Seth Paxton
Senior HTF Member
- Joined
- Nov 5, 1998
- Messages
- 7,585
Let's see, some others that I thought of while playing...
BETRAYALS - be careful of these, not because of the intital damage but because once you have betrayed someone (and they didn't accidently boot you by button smashing the X, DOH) you are the living damned. You get MAJOR time added to your respawn time when you die after betraying, and that means your team will be shorthanded for longer.
MELEE from behind - I still sometimes make the mistake of shooting instead of meleeing, but no matter how much you like that dual SMG thing you've got going, if you are behind ANYONE just melee and let the dual gun fall. You'll get a quicker kill, save bullets, and save shield. Then you can pick your other gun back up in peace.
On Colossus - saw a new one for team ball the other day. A guy jumped up onto the window ledge at the back (the wall on the flag end between the 2 bases). Not sure if it was the best place to be.
ALWAYS get the sniper rifle and bring it back to base. Don't rush in with it as you will lose it, don't stay in the center as you will get killed. The best thing is to have another person follow you to get it because the other team will be racing you for the kill from behind. Some guys even wait a second on purpose to kill you just after you pick it up.
Foundation CTF does NOT require that your flag be there to score, so the minute you get a lead it becomes a race, go full offensive and don't pansy around about it.
Also, when I see that my team is close to scoring, or will at least be close enough during respawn to eventually get the flag, I haul butt to the flag point to get the next pickup ASAP. Like I said, this level is a RACE and should be treated that way. Defense is only until you take the lead.
MIDSHIP - ALWAYS get the Shotty and Sword first, even if you have to give up a score.
A CTF strategy here is to have one guy throwing the flag out and then hiding, while another guy or two waits in the middle to catch it and run it back for the score, like a relay team. A top notch guy in the enemy's base and teamwork can make this a short game.
If someone drops this map will usually spawn a 2ND SWORD. Makes for an interesting game.
FOUNDATION - first it was turrets, but then everyone started rushing their own Rockets to take out the turret. Now everyone rushes the OTHER GUYS rockets to keep it from happening.
This map is a great example of skipping the ball until you have established weapon control (which typically doesn't last too long on this map).
To win assualt here you need to get 3 kills quickly, then you can rush. No point sending the bomb anywhere near that front door before then (hand granades suck).
Some guys like to use the air vent to sort of sneak in behind you from above. Also the ball carrier in Team Ball will sometimes try to get up high on the wall inside one of the rooms. Some call it a glitch, but its just finding a high place to stand (via explosion I guess).
IVORY TOWER - teams on defense will often rush the sword and/or sniper. Teams on offense generally rush the Rockets guy with either grenades, power pistol/SMG (what I use) or Sniper.
One counter to this sort of rushing is to rush back, esp if the defense does it on assault (bomb in before they are get back). You kinda have to read how the other team wants to play it in the first round or by their blips on radar.
Running the flag back up the middle is solid when you have a good sniper overlooking things, and if the other team does then you MUST commit to not only killing the guy but to taking his rifle so he won't just respawn and start over again, ie get up close and dirty ASAP.
But the recent popular method is to take it out the side. So many teams are used to the middle runback that they don't even know where the flag went to at first. It's also decent place to attack the fallen flag if you don't make it (though it lacks the convenient "endless sudden death" that comes with respawning right below the flad). Go Shotty side (right as you face the rocket/waterfall from the flag).
Also, remember that if a weapon is being sniped that you can knock it out of sniper view with a grenade, like the rockets on Battle Grounds (or is it Ruins? whatever you call the red desert map with the "ribs").
BETRAYALS - be careful of these, not because of the intital damage but because once you have betrayed someone (and they didn't accidently boot you by button smashing the X, DOH) you are the living damned. You get MAJOR time added to your respawn time when you die after betraying, and that means your team will be shorthanded for longer.
MELEE from behind - I still sometimes make the mistake of shooting instead of meleeing, but no matter how much you like that dual SMG thing you've got going, if you are behind ANYONE just melee and let the dual gun fall. You'll get a quicker kill, save bullets, and save shield. Then you can pick your other gun back up in peace.
On Colossus - saw a new one for team ball the other day. A guy jumped up onto the window ledge at the back (the wall on the flag end between the 2 bases). Not sure if it was the best place to be.
ALWAYS get the sniper rifle and bring it back to base. Don't rush in with it as you will lose it, don't stay in the center as you will get killed. The best thing is to have another person follow you to get it because the other team will be racing you for the kill from behind. Some guys even wait a second on purpose to kill you just after you pick it up.
Foundation CTF does NOT require that your flag be there to score, so the minute you get a lead it becomes a race, go full offensive and don't pansy around about it.
Also, when I see that my team is close to scoring, or will at least be close enough during respawn to eventually get the flag, I haul butt to the flag point to get the next pickup ASAP. Like I said, this level is a RACE and should be treated that way. Defense is only until you take the lead.
MIDSHIP - ALWAYS get the Shotty and Sword first, even if you have to give up a score.
A CTF strategy here is to have one guy throwing the flag out and then hiding, while another guy or two waits in the middle to catch it and run it back for the score, like a relay team. A top notch guy in the enemy's base and teamwork can make this a short game.
If someone drops this map will usually spawn a 2ND SWORD. Makes for an interesting game.
FOUNDATION - first it was turrets, but then everyone started rushing their own Rockets to take out the turret. Now everyone rushes the OTHER GUYS rockets to keep it from happening.
This map is a great example of skipping the ball until you have established weapon control (which typically doesn't last too long on this map).
To win assualt here you need to get 3 kills quickly, then you can rush. No point sending the bomb anywhere near that front door before then (hand granades suck).
Some guys like to use the air vent to sort of sneak in behind you from above. Also the ball carrier in Team Ball will sometimes try to get up high on the wall inside one of the rooms. Some call it a glitch, but its just finding a high place to stand (via explosion I guess).
IVORY TOWER - teams on defense will often rush the sword and/or sniper. Teams on offense generally rush the Rockets guy with either grenades, power pistol/SMG (what I use) or Sniper.
One counter to this sort of rushing is to rush back, esp if the defense does it on assault (bomb in before they are get back). You kinda have to read how the other team wants to play it in the first round or by their blips on radar.
Running the flag back up the middle is solid when you have a good sniper overlooking things, and if the other team does then you MUST commit to not only killing the guy but to taking his rifle so he won't just respawn and start over again, ie get up close and dirty ASAP.
But the recent popular method is to take it out the side. So many teams are used to the middle runback that they don't even know where the flag went to at first. It's also decent place to attack the fallen flag if you don't make it (though it lacks the convenient "endless sudden death" that comes with respawning right below the flad). Go Shotty side (right as you face the rocket/waterfall from the flag).
Also, remember that if a weapon is being sniped that you can knock it out of sniper view with a grenade, like the rockets on Battle Grounds (or is it Ruins? whatever you call the red desert map with the "ribs").