question.

Assuming, then, that the server in question had, in fact, enabled DD for duelling, which would you go for? Since they both spawned at the ##:33 / 27.5 second mark from the time the game started (depending on your POV), which would you go for, personally?

The quick one or two frag advantage, giving you instant leverage for map control afforded by the DD? Or the more conservative, bide-your-time, calculated advantage the shield provides?

Bearing in mind, the respawning time of the DD (from the time it runs out on the user) is the same as the SS, one could work out a pattern of syncing the two, but I'm just floored as to what to get up and running with.

Thanks

It is a difficult question to ask, it depends on the map. I personally would go for the shield than DD, since I find map control to be more important, also as you pointed out, DD does have a limit in time. I would think myself to be more tactical than accurate, hence my shield approach. Having control is more important than DD since the second spawn runs you can easily get the DD.

Another thing to take into consideration is where the DD is in the map (like I said before). If you can get the DD and a 50 shield. It is a simple solution...

Hope that helps.
Naut

Nautilian
31 May 2006, 02:21
I dont get it, scrye told me that when you are being shot at or both you and your enemy are shooting each other with the LG, you must not dodge, in fact you should only move left,right,up,down and combos in that of short movements but when i do that they predict me and frag me straight away! please explain why that happens!

Scyre is right, a dodge when going up against someone using an LG, is an easy target since one can predict your landing mark. When strafing, you are wanting a quick movement approach. This is done by doing a circular strafe. Essentially, instead of going left -> right -> left, your movement is a combination of moving forward and backwards, what this helps with is preventing the "stopping motion" from changing from a left to right or right to left key strafe (if you know what I mean). That slight delay gives your enemy enough time to get a really easy shot in ;)

Hope that helps!
Naut

=_sNaKe_=
31 May 2006, 08:16
Shot dewd, definately some food for thought.

Doom's question is also something I've never thought about really, since I've got it ingrained in me to dodge like a mad hatter. Trying to just move around with that system will be a big change, since I'm so used to instinctively hopping about almost instantaneously when confronted with someone, but I guess it could be well worth it.

Shot again (Strictly no pun intended) :D

GM<Jaymac>MF
19 Jul 2006, 10:36
Just reading a few posts up, and I think I should clarify something about DD timing.

The DD reappears every 1:22, not 1:27 as everyone here is assuming. This is because once it is picked up, it lasts 27 seconds, and then respawns 55 seconds after running out. That means it respawns every 1:22.

I have recently started timing the DD, and in DM games it has made a HUGE difference to my overall score, but I wouldn't recommend timing the DD until you have got the SS timing nailed. That's just my opinion. I am sure other better players will have other ideas.

Purple_H@ze
26 Jul 2006, 11:05
I don't time the DD at all, i would rather time the shields more accurately, see, when u have the 100 shld no one knows unless they saw you, but that unmistakeable purple glow, makes u target right from the get go.

Syzygy78
02 Aug 2006, 14:37
Just a question, is there a way to speed up the movement of easy bots?

cyghost
02 Aug 2006, 15:06
you can edit the individual bots specs when you create a server

Syzygy78
02 Aug 2006, 15:10
ok, thx. I will give that a try. I want fast moving bots but without the godlike aim ;p

g5>@nn0n
27 Sep 2006, 07:32
HI ,

When playin wit bots on onslaught, have u got advice strategical adive on using the voice recognition - Where to defend , attack and cover ?????? I seem to %^&*( things up , and have them all over the place and lose any advantage that i have, HELP

g5>@nn0n

Bubbls
24 Oct 2006, 19:31
Question... hi i have a problem with people all up in my face with a weopon (especially mini gun and flak... i dont last long though) my accuracy is is excelent and occasionaly get a head shot or manage to kill him before i get wiped all over the floor but is there any other way to either get them out of my face and how can i prevent them from doing that???

cyghost
25 Oct 2006, 08:46
While the game is hitscan domintated (and I for one am happy with that :p) in any duel or FFA you are going to get in close at times. You may avoid it as far as possible but it will happen.

I guess the thing is just to be prepared for it and to switch to the appropriate weapon ie flak or rox

and while jumping like a crazy thing and doing dodge jumps and dodging is a bad thing over a long distance (you are far easier to shoot) up close this may be the way to go

War]-[eaD
01 Nov 2006, 10:25
OMG!!! I've been going through this thread and I noticed Marvin... all I can say is... WTF?!?!? lol O.o

Damn... did you guys help him get sorted? Coz I honestly think he's gonna start a fire or burn down his own house before he's able to play UT online... hehe

Elco
02 Dec 2006, 08:07
Question... hi i have a problem with people all up in my face with a weopon (especially mini gun and flak... i dont last long though) my accuracy is is excelent and occasionaly get a head shot or manage to kill him before i get wiped all over the floor but is there any other way to either get them out of my face and how can i prevent them from doing that???

Going to take the liberty of answering this question. However, Naut should have answers with greater scope.

LG vs Minigun in close combat is in my opinion a lost cause to begin with, unless you get that needy headshot (And it is hardly as common as in UT99). It is a little different with flakk in my opinion, because flakk is not as "instant" as minifun/pulse. If you happen to end up in that situation where you only have the LG, then it will be prettty difficult to get out alive. There are ways of doing it. As to how, ask Naut :P

As already mentioned by cyghost, you will always get into those close combat situations. They are unavoidable. It is especially hard if you rely on LG/shock and go up against someone like Naut one year ago, when he pretty much dominated you with close combat only.

I suppose one way to avoid it is playing a hit-and-run strategy where you specifically only take those long range shots and run away at the slightest hint of the enemy closing in. However, I find this really difficult to pull off, because of shield pickups (Your opponent will be there).

My best advice to you is to start engaging into close combat yourself more often. Of course not with LG/Shock though :) It will definitely help your game. I used to be pretty much of a hitscan player myself and it really limits your approach to the game.

Manta
13 Dec 2006, 23:23
Scyre is right, a dodge when going up against someone using an LG, is an easy target since one can predict your landing mark. When strafing, you are wanting a quick movement approach. This is done by doing a circular strafe. Essentially, instead of going left -> right -> left, your movement is a combination of moving forward and backwards, what this helps with is preventing the "stopping motion" from changing from a left to right or right to left key strafe (if you know what I mean). That slight delay gives your enemy enough time to get a really easy shot in ;)

Hope that helps!
Naut


Ok, i have a Question,

I made a picture so its easyer to understand me. i think, its all a little Shaky.

Right!
Player A moves in the form of a 8, "Circular motion"

at the point [8] the time it takes to run forward makes it look like he is standing still aswell for player B as it is for Player A when Player B stands to Run Right from running left.

Is this not True?

Second, Running in a Circualr shape is slower movement due to the fact that ur not running strait?

Example, if i run Forward and another guy is running to same location but he is side stepping, ill reach the End 1st?

all these Are Questions, i was wondering if it realy still takes slower to strave left, then "stop" and strave Right, or Running left, back, right, forward, ens, ens.?

Phanks
Manta

cyghost
14 Dec 2006, 01:09
seriously what?

Nautilian
14 Dec 2006, 01:59
Elco, well put mate, I have nothing much I would add to that unless asked a specific question.

Manta WHAT THE @#$@#$ are you on about? As cyghost said "SERIOUSLY WHAT?"

Naut

War]-[eaD
14 Dec 2006, 02:13
ROFMFAO!!!!

EISCH MANTA!!! :D:D:D:D:D

I understood the pic, but what you said doen't make very much sense! :P

We know you know what you're sayin, but we sure as hell don't! :P:P:P

Cya buddy! :D ;)



*edit* Damnit... reading Elco's post made me realize something...

I used to be pretty much of a hitscan player myself and it really limits your approach to the game.

I'm also quite a hitscan person... :( My flak is crap, my LG is my strongpoint... how can I improve my flak skillz, rockets are okay (used to play quite a bit of quake a while back :P). I've played against people (MA~L, Sneaky, LordScallyWag, Gamos, etc, etc) that always seem to pop the flak straight into my face, and I find that when I come into a close range flak situation, I miss the whole time, and eventually find myself dodge jumping a bit further away and then hitting the person, and then either get the kill and scamper off with my wonderfull 22Hp, or catch yet another flak ball! :/

Any tips?

Thanx

Manta
14 Dec 2006, 17:30
Elco, well put mate, I have nothing much I would add to that unless asked a specific question.

Manta WHAT THE @#$@#$ are you on about? As cyghost said "SERIOUSLY WHAT?"

Naut

Yeah i know, kina hard understanding the way pros think :thumbsup:

And i tired so hard to be Clear,

Im asking, Flippen, its gona come out the same way :S

Doesnt the picture make any sence to wat i asked?

Manta!

LordScallyWag
14 Dec 2006, 18:07
None at all Manta none at all.
Show me tonight, and ill try and put it into engilsh for you :)

Booha
14 Dec 2006, 18:14
Engilsh, zozl!

[N]Haja
15 Dec 2006, 10:04
Manta, I think maybe your understanding of the "circular" movement may be slightly incorrect. Naut is not saying use it to move around the map. You use the circular movement to move on the spot, but it is used to avoid being hit with (particularly hitscna weapons).

The fastest way to move around a map will not come a figure of 8 (two circular movements put together) but will infact be from either running forward or strafe dodge jumping.

Not sure if that helps, tried as I could, I really could not get the jest of your post :p

Nautilian
15 Dec 2006, 14:47
Oh is THAT what he meant. :eek::eek::eek::eek::eek::eek::eek::eek:

Manta
16 Dec 2006, 02:34
Haja;60443']Manta, I think maybe your understanding of the "circular" movement may be slightly incorrect. Naut is not saying use it to move around the map. You use the circular movement to move on the spot, but it is used to avoid being hit with (particularly hitscna weapons).

The fastest way to move around a map will not come a figure of 8 (two circular movements put together) but will infact be from either running forward or strafe dodge jumping.

Not sure if that helps, tried as I could, I really could not get the jest of your post :p

Thank you Leader, atleast you understood sumwat what i said, but i know that :P

Im saying isnt it harder to hit a guy moving left right left, than a guy moving in a Circular motion, the prev post i gave my reason y i tought it is,

the part where u run faster going strait was just a example to say that when i strave left right left, then i actualy move sideways faster than straving in a Circular motion ( this is all standing still at ne spot straving away from bullets )


Imagine this, if u are standing infront of a guy and he straves Left Right Left. then he would be moving at a constant speed sideways, but when he Changes Direction running Left, to running right, the time he takes to decelerates and ecelerates talked time, so at a point he is standing still.

If you look at a guy moving in a 8 motion, then he would also be standing still not becaus he is decelerating and accelerating, but becaus he will be moving towars you for a short period of time and awayfrom you, so to you it liek hes standing still (only when your infront of him, from above its a diff storry) secondly the guy moving in a 8 formation will not be movinf asfast as the guy going left, then right, then left, ens ens.

I realy tried this time aswell!
hope im making more sence now.

Manta, Mentaly there! or sumthing...

[N]Haja
16 Dec 2006, 06:51
that makes alot more sense Manta.

The circular motion being spoken about is just a circle and not a figure 8. The point of moving in the circuar motion is that you never stand still. Using the strafe and forward / backwards buttons you can get a motion going that makes you always in constant motion. You also mix it up a bit by making the circles different sizes, so it is erratic.

If you go left and right, without using forward or backwards, you will have a slight pause at the end of each "stroke". This will give a player time to shoot you, as you are still for just a split second.

It is not really the speed at what you move, but more the motion you are moving. A dodge jump is faster than a strafe, but is alot easier to hit due to your hang time in the air. Sometimes you need erratic motion instead of speed :)

We getting there no? :p

Nautilian
16 Dec 2006, 13:05
Spot on 100% Haj, btw check your PM, sent you the tracking number. FINALLY :P

Naut ;)

[N]Haja
16 Dec 2006, 14:49
*jumps for joy*

Thanks :)

Manta
17 Dec 2006, 10:59
Yes Leader! We are getting there! (Ohh, seems like Shrimp put in this Spell Check thing, good stuff)

now, lets hit the spot. Alright, the 8 staving was just a way to give it a name.

and i understand that if i strave in the 8 "formation" that a guy hitting me from above will be harder.

but if i strave in a 8 formation and the enemy is right in front of me, then ill also have those pauses you speak of Leader:

not because will have a slight pause at the end of each "stroke"

but because i will be moving forward for a slight moment ( or backward )

And if a guy runs strait towards you, he could as well be standing still right?
thats how it will look not true?

so will it still be better for a person to strave in the 8 formation when the guy is in front of me?

Manta thinks these Red lines under the words that has to be fixed is irritating. i don't even know the correct spelling half the time!

J1nX
17 Dec 2006, 11:33
It's simple doofus, right click on the word underlined in red to get the correct spelling.

LOL

J1nX
17 Dec 2006, 11:34
Prediction is the key word here Manta, I think the whole movement issue is getting a little overboard now.

Prediction, prediction, prediction.

cyghost
17 Dec 2006, 11:39
I don't see red lines?

prediction and movement are two things - one you do to avoid getting hurt the other you do to deal out some hurt

no?

J1nX
17 Dec 2006, 11:41
Ya, true - two different ideas here now correct.

One needs the other :)

Umm Red line - yea, type something incorrect in the quick reply box and it will have a red line underneath it.

Right click word for correct spelling.

cyghost
17 Dec 2006, 11:53
i trei to buts ne rad lien

wtf? FF 1.5? I need 2?

and agreed, one needs the other - its all a beautifully interlinked :D

J1nX
17 Dec 2006, 12:05
I'm running FireFox 2.

So you don't see the red dots under the mis spelt word forming a line below?

Mmmh

Manta
17 Dec 2006, 12:09
Could we Stop this Chit Chat, and keep with the Questions! and answers.
This isn't General Forums and stuff.

A Have another Question as well Directly at Nautilian.

U know my skill Level, will it still increase playing Bots?

Thanks Manta.

cyghost
17 Dec 2006, 12:19
I have a question. How can you write like that and still insist people spell your name with a capital m??

anyways didn't mean to high jack your questions with Chit Chat so carry on

don't know what Naut is going to say but my opinion is that playing bots dumb down your game - completely ... maybe good for aim practice, if that

J1nX
17 Dec 2006, 13:10
Human opponents are the only way to get better.

The more experienced your opponent, the harder u have to work to beat him, thus learning.

Nautilian
17 Dec 2006, 13:31
Bots are only good for improving aim and reaction time. Other than that it will offer you no other benefit, actually if you focus too much on bots it will have more of a negative effect than anything else.

I personally think that players online expect too much too soon. Instead of having a goal in trying to beat players that are just a little more experienced than them and moving up, they are always quick to wanting to beat the top players straight away. Baby steps is the key to improving quickly and learning as much as possible. Players should stop beating themselves up if they get drilled by Sam or Manta, they are really talented players and have been around for quite a while.

Naut

J1nX
17 Dec 2006, 15:37
Hear Hear !

AdV3nt
17 Dec 2006, 17:36
Guys i have a question, how do you turn off your own footsteps? and is there a way to turn off those irrelevant irritating background noises?

My reason is i had a duel against carrot and well he gave me carrots but the things is i could never seem to hear him coming unless he landed right next to me or picked something up?

P.S. Manta your spelling is almost as bad a friend of mine :)

Manta
17 Dec 2006, 18:01
Oh yeah , STFU !!!!!
Manta :P

AdV3nt
17 Dec 2006, 18:36
hehe :)

cyghost
17 Dec 2006, 20:25
Guys i have a question, how do you turn off your own footsteps? and is there a way to turn off those irrelevant irritating background noises?


a) open you system.ini file and search for "footsteps" and set to false .. might have to set weapon bob to 'off' ingame as well (just found that out recently here)

b) you can but then you also don't hear the lifts which is fairly important - if you really want to, I'll find out how its done ... not sure now :rolleyes:

Nautilian
17 Dec 2006, 22:42
a) open you system.ini file and search for "footsteps" and set to false .. might have to set weapon bob to 'off' ingame as well (just found that out recently here)

b) you can but then you also don't hear the lifts which is fairly important - if you really want to, I'll find out how its done ... not sure now :rolleyes:

Look in your user.ini and ut2004.ini for ambientsound and ambientmusic. Turn both down to 0.00. However as cyghost said, you will not be able to hear lifts or jump pads.

Naut

AdV3nt
17 Dec 2006, 23:43
ok thanx guys i'll just turn off the footsteps then and leave the ambient sounds :)

I hate weapon bob, but its already off :)

lol what am isaying i cant even see my gun :)

Elco
21 Dec 2006, 18:38
I'm also quite a hitscan person... :( My flak is crap, my LG is my strongpoint... how can I improve my flak skillz, rockets are okay


Well, being good with hitscan weapons is a very good thing. Most top of the world players have deadly aim (Like fatality coming third place at ESWC with basically Shock Rifle only, or something along those lines). But when push comes to shove, they know how to whip the guy in close combat, and that is what counts. I for one suck ass with the primary flakk. I mean, major ass.

The shield gun also limits the use of hitscan weapons quite a bit. I think if there were no shield gun, you could play an entire game with LG only and win hands down. Some people have LG/Shock of 40-50% which is pretty mad.

(On a side note, glad to see the shield gun go in ut2007, but the maps have to compensate for that fact)

Now I am actually returning to a hitscan style of play, because I lack the skills in close combat :(

[N]Haja
21 Dec 2006, 18:44
Eish Elco, my flak is worse than yours, gauranteed. I use the secondary exculsively (unless spamming down a corridor). Up close i never hit with the primary, secondary i get some nice kills (just aim the ball at their feet, hope for splash damage).

Any idea how to improve up close combat? My sens is very low, i think thats 90% of the problem.

Elco
21 Dec 2006, 23:41
Mine is really bad too. I use the flakk in the same fashion you do.

I guess the only way around this one is practice :)

DFFS
22 Dec 2006, 01:12
Need some help with setting up and using my Habu mouse.

I have set the DPI to 2000 polling at 1000 Hz and the in-game sensitivity is set to 1, which is what I was using with my MX518.

I find that the mouse is swinging too much. Should I be inc/dec the sens in-game or using the habu software?

Basically I am struggling to control the damn thing. Pls help!

cYan1D3
05 Jan 2007, 10:39
WOW, this thread is excellent, I practise some UT, and noticed a slight improvement, thanks guys, FOV 85 works best for me and a res of 1024 by 768 works great for me, All I need now is some exprience and a adsl line at home and I will have loads of fun... fun being raped.. :P

J1nX
05 Jan 2007, 11:00
Yup lots help here. Try using pro gamers configs (UT2004.ini & User.ini - text doc files found in System dir in UT main folder.

Here is a link where you can download all the WCG pro UT players configs, and tweak to suit you're style. Just remember to save a copy of your original ini files somewhere safe :D

http://www.mrriddlebox.com/configs/

Many of them have good base settings which help a new guy out, since most new players would probably not know of those the advanced settings, most which are done by editing the ini files.

GL - hope this helps

PS: Try our top SA player files, 42::Ml - I've been using them. Excellent imo :D

Syzygy78
08 Jan 2007, 10:18
Does anyone have a suggestion on how to improve your close combat game? If i can get this right, I think I might actually start winning a few duels ;p

J1nX
08 Jan 2007, 11:02
ROFL - you win plently of duels.

ZT-slash right? :D

Seen you pwning all the time....lol

Umm regarding close combat fighting... I guess to be effective in that, it's all about the correct weapon choice at that given time..

It's up to you to decide which weapon suits best for that close range battle I guess... since each weapon can be effective.

Syzygy78
08 Jan 2007, 11:52
I just completely suck at close range. I think id be alot better if I could get my close combat right.

Yea, that is me ;p

J1nX
08 Jan 2007, 14:14
Also another tip regarding close range battles, with respect to the flak cannon is when mid-fight, there is a method of dodging out of the way (almost over- or around your opponent) and dropping the flak ball in the place you were standing, which ends up being the place of you're opponent, which thus nails him :D

Not sure if that makes any sense? If not catch me online tonight or sometime and I'll try explain ingame :D

Peace.

PS: Last tip for close range fighting - it's best to predict the opponents next move, and drop a rocket, or flak ball where he might/ would land. If you get good, you hit 99% :D

GL

[N]Haja
08 Jan 2007, 14:27
look at the persons feet when batteling up close, instead of his body. It will allow you to predict where he is going and thus nail him

NEO_87
30 Jul 2007, 16:02
dont know if this has been delt with. (i haven't read the whole thread yet.)
How could I improve my aiming? My close range is ok. I can, for the most part, reallly hurt a guy. but as soon as he steps away I get nailed cause I cant hit him to save my life!

so what should I do to improve my aim? with eg. LG?

cYan1D3
30 Jul 2007, 16:14
I have the same problem, but I can improve my aiming by getting a lower ping then 100. Which won't happen. :(

Just play loads of bots only using the LG. It will help eventually :P

Frost
05 Aug 2007, 10:23
Hey Dudez! Nice thread.

How much different is sniping(lightning and shock) in ut with 42 ping compared to 100 ping. U guys with the low pings, tell me. Is it like playing instant action on ur own pc or do you still have to compensate by aiming in front?

I wish internet was as good as lan...
=who knows whatl happen in the next few years, some uber line might become available for cheap=

Sting
06 Aug 2007, 08:32
How much different is sniping(lightning and shock) in ut with 42 ping compared to 100 ping. U guys with the low pings, tell me. Is it like playing instant action on ur own pc or do you still have to compensate by aiming in front?

Well for me I dont compensate too much, I generally aim for the guy, or maybe his left side if he is moving left (from my POV). But it is not like a LAN, cause I fell like I'm 10 times more accurate on a LAN.

Dont forget its not easy playing against a guy with a 100 ping for us either. Think about playing a DM with 6 guys on ADSL, and 1 Namibian guy. You have to constantly adjust, and what if you dont have player names above their heads? Least with a 100 ping it is more consistent, shoot ahead of everyone. But I know its not easy, a played using dialup for a couple months

Frost
09 Aug 2007, 14:35
OK thanks. In the end we all hav to compensate anyway. I just wanted some perspective.

Frost
09 Aug 2007, 14:39
How can I improve my close range fights? I fail to respond correctly.

DFFS
09 Aug 2007, 15:09
Need some help with setting up and using my Habu mouse.

I have set the DPI to 2000 polling at 1000 Hz and the in-game sensitivity is set to 1, which is what I was using with my MX518.

I find that the mouse is swinging too much. Should I be inc/dec the sens in-game or using the habu software?

Basically I am struggling to control the damn thing. Pls help!

^ bump

[N]Haja
11 Aug 2007, 08:42
heya DFFS,

WHat do you mean by 'swinging to much'?

Also, I have the Deathadder, and as with all my mice, I set my widnows and software to 50% (5/10) on all the settings, and take the obvious Acceleration off.

I would move everything to 50%, then fiddle with the in-game sensitivity to fine tune it.

WHat mouse pad you using btw?

Zer0/Fate
16 Aug 2007, 17:18
Q1 Are you supposed to Dodge or move out the way (run)from incomming rockets ?

Nevar
17 Aug 2007, 09:06
you are supposed to have killed the person before he shoots his rockets :P

you should always be moving /doging never stopping to look at the pretty combo or rockets comming your way. Going where your opponent wont expect you to go.If you see that you cant avoided the rockets get closer to ur opponet close so that he takes dmg from them aswell if you can. Rockets are not much use close range.

My 2c

[N]Haja
17 Aug 2007, 13:33
Well, ye, just get out of its way is the main concern. Whether it be a wall jump, falling off a ledge, or strafing to one side, as long as it does not hit you, its all good.

Dodging out the way would in all likelyhood be your most viable option, as it is the quickest wat to move a certain distance. Just be weary not to dodge jump out the way, unless it is necessary.
A good player will fire 1 rocket at you, and when you dodge, or worse yet, dodge jump (a longer hang time in the air) then he will proceed to lay a rocket at your feet, predicting where you are to land.

The trick is to be unpredicatable, as Nevar says, and to put the heat on the enemy so as not to allow him time to aim with precision at you.

sneaky
17 Aug 2007, 14:29
Haja;73208']A good player will fire 1 rocket at you, and when you dodge, or worse yet, dodge jump (a longer hang time in the air) then he will proceed to lay a rocket at your feet, predicting where you are to land.

This is also why you play with player shadows enabled and then just rocket the shadow very nifty for taking down jump bunny's

Zer0/Fate
17 Aug 2007, 16:28
Cool THANX !

Gamma Ray
21 Aug 2007, 11:19
Haja;62129']look at the persons feet when batteling up close, instead of his body. It will allow you to predict where he is going and thus nail him

Easier said than done :D

BLuNT
25 Aug 2007, 22:30
i need 2 know how to further improve my accuracy and how to perform that lightning quick shield jump (MANTA!) =P any tips?

[Confused]
27 Aug 2007, 10:09
Is it bad not to have all your weapons binded? thx

[N]Haja
27 Aug 2007, 10:48
by binded, I assume you mean have a key to switch to each weapon?

If that is the case, you will improve your game having a key for each weapon IMHO, as you can be sure to get the right weapon in the needed situation.

Scrolling up and down just does not work well enough in the heat of the battle. You need to be sure you are getting the right weapon in the shortest time.

For example, I have my up scroll to bio rifle, down scroll to shield.
Mouse thumb button 1 to flak, mouse thumb button 2 to rocket. Centre button (on the scroll) to redeemer.

I use ESDF (fwd, left, back and right) to move, A to duck.
R is shock, G is mini, V is lightning gun, Z is link gun, Q is translocator, 4 is throw weapon.

Work well for me, but other have different binds that work for them.

Zer0/Fate
27 Aug 2007, 14:05
Haja;73570']by binded, I assume you mean have a key to switch to each weapon?

If that is the case, you will improve your game having a key for each weapon IMHO, as you can be sure to get the right weapon in the needed situation.

Scrolling up and down just does not work well enough in the heat of the battle. You need to be sure you are getting the right weapon in the shortest time.

For example, I have my up scroll to bio rifle, down scroll to shield.
Mouse thumb button 1 to flak, mouse thumb button 2 to rocket. Centre button (on the scroll) to redeemer.

I use ESDF (fwd, left, back and right) to move, A to duck.
R is shock, G is mini, V is lightning gun, Z is link gun, Q is translocator, 4 is throw weapon.

Work well for me, but other have different binds that work for them.
My Word ! How you play so well whith tose keys :P

BLuNT
27 Aug 2007, 20:24
i agree wit zero haj =P respect!!

[N]Haja
27 Aug 2007, 20:45
thats actually the barest min you will need (or some variation of it, keys may differ) to play reasonably well.

Alot of okes have stanger things, like pipe switching (press a kkey once, you get a weapon, press it again, you get another) For example, you set long range weapons to a 'R'. You put them in order, like LG, shock, mini. Now if you pick up the mini, and press R, it will goto the mini. Now, have the LG and mini in your arsenal, and press R, you will switch to LG (first on the priority) then press it again, and it will switch to the mini (or shock, if you have it).

There are many variations of this, like press it once, switch to mini, release, and switch back to shock (or whatever weapons assigned).
You can even go so far as to have a key bound to change the FOV (useful to go lower FOV to 'zoom' in on long range weapons. Press it again, and it defaults to your normal FOV.

Lots of stuff can be done, but my setup confuses me enough, and as I get older, my hands do not do what my brain asks them to at the speed I require :P

BLuNT
28 Aug 2007, 15:49
FOV switching?! damn... UT gets more complicated everyday... =P

Nautilian
03 Sep 2007, 16:12
Fov changing ingame is considered a form of cheating by international standards, but hey if you just gaming for fun who gives a @#$!

Just my 2cs

Max²
26 Sep 2007, 12:46
Ive always wondered how something that one is able to do ingame is considered a cheat, after all its created to function that way...anyways Howdi Doodies !!!