Author Topic: q2dm1 sounds  (Read 4966 times)

Offline metaL

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q2dm1 sounds
« on: June 02, 2007, 08:57:10 AM »
I posted this before in the 1v1 section, bunch of noob shit for the most part, but I figured it should be here.

Basics:

1) hearing that girly "uhh!" a player makes when a fall takes away a small amount of damage, fallowed by a typical weapon/ammo pickup (one weapon, 2 ammo packs) is almost always a dead giveaway that enemy is at LOWER RL.

2) hearing the loud "ohhh!!!" a player makes from enduring a very high fall lets you know that your opponent is either out in the arena, the shotgun room, or outside by the water - at least one of these should be ruled out immediately, so you should automatically have a good idea as to where he is.  This also tells you that he has lost some damage.

3) hearing a weapon picked up plus an extra "click" (for an extra ammo pack) is a dead giveaway that enemy is getting CHAIN.

4) hearing an armor and a medkit picked up within the same second is a dead giveaway that enemy is at LIFT.  This also tells you that your enemy has exactly 100h and at least 25 armor.

5) hearing 3 "clicks" in a row (3 ammo packs) is a dead giveaway that enemy is on the long ledge overlooking the water.

6) KNOW WHERE THE 3 ARMORS ARE LOCATED.  each one makes a slightly different noise and usually and be distinguishable from anywhere on the map.  An enemy picking up armor gives you not only location but a good indicator of his over h/a hp status (you know that if you've heard him pick up mega +2 armors you shouldnt go rushing him any time soon).

7) Ammo Pack - a distinct noise that is a dead giveaway that your enemy is in the mega room.

8.) the obvious MEGA HEALTH - when you hear your enemy grab mega, its usually time to adjust your strategy.  depending on how much health he has at the time he grabs it (of which you should have a good idea) you may want to switch to a slightly more defensive strategy/wait for the health to gradually decrease some.

9) Health/Armor shards - its very important to know where all the armor shards are in the game.  Hearing 4 armor shards picked up narrows your enemy's location down to either the mega room or the beginning of the upper rl ledge (you should probably be able to distinguish your enemy's location as soon as he picks these up).  the only health shards in the game are on the ground by water, so this is another dead giveaway as to your enemy's location.

More Advanced: Headphones help a lot  Wink  cl_footsteps "1" please  b_woot

10) WATER - some may at first see this as a dead giveaway, but since tricking someone into thinking you're in the water is one of the oldest tricks in the book and happens quite often, it requires more skill not to be fooled.  People often drop an item such as an ammo pack, or fire a blaster into the water in order to make a noise (in most cases, when your enemy is on the other side of the map, he will not hear you fire blaster but he WILL hear the shot hit the water).  In reality, an item entering the water makes a slightly different sound than does a player, and knowing the difference can save you from getting n00bed by someone trying to give you the run around.  If you hear an item placed into the water, typically your opponent will be hiding just outside the mega entrance closest to the water (if he used his blaster), the steps just below upper rocket launcher (if he dropped an item in), or the UPPER RL itself.  If he is at the steps below the UPPER RL, he is stuck as far as sound goes, as it is impossible not to make footstep noises while going down steps.  If you hear your enemy enter the water, you usually have about 10 free seconds to collect weapons, armor, and health; and if you're lucky, a good location and/or a plan of attack.  Decent players will not go for rail in a serious battle unless they are confident that they can get away with it.  This usually means they have recently grabbed MEGA and have at least some armor, and usually they have a stacked chaingun along with it.  Depending on yours and your enemy's status, you may want to either go in after him or spam rockets from near the mega entrance.

11) Spawn Locations:  listening for the small noise which is made every time a player spawns is often overlooked and a very useful tool.  At any given point on the map, when you hear your enemy spawn, you should have his location narrowed down to 3 places, if not 2 or 1, based on loudness.  Hearing a typical weapon + ammo pickup immediately after the spawn is a dead giveaway for someone to be in the basement/underground (they picked up machinegun + 2ammos).  This is useful as this spawn noise is hard to distinguish at times.  Hearing 2 ammo pickups immediately after a spawn narrows your enemy's location down to either the shotgun room (near LOWER RL), the mega room, or the upper RL.  This should almost always be a dead giveaway as some of these can usually be ruled out immediately.  If you hear 2 MORE ammo pickups shortly after, this means the enemy is in the shotgun room (picked up 2bullets + 2nades).  Also listen for a chaingun pickup shortly after a spawn.  Many times you just have to use your best judgment, and after a while your rockets/chain/rail will hit them just as they are rounding a corner quite often.

12) JUMPS - Nowadays almost everyone uses strafe/circle jumping to get around the map.  Certain types of jumps can give you details regarding your enemy's location and often more.  For example, hearing a double jump and then an armor pickup.. guess what, your enemy is in the mega room, he has just grabbed armor, his next move usually will be to take the mega health, if its there.  At this point, if you are near the SSG, you should spam 2 rockets just over the box he would jump to next on his way for mega (rockets are slow, try to fire as soon as you hear armor - you maybe be too late anyway).  If you have rail, wait to see if he'll jump to that box - if he falls for it, nail him.  Most double jumps will be heard in the mega room followed by an item that will  be a dead giveaway as to the enemy's location.  Using the sounds of jumps to your advantage often requires that you forsee your enemy's plan.  For instance, hearing a spawn, then several strafe jumps in a row (its fairly easy to tell when someone is strafe jumping repeatly, gaining speed) followed by a weapon pickup is a giveaway that the enemy is probably at the UPPER RL. By listening to the jumps, you will have a good idea as to your enemy's speed, which is very helpful.  Take the example above, where your opponent has just grabbed the upper rocket launcher.  At this point you could/should be in the mega room or close by.  If so, you should pay attention to see if he will enter the mega room.  After having grabbed the RL, your enemy can be entering the mega room after 2 jumps, and he will probably be entering fast.  Now is a good time to let your chain start flying.  It is better to aim your rockets at a place inside the mega room, just near the entrance where you think your opponent will land, rather than just fire them at the doorway.  You may also have to aim far in advance, depending on his speed.  There are several other instances where judging your opponent's speed via strafe jumps comes in handy (armor shards, several strafe jumps, weapon pickup = UPPER RL (as your opponent takes a rocket to the face  Wink )), adapting to these situations just takes practice.

13) Medkits/Stimpacks - Hopefully you are using a pak that makes the sounds for medkits (+25 health) and stimpacks (+10 health) easily distinguishable.  Hearing health picked up should almost always be a dead giveaway for your enemy's location, and they let you know that your enemy's health is AT MOST 100 (he does NOT have mega - which should be available soon if it is not already).  The easiest to distinguish are when he picks up 2 medkits.  This can only be done right beside the water and at SSG.  Depending on his health, he may only pick up one of these, but it should still be a dead giveaway based on loudness/some areas being ruled out immediately.  Now, stimpacks - these are only located above the LOWER RL, above the Chaingun, and on the UPPER RL ledge.  Based on what you should already know on your enemy's status, and on what can be ruled out immediately, you should know exactly where he is, possible what his next move is.

There are other sounds to look for as well, but becoming familiar with the ones listed above will help any player out a great deal in both duels and teamplay.  As a player, you must also realize that when you make sounds, your opponent may know exactly where you're at, and you should expect this.  Watch your back!  hope this helps, good luck  bier
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adrenal1ne

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Re: q2dm1 sounds
« Reply #1 on: June 02, 2007, 10:02:24 AM »
why are you making a thread for reaper?   :-[
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Offline reaper

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Re: q2dm1 sounds
« Reply #2 on: June 02, 2007, 10:18:16 AM »
you shouldn't talk much adren, yeah you can beat me a good majority of the time now, but that's mostly because your movement and aim is better.  I'm playing with no mousepad in windowed mode, so we'll see what's up later.
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VaeVictus "reaper is a lying sack of shit and ragequit then had, probably slugs, come alias and beat me, wasnt even the same person playing OBVIOUSLY, accuracies basicly doubled, and strategy

Offline DaHanG

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Re: q2dm1 sounds
« Reply #3 on: June 02, 2007, 11:55:21 AM »
 :lolsign:
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Offline GYN

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Re: q2dm1 sounds
« Reply #4 on: June 03, 2007, 10:03:15 PM »
...I'm playing with no mousepad in windowed mode, so we'll see what's up later.

 :bigcry: :bigcry: :zzz: :lolsign: :lolsign:

mousepads=$$$$$
lol@windowmode, - for smaller, + for bigger

"so we'll see what's up later" lol who speaks that way? Does speak volumes about your petty, miniature mentality though.

--challenge, play, whine, begin to lose, disconnect, reconnect, whine, whine, ambiguous challenge, fuzzy threat, disconnect --- aka the Reaper loop.
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Offline reaper

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Re: q2dm1 sounds
« Reply #5 on: June 03, 2007, 10:28:21 PM »
get a life GYN.

hey how about a deal for you.
we play 3 maps. dm1, one of my choice, one of yours. I win, you stfu, cuz your owned, you win (which isn't gonna happen), i quit posting on this forum.
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Offline GYN

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Re: q2dm1 sounds
« Reply #6 on: June 03, 2007, 10:42:45 PM »
 :bigcry:
774 posts and I need a life?

 :zzz: We've played dm1, then dm3. I won on Edge, you quit losing on dm3 after a typical whinefest which you do with just about everybody you play. There's tons of other players with almost EXACTLY the same story I have. You can't deny that.

Keep rehashing stale excuses with vague threats of some kind of future "upgrade" or improvement. I feel sorry for you that you lack any intellectual resource to see through the wit of most posts, barbs or baiting...and realistically self-assess your abilities.
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Offline reaper

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Re: q2dm1 sounds
« Reply #7 on: June 03, 2007, 11:09:53 PM »
is that a no?
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Offline DaHanG

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Re: q2dm1 sounds
« Reply #8 on: June 04, 2007, 07:49:38 AM »
no offense but I think GYN would win.

 :oksign:
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Offline jägermonsta

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Re: q2dm1 sounds
« Reply #9 on: June 04, 2007, 07:54:28 AM »
--challenge, play, whine, begin to lose, disconnect, reconnect, whine, whine, ambiguous challenge, fuzzy threat, disconnect --- aka the Reaper loop.

 :lolsign:


you win (which isn't gonna happen), i quit posting on this forum.

 :yessign:

 :thumbsup:
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Offline reaper

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Re: q2dm1 sounds
« Reply #10 on: June 04, 2007, 08:30:53 AM »
were not gonna find out, cuz GYN knows the outcome.  but that deal is fine with me GYN.
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Offline deft

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Re: q2dm1 sounds
« Reply #11 on: June 04, 2007, 10:16:24 AM »
How is q2dm1 then a map of his and your choice equal? Aren't you technically picking q2dm1 as well?
« Last Edit: June 04, 2007, 04:38:12 PM by deft »
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Reaper :tooth: "Praise Jesus!!!"

adrenal1ne

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Re: q2dm1 sounds
« Reply #12 on: June 04, 2007, 10:46:37 AM »
no offense but I think GYN would win.

 :oksign:


truth...
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