Author Topic: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!  (Read 7579 times)

Offline Arm0r

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[0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« on: April 30, 2007, 05:10:04 PM »
played 2 maps against my brother, would like some pointers as to what im doing right and what im doing wrong  :yessign: any help at all would be much appriciated.
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Offline Whirlingdervish

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #1 on: April 30, 2007, 05:51:18 PM »
Well, I'm probably the last person to take advice on 1v1 from, but I noticed a few things that could probably help you..


practice your mega room jumps.. muy importante on dm1. (control that MEGA)
get so used to these that you can do them under pressure or dont play dm1. :)

use the grenade launcher and HB in a defensive manner while retreating for more health/armor.
(just lob grenades slightly upward and behind you while running away to slaughter anyone following you closely)
(also saves your bullets for offensive shootin)

keep 150+ bullets in your CG if you're gonna use it as much as you do..
(dont run out in mid battle)

grab the yellow armors at any chance you get
(as long as you aren't in your opponents line of sight)

try not to waste rockets on long shots when the opponent can see them coming..
you can't lead someone enough with a RL if they can see the rocket in flight.
(they're too easy to dodge from medium+ distance, so use a less powerful hitscan weapon if you dont have a RG)

if you're playing someone who knows how to use their sounds effectively, you'll get raped for doing too many jumps and picking up all the items in a room when they can't see you. It's really easy to set you up for controlling rocket spam when they can tell what room you're in and which exit you're heading towards..
(they can locate you with pinpoint accuracy by those little frivolous strafejump noises and item grabs)


I hope some of this helps.
 :rockon:

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Offline UUD-40

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #2 on: April 30, 2007, 10:32:57 PM »
Just try to get in a position to where you can see his screen... making sure he can't see yours.   :beer:
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Offline Arm0r

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #3 on: May 01, 2007, 05:03:51 AM »
 :lolsign: ty for the advice WD, ive been told im a rush junkie  :dohdohdoh: need to plan a bit better before rushing into a situation and I can't really peak at his screen  :lolsign: he lives about 3 miles from me
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Offline metaL

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #4 on: May 01, 2007, 05:09:08 AM »
i havent watched the demos yet, but i will say this... sound, sound, sound, sound, sound.... and more sound.  knowing exactly where all the items are on the map means quite a bit.  knowing the location and general health/armor status of your opponent is priceless.  Hell i'm bored so here's a little rundown for dm1.. you may/should know much of this already.

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  ;)  cl_footsteps "1" please  :bananaw00t:

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  ;) )), 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  :beer:
« Last Edit: May 01, 2007, 05:16:32 AM by metal »
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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #5 on: May 01, 2007, 05:19:23 AM »
I watched the first one, mostly in ff+ mode but my first question is do you not have a double jump alias? the things in your cfg are almost as important as the things you do on the map when you first start dueling, edge especially because with the current "speed game" its become as opposed to other maps you need to be able to navigate over those boxes quickly and comfortably, they arent only just to get the armor but are a vital part of run and hide games (especially when enemy has chain) in the mega room and crazy ambush jumps to retake control of the map, if you already have a jump alias its improperly configured or you just arent comfortable with it, I would bet on you not having one period though because your movement wasnt great but it wasnt the worst either

second thing I noticed is you didnt have any control of the mega, like when you first got it you went to rail area and spammed out like 10 rox trying to nail him when you couldve just dropped to the staircase above the health blocks, chained his ass to shit in 2 secs and returned to mega to grab another armor then spam those rockets down the lift for another quick kill on him, instead you let him mg you for like 15 seconds which dropped your health to 80 and you went somewhere else. Mega respawns 20 seconds after the player whos got it health drops to an even 100, so you shouldve returned to mega once he was running underground, taken the armor and then jumped and waited for it to spawn then gone after him again, it wouldve given you far better control for the next 2 or more minutes than you had without it.

edge duels are no simple things when youre playing good players, my advice is to get your settings nailed down tight and a great pak with high vis skins and custom sounds that you can feel comfortable with, then read some of the things daelmun has written on these forums and other places, then watch some demos and after that practice your ass off against someone thats better but not too much better than you lose interest in playing alltogether

gl with it :P
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Offline Arm0r

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #6 on: May 01, 2007, 05:20:50 AM »
i havent watched the demos yet, but i will say this... sound, sound, sound, sound, sound.... and more sound.
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Offline Arm0r

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #7 on: May 01, 2007, 05:26:25 AM »




// [Double Jump]

alias +dj "+moveup; wait; wait; -moveup; wait; wait; +moveup;"
alias -dj "-moveup;"
bind MOUSE2 "+dj"


// [Zoom] // Optimized For MX518 @ WinXP

alias +zoom "fov 50;sensitivity 2.0;echo [zoom in]"
alias -zoom "fov 130;sensitivity 4.9;echo [zoom out]"
bind mouse3 +zoom

 
// binds //

rate 10000
bind y messagemode2
bind q use railgun
bind e use rocket launcher
bind r use chaingun
bind f use super shotgun
bind c use grenade launcher
bind 1 "drop railgun;drop slugs;say_team HEY! Take this Rail Gun!"
bind 2 "drop rocket launcher;drop rockets;say_team HEY! Take this Rocket Launcher!"
bind 3 "drop super shotgun;drop shells;say_team HEY! Take this Super Shot Gun!"
bind 4 "drop chaingun;drop bullets;say_team HEY! Take this Chaingun!"
set cl_maxfps "120"
set cl_footsteps "1"
set bob_pitch "0"
set bob_roll "0"
set bob_up "0"
set run_pitch "0"
set run_roll "0"
set gl_polyblend  "0"
set name "[0g]Wrex"


This is my auto-exec as it stands and is what I play with, yes your probably thinking "wtf, fov 130?" but believe it or not with the zoom option, it is actually very handy at times, and my dj alias is up there (which I think sucks, need a better one if one exzists)
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Offline metaL

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #8 on: May 01, 2007, 05:39:14 AM »
no problem, hope a few others can benefit from that as well.. your setup is strikingly similar to mine.  As far as the sound goes, i have G bound to drop one of each weapon and V to drop one of each ammo type, so i can pick them up and fake out some sound freaks  8)  i wish i played more but i am on a laptop that freezes up the moment i am hit (so yeah, chain DESTROYS ME) hopefully i'll be getting a new system soon and will start playing more  :beer:
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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #9 on: May 01, 2007, 05:40:00 AM »
my friend ad plays at 120, I play at 110, not really that big of a deal what the fov is as long as ur used to it

heres my double jump bind, I had a simple one like yours a long time ago and when I got this one I noticed the difference as soon as I loaded the map, not that I could explain wtf the diff is but the guy that gave it to me said that you might need to add or subtract more ;wait; commands in there depending on what fps that you use (I did it and removed some of the waits and it worked even better so I would assume the higher fps you use the more waits you need to add) like I said, not that I understand any of it but here ya go...

//doublejump alias
alias +2j "+moveup;megawait;wait;megawait;wait; -moveup;megawait;wait;megawait;wait; +moveup"
alias -2j "-moveup"
alias megawait "wait;wait;wait;wait"
bind ctrl "+2j"

I use a 140 maxfps :P

hope it helps
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Offline jägermonsta

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #10 on: May 01, 2007, 05:59:46 AM »
why not doublejump without an alias?  :-\
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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #11 on: May 01, 2007, 06:15:07 AM »
[quote author=j
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Offline [0g] Smok3d

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #12 on: May 01, 2007, 06:24:15 AM »
hmm wtf im tryin to get inot quake2 but everytime i go into a server says im kicked and says can't "cmd" not connected anyone know how to fix lol?
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Offline jägermonsta

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #13 on: May 01, 2007, 06:35:36 AM »
armor got you bant.
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Offline jägermonsta

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Re: [0g]Wrex vs [0g]Smok3d<-- NEED TIPS!
« Reply #14 on: May 01, 2007, 06:40:12 AM »
his network info is banned... if you're on the same network as him then means you can't connect either.  :-\
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