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Author Topic: Skillz to pay the Billz  (Read 1811 times)
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Targe+
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« on: March 03, 2007, 11:17:29 AM »

Sure I may not be the best person to post this, but add to it as you see fit...

1. Learn to use the grapple. Maybe you've seen other players and wondered how they go so fast. Well, next time you have to go a great distance, instead of straight grappleing across the room, try shooting the ceiling in the middle and watch it launch you. And don't forget that the walls have the same effect. Also T! has gone to great troubles to provide you with demo's of other fast players, so go watch them!
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Targe+
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« Reply #1 on: March 03, 2007, 11:22:39 AM »

2. Learn to strafe jump! This goes directly with #1. If you can take the speed you got from your grapple, and throw in a strafe jump, you can usually jump 3-4x farther then you would buy just running. And the more times you strafe jump, the faster you go, the more distance you will cover in a smaller amount of time. A good test for beginers would to go on edge, up on the catwalk, and jump from the RL - across to to rocket packs were the armor shards spawn. Or for a single straff jump, try jumping from the railgun in blets, to the other side (the tall side to the rail is easy guys). Practice the strafe and you will see improvement in your gameplay in no time.
« Last Edit: April 07, 2009, 02:17:25 PM by Targe+ » Logged

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« Reply #2 on: March 03, 2007, 11:27:55 AM »

3. Use other weapons. Sure you know how to spam with the rocket launcher. And sometimes you even hit people with the railgun. But sometimes it makes more sense to pull out the SSG to finish of your oponents last 10 health instead of trying to hit the tricky rail. And you've seen other people chain, and sure you may think its lame, or spaming, or downright newbish. IF that is the case, then you obviously haven't seen any of the "elite" players play. Not only does the chaingun deal out lots of dmg, but its also very easy to change targets from your oponent to the e-flagcarrier or whatever the situation deems. And for those of you who dont know, the SSG deals out more dmg then both the railgun (100dmg) and the RL (100dmg per direct hit/70 splash) at a wopping 120dmg per full burst. So put the grenade launcher away and tryout some other weapons, you may be suprised...
« Last Edit: April 07, 2009, 02:19:03 PM by Targe+ » Logged

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Targe+
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« Reply #3 on: March 03, 2007, 11:41:58 AM »

4. Shoot the floor. Shoot the ceiling. Shoot the walls. The point is, the rocket launcher does splash damage, you don't have to get a direct hit to make the kill. If your oponent is running up a ramp, shoot the ramp behind him/her. If they are grapling around the ceiling, then shoot the ceiling. This also goes for the Grenade Launcher. If you bounce a pill off the ceiling, it will land on the floor and stay there, where if you shoot at the floor it will bounce somewhere else. The ceiling shot will also have a shorter timer, which is great if you are trying to cover your escape. Pluse, pills off walls go around corners.
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« Reply #4 on: March 03, 2007, 01:48:13 PM »

yep, i can make some demos of me doing all these things if u guys want.
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Targe+
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« Reply #5 on: March 03, 2007, 05:30:57 PM »

5. Pick up items! How many times have you been forced to use the shotgun or the blaster cause you ran outta rockets for your RL? So next time you run by a rocket pack, just pick it up. Another big thing is grabbing armor shards. Hell, even if you only grab 1 when you spawn, thats enough to save your from being killed with one slug, and your oponent might not have read rule #3 and keep trying to rail you. Hell you might even kill this r-tard and steal his tech! All because you didn't die when you get shot. Also picking up PS and sometimes even quad would be great.
« Last Edit: April 07, 2009, 05:23:28 PM by Targe+ » Logged

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l3ft0verz
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« Reply #6 on: March 03, 2007, 05:50:12 PM »

lol Targe

dont try and train the n00bs, just smash them with your rocket as u run by and be glad for your little ego boost and stress reliever...just dont let it go to your head


occasionally i wonder how

are ppl actually going out and buying/downloading q2 to try it out?

how do u use the grapple?
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alka
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« Reply #7 on: March 03, 2007, 06:09:02 PM »

..........

Thanks +!
« Last Edit: March 03, 2007, 06:45:17 PM by alka » Logged

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« Reply #8 on: March 04, 2007, 05:13:56 PM »

are ppl actually going out and buying/downloading q2 to try it out?

how do u use the grapple?

I think you're right. So often on our main lithium server (where the grapple is an offhand red laser beam):

- "how do you use the red rope?"
- "let's find another server, they cheat here with the high jumping"
- "you can't move that fast, cheater"
- "what is that red laser weapon?"
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« Reply #9 on: March 04, 2007, 07:29:37 PM »

- "how do you use the red rope?"
- "let's find another server, they cheat here with the high jumping"
- "you can't move that fast, cheater"
- "what is that red laser weapon?"

IMA CHARGIN MAH LAZERZ!

 Nah, Seriously.. Though I do like people flooding chat with "+hook" and "-hook" :}
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« Reply #10 on: March 16, 2007, 06:02:38 AM »

one armor shard won't save you from my rails.  best pick up two, just in case.
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« Reply #11 on: March 28, 2007, 08:48:20 AM »

#6. Dont ever listen to lucky seven, if these demo's do arise then dont watch them because "chances are", you will become a worse q2 ctf player.
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Targe+
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« Reply #12 on: March 27, 2009, 01:32:33 PM »

#6 (lol +bump!) Know your techs. I don't know how many times I have seen people drop haste in caco (Red Defense) for amp just cause Amp does more damage. Most people attacking wont have armor and 1 slug is enought to kill them. I know Amp does more damge per shot (same damage per second as Haste) which is good for SSG & Chain, but if you are a rail hoe, Haste may be better for you.

Amp -> 2x damage per shot (please note that over a set period of time this tech & haste will do the same damge, however you only use half the ammor with Amp)

Haste -> 2x speed (watch your ammo with this one)

Doc -> regains HP (and armor if you have any) to a max of 150. You can grab Mega to get to 250 HP, and shards will give you infinite gain. Note that if you do get Mega your HP will stay @ the 250 mark. It has been questioned before at what rate doc gives you HP as it seems to give it at a faster pace when you are lower in HP, but this has never been confirmed.

DS -> My understanding of this tech is that your HP will take half loss from incoming Damage. IE if you have 100hp, and get hit by a slug (100Dmg) you will only lose 50HP. This tech seems to have no effect on Armor however. IE if you would normally lose 20HP & 60Armor from a shot, you would still lose the 60Armor from the shot, but only lose 10Hp. I have never taken the time to confirm this theory either.

Talgo
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« Reply #13 on: March 27, 2009, 06:14:23 PM »

#6 (lol +bump!) Know your techs. I don't know how many times I have seen people drop haste in caco (Red Defense) for amp just cause Amp does more damage. Most people attacking wont have armor and 1 slug is enought to kill them. I know Amp does more damge per shot (same damage per second as Haste) which is good for SSG & Chain, but if you are a rail hoe, Haste may be better for you.

Amp -> 2x damage per shot (please note that over a set period of time this tech & haste will do the same damge, however you only use half the ammor with Amp)

Haste -> 2x speed (watch your ammo with this one)

Doc -> regains HP (and armor if you have any) to a max of 150. You can grab Mega to get to 250 HP, and shards will give you infinite gain. Note that if you do get Mega your HP will stay @ the 250 mark. It has been questioned before at what rate doc gives you HP as it seems to give it at a faster pace when you are lower in HP, but this has never been confirmed.

DS -> My understanding of this tech is that your HP will take half loss from incoming Damage. IE if you have 100hp, and get hit by a slug (100Dmg) you will only lose 50HP. This tech seems to have no effect on Armor however. IE if you would normally lose 20HP & 60Armor from a shot, you would still lose the 60Armor from the shot, but only lose 10Hp. I have never taken the time to confirm this theory either.

Talgo


Doc  is 10 health per second roughly and 5 health 5 armor per second with armor for a total of 34 seconds of maximum regen



DS you are correct. DS has no effect on armor or Power shield armor. your taking half of health damage Only. e.g. quad amp rail = 800  you have 250hp/200ba/300ps

subtract 300ps/200ba/ = 500 dmg then apply remaining damage which is 300 and half that which = 150

end result is 100 health remains.

should be damage = 400

 and look like this 223/92/35

« Last Edit: May 22, 2009, 05:52:48 AM by JaQuIO » Logged
Targe+
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« Reply #14 on: April 06, 2009, 04:30:46 PM »

#7. Know your enemy's HP! There are 2 ways you can tell how "low" your oponent is;

1. They make grunts when you shoot them. The higher the pitch, the lower they are. I used to have a pak that had different sounds for grunts. Instead of "ooomf" it would say 75/50/25 (these are min quantities IE 83 would sound as 75) but it got anoying quick....

2. When you shoot your oponent they "bleed" (the horrible red/orange/green graphics that come spewing out of them). Most people don't know this but the amount of red/orange/green does matter. Green is Power Shield. Orange(yellow) is armor. And Red is HP. If you shoot someone, and its mostly all Red (with a splash or orange) then they may have just picked up a couple armor shards.

You can use this to know when it might be better to rocket/rail & when to switch to SSG/Chain to just finish your oponent off.
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« Reply #15 on: May 19, 2009, 05:58:02 PM »

#8. Take Control! You watch any "good" match (ra2 excluded), weither it be 1v1, TDM, or CTF, the team/player who controls powerups is the team/player that wins (95% of the time anyways).

Quad (60 Sec) - Most important powerup in CTF. The team that controls quad(s) is almost always the winning one....
Powershield (60 sec) - If you are gunna try for quad, you better have one of these...
Armor (20 Sec) - 1. Could mean the diff between lyfe and deth (lol) 2. Means the other team won't have it (worth blowing some of your armor off with RL)
Mega (30? Sec) - Not as good as it's Q3 version, but 100HP boost is always good (especially with DS)
Ammo - Means you can shoot longer and your enemy can't....
Techs (N/A) - In some maps this is more important than anything else. With a good team you want your Boost (quad guy/gal) with defensive tech (DS or Doc) and your Defense guy with an offensive tech (Amp or Haste) although on the Pub you might always want to have Amp if you have quad, just so you don't end up running into it....

Keep in mind that Timers & Team binds will help you team. "Quad in 10" allows your team to have a chance to come help you get quad & "PS taken" lets your team set their own binds to grab the next one in a minute.

Talgo

PS Keep in mind that these "Rules" may not turn you into the next Krenz, they should help you turn into a better player...  cheesy
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« Reply #16 on: May 19, 2009, 06:19:18 PM »

preaching to the choir it seems. this game is 11 years old. i don't think there are any brand new players looking for a copy of quake2.
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Targe+
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« Reply #17 on: May 22, 2009, 10:44:36 AM »

Obviously this post was not made for powerhouse's such as yourself, but the the more avg or less player.

This thread was started 3 years ago, but the game was 8 years old then & I find it just as important now as then. Most the "Rules" listed here work for many games/mods not just CTF.
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« Reply #18 on: May 22, 2009, 11:19:03 AM »

And it's good info for anyone playing CTF.....now if only some would learn a bit from it they could improve their game and make it fun for everyone.

Thanks for the posts, Talgo
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