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Game play

Posted: Tue Dec 16, 2008 8:17 am
by JACKAL
The CTC Admins said I could keep this post going,
So the domain will be a backup of this post here
I am going to start a new post as this seems to have helped a few.
The Next post will be on why people with high kill rates keep a team from winning!
High kill rates are not that helpful to winning a game on VCTF!
DD or TAM that's all there is, killing is all there is to do.



Mirror of this post
http://ctc.glkm-jackal.net

Most of the maps on UT servers are a mix of "lets win easy"
CTC maps are all setup for one side, everyone of them!
most of the maps are hacked up to make it easy as
hell for one side to win with little or no effort.
look around the map as you play & compare the two sides.
This all makes for a weak player THAT has to use hacks to stick around!
all the cars & trucks are slower now also, mants need the help now,
< wink wink SMILE>

Not that hard to see.
Lets take Working D as I always do so well.
I take two deaths to see the best gun to use
for the fastest kill rate in a small space.
I dont stand off in the darkness snipping,
I always stay in close to the most powerful gun
shouting at me, then I look for the hardest hitting player.
at this point there weakness is shown 100 %.

This gives me the insight to work good D.
Almost all D has to defend from one or two manta runs.
This makes it vary vary easy for me to defend.
I can have a few shock balls in the air ready for there lazy ass's LOL
A shock combo is vary strong,
I dont always want to kill the manta flier or the wingman,
having a manta zipping around is fine, best to get the wing cleared,
at this point everyone normally runs off to get a new wing man,
so my defense is in how fast they can get away from me,
I dont have to do much to get the manta driver or wing man
to run off in anger, most of them are only after a flag cap.

The Scorp is vary fun to word D with, love it 100 %.
After the speed got changed to slower pace (CTC server only)
I just had to get my timing dead on again, easy todo now
makes defiance vary vary easy for me at this point.
both are harmless off the wing or out of the air, 100 % disarmed.

Useless to there team, but now you have there ass in a sling.
They have to respawn, reload & get this & that to feel safe away from there flag.
To anyone new or looking for a way to do a moving wall of cover, use the shock ball,
this is one of the most useful walls of defence I think, I don't use this mush any more,
but it works well to let a new player do more them looking around & dieing, LOL


The path I always take for D is a place I can get back to vary easy
when I die, this gives them the mind set Its all clear to grab the flag.
but then I have a full load of health & ammo & they are weak.
The guys that run in a pack always are the ones who cant fight,
or there is a noobish guy being a kling on, just there because he
feels cool hanging behind a better player, both of these players are easy
targets to work around or with to keep away from flag,
both are there for there only ability or not to score,
nothing to do with a team game, see that point now ?

Navy seals have two of everything, basic back up,
one man falls, his team mate covers his ass with his own.
This is after the fact of a man down, before this point
the team has a basic backup plain in case of a man down,
should a main team player not be there, who will pick up the slack ?
the team has a back up man to full the void & move on & get her done.
some thing works with VCTF, it can but done not now.

The hardest flag runner to stop is the one who is always solo &
always changing his path to the flag, hard but not that hard,
you always know where he is going tobe 50% of the time,
a few team players here & there, not many at all,
enoughwill know his team mates well enough to clear HIS or her path
for a safe return of the flag in a small amount of time.
But this is not done much at all, he is more after kills
and only his point standing "in front of the guys"

The whole time I am playing I only look for the
hardest hitting non flag running player, thats it.
the rest will be in front of you in no time flat.

I feel bad I cant give more insight to the game
as a team players game, no one gives a dam,
its a team game ( VCTF ) with no team players.
Basic insight to the non Defeance ?
UT 2004 VCTF is a move & shot game,
your always moving & shooting, always. ( wink )
with the amount of players only trying to get
kill points, the game is a vary vary easy way
to learn how not to play a team game.

UT2004 is one of the strongest games for
a first person shooter, but its more of a
install some "get a lot of kill points"
hacks & then play here & there with
no skill or understanding of the art
of basic warfare, warfare is not about
kills & points, its how to win the war
with the least amount of kills or deaths.

Basic basic stuff you can learn on CNN.
UT 3 has made its self into a non hacksters
game from the get go, Epic was smart
and removing the hacksters control
over the way a vary complax game
can be drove into the ground over night.

Dont forget, I have left out 75 % of my game play on VCTF.
I shall plant a seed I know vary well befor giving up more insight. < wink >
This mite help with geting the teams more even over time, I hope
to see more evenly teams out of this, So far, this is the down side of VCTF.
all my writing will be to provide insight for more even teams, NO MATTER WHAT
the players hacks are or how much the noobish guy is missing

More to come as I will edit this again.

Added 2-26-2009

Found a way to disable the dodge hack, you just need to place a shock ball
or a rocket on both sides of the player, this will jam the dodge hack!
The Dodge hack is when you place a shock ball or a rocket on one side of the player
& he then jumps or double jumps in one leap opposite of the last shot.

You can see this the best from a bot on the CTC server with a few bots on it
not hard to disable at all, just have to look

Re: Working the Map at hand

Posted: Tue Dec 16, 2008 8:18 pm
by Dubya
I see, I shoot, I die....o crap

Re: Working the Map at hand

Posted: Tue Dec 16, 2008 8:38 pm
by badasp
JACKAL wrote:Well, shucks. here goes
Most of the maps on UT servers are a mix of "lets win easy"
most of the maps are hacked up to make it easy as
hell for one side to win with little or no effort.
look aound the map as you play & compare the two sides.

Not that hard to see.
Lets take Working D as I always do so well.
I take two deaths to see the best gun to use
for the fastest kill rate in a small space.
I dont stand off in the darkness snipping,
I always stay in close to the most powerfull gun
shoooting at me, then I look for the hardest hitting player.
at this point there weakness is shown 100 %.
This gives me the insight to work good D.
Almost all D has to defend from one or two manta runs.
This makes it vary vary easy for me to defend.
I can have a few shock balls in the air ready for there lazy ass's LOL
A shock combo is vary strong, I dont always want to kill
the manta flier or the wingman,
having a manta zipping around is fine, best to get the wing cleared,
at this point everyone normaly runs off to get a new wing man,
so my defence is in how fast thay can get away from me,
I dont have to do much to get the manta driver or wing man
to run off in anger, most of them are only after a flag cap.
makes defeance vary vary easy for me at this point.
both are harmless off the wing or out of the air.
100 % disarmed, useless to there team, but now you have there ass in a sling.
thay have to respawn, reload & get this & that to feel safe away from there flag.


The path I always take for D is a place I can get back to vary easy
when I die, this gives them the mind set Its all clear to grab the flag.
but then I have a full load of health & ammo & thay are weak.
The guys that run in a pack always are the ones who cant fight,
or there is a noobish guy being a kling on, just there cuz he
feels cool hanging behind a better player, both of these players are easy
targets to work around or with to keep away from flag,
both are there for there only ablity or not to score,
nothing to do with a team game, see that point now ?
Navy seals have two of everything, basic back up,
one man falls, his team mate covers his ass with his own.
This is after the fact of a man down, befor this point
the team has a basic backup plain in case of a man down,
should a main team player not be there, who will pick up the slack ?
the team has a back up man to full the void & move on & get her done.
some thing works with VCTF, it can but done not now.


The hardest flag runner to stop is the one who is always solo &
always changing his path to the flag, hard but not that hard,
you always know where he is going tobe 50% of the time,
a few team players here & there, not many at all,
will know his team mates well enogh to clear HIS or her path
for a safe return of the flag in a small amount of time.
But this is not done much at all, he is more after kills
and only his point standing "in front of the guys"

The whole time I am playing I only look for the
hardest hitting non flag running player, thats it.
the rest will be in front of you in no time flat.

I feel bad I cant give more insight to the game
as a team players game, no one gives a dam,
its a team game ( VCTF ) with no team players.
Basic insight to the non Defeance ?
UT 2004 VCTF is a move & shot game,
your always moving & shoting, always. ( wink )
with the amount of players only trying to get
kill points, the game is a vary vary easy way
to learn how not to play a team game,
UT2004 is one of the stongest games for
a first person shotter, but its more of a
install some "get a lot of kill points"
hacks & then play here & there with
no skill or understanding of the art
of basic warfare, warfare is not about
kills & points, its how to win the war
with the leat amount of kills or deaths.
Basic basic stuff you can learn on CNN.
UT 3 has made its self into a non hacksters
game from the get go, Epic was smart
and removing the hacksters control
over the way a vary complax game
can be drove into the ground over night.




More to come as I will edit this again.
Do you have any tips for effective spectating?

Re: Working the Map at hand

Posted: Tue Dec 16, 2008 8:46 pm
by McShagger
I will tell you the defensive duo that I hate the most is Id and Gabriel. When those two are on the same team, it is freaking hard to cap. Probably, the best rounded defender is Acid (though I havent seen him on lately)... He is extremely good at guarding the flag with vehicles and on foot. Put Acid and the defensive duo together and its near impossible. Not to put you down, Jackal... You are as tough as them, but I think you could work on your hit-scan and use the lg a bit more...

Re: Working the Map at hand

Posted: Tue Dec 16, 2008 11:07 pm
by JACKAL
Yes, you are 100 right
both are needed a bit, I just get bord watching everyone take
the same paths & moves as the bots,
I can get all the intel from watching the Robots on here

I started 3 or so years ago on ut 2004.
not much new moves out side of the rocket hack
& seeing the players around corners ( with the rocket hack )
McShagger wrote:I will tell you the defensive duo that I hate the most is Id and Gabriel. When those two are on the same team, it is freaking hard to cap. Probably, the best rounded defender is Acid (though I havent seen him on lately)... He is extremely good at guarding the flag with vehicles and on foot. Put Acid and the defensive duo together and its near impossible. Not to put you down, Jackal... You are as tough as them, but I think you could work on your hit-scan and use the lg a bit more...

Re: Working the Map at hand

Posted: Tue Dec 16, 2008 11:09 pm
by JACKAL
I have most of all the main players moves memerized,
same paths, same moves, same players, YAWN, ZzZZzZzzZZZZzZZZZ

badasp wrote:
JACKAL wrote:Well, shucks. here goes
Most of the maps on UT servers are a mix of "lets win easy"
most of the maps are hacked up to make it easy as
hell for one side to win with little or no effort.
look aound the map as you play & compare the two sides.

Not that hard to see.
Lets take Working D as I always do so well.
I take two deaths to see the best gun to use
for the fastest kill rate in a small space.
I dont stand off in the darkness snipping,
I always stay in close to the most powerfull gun
shoooting at me, then I look for the hardest hitting player.
at this point there weakness is shown 100 %.
This gives me the insight to work good D.
Almost all D has to defend from one or two manta runs.
This makes it vary vary easy for me to defend.
I can have a few shock balls in the air ready for there lazy ass's LOL
A shock combo is vary strong, I dont always want to kill
the manta flier or the wingman,
having a manta zipping around is fine, best to get the wing cleared,
at this point everyone normaly runs off to get a new wing man,
so my defence is in how fast thay can get away from me,
I dont have to do much to get the manta driver or wing man
to run off in anger, most of them are only after a flag cap.
makes defeance vary vary easy for me at this point.
both are harmless off the wing or out of the air.
100 % disarmed, useless to there team, but now you have there ass in a sling.
thay have to respawn, reload & get this & that to feel safe away from there flag.


The path I always take for D is a place I can get back to vary easy
when I die, this gives them the mind set Its all clear to grab the flag.
but then I have a full load of health & ammo & thay are weak.
The guys that run in a pack always are the ones who cant fight,
or there is a noobish guy being a kling on, just there cuz he
feels cool hanging behind a better player, both of these players are easy
targets to work around or with to keep away from flag,
both are there for there only ablity or not to score,
nothing to do with a team game, see that point now ?
Navy seals have two of everything, basic back up,
one man falls, his team mate covers his ass with his own.
This is after the fact of a man down, befor this point
the team has a basic backup plain in case of a man down,
should a main team player not be there, who will pick up the slack ?
the team has a back up man to full the void & move on & get her done.
some thing works with VCTF, it can but done not now.


The hardest flag runner to stop is the one who is always solo &
always changing his path to the flag, hard but not that hard,
you always know where he is going tobe 50% of the time,
a few team players here & there, not many at all,
will know his team mates well enogh to clear HIS or her path
for a safe return of the flag in a small amount of time.
But this is not done much at all, he is more after kills
and only his point standing "in front of the guys"

The whole time I am playing I only look for the
hardest hitting non flag running player, thats it.
the rest will be in front of you in no time flat.

I feel bad I cant give more insight to the game
as a team players game, no one gives a dam,
its a team game ( VCTF ) with no team players.
Basic insight to the non Defeance ?
UT 2004 VCTF is a move & shot game,
your always moving & shoting, always. ( wink )
with the amount of players only trying to get
kill points, the game is a vary vary easy way
to learn how not to play a team game,
UT2004 is one of the stongest games for
a first person shotter, but its more of a
install some "get a lot of kill points"
hacks & then play here & there with
no skill or understanding of the art
of basic warfare, warfare is not about
kills & points, its how to win the war
with the leat amount of kills or deaths.
Basic basic stuff you can learn on CNN.
UT 3 has made its self into a non hacksters
game from the get go, Epic was smart
and removing the hacksters control
over the way a vary complax game
can be drove into the ground over night.




More to come as I will edit this again.
Do you have any tips for effective spectating?

Re: Game play

Posted: Wed Dec 17, 2008 8:34 am
by Mr Bean
What exactly is the "rocket hack"?

Re: Game play

Posted: Wed Dec 17, 2008 2:38 pm
by Odin
I think peoples' standards for a pub in a 4 year old game is a little high. In pubs in general you're not going to see much coordination, regardless of the game. Coordination also requires having a team and practicing tactics and that stopped awhile ago.

Re: Game play

Posted: Wed Dec 17, 2008 4:38 pm
by ru_exp
Mr Bean wrote:What exactly is the "rocket hack"?

Ummm...ditto.

Re: Game play

Posted: Wed Dec 17, 2008 5:26 pm
by McShagger
Mr Bean wrote:What exactly is the "rocket hack"?
I forget exactly how it works, but as I remember....

Load up 3 rockets and toss it before they launch. Pick it up and the next time you pull out the RL three rox fire immediately.

Re: Game play

Posted: Wed Dec 17, 2008 10:48 pm
by x-GAMBIT-x
McShagger wrote:
Mr Bean wrote:What exactly is the "rocket hack"?
I forget exactly how it works, but as I remember....

Load up 3 rockets and toss it before they launch. Pick it up and the next time you pull out the RL three rox fire immediately.
LOL that's Funny I'm going to have to try that out on a Teamkill on Vapor or Papa...... :D

Re: Game play

Posted: Wed Dec 17, 2008 11:22 pm
by McShagger
forgot to add the RL cant be your best weapon or you might kill yourself... which is why I put the RL and flack pretty far down the best weapon list. Running out of shock amo or whatever usually wont bring those weapons up next as I have found that I often kill myself when they pop up. (Obviously, I dont keep track of amo very well)

Re: Game play

Posted: Thu Dec 18, 2008 2:38 am
by infected_toe
You can also load up three rocks and jump in a vehicle. When you step out, they fire immediately.

Re: Game play

Posted: Thu Dec 18, 2008 5:13 pm
by McShagger
infected_toe wrote:You can also load up three rocks and jump in a vehicle. When you step out, they fire immediately.
you can do that with the goo as well..

Re: Game play

Posted: Mon Dec 22, 2008 6:35 pm
by tape`
infected_toe wrote:You can also load up three rocks and jump in a vehicle. When you step out, they fire immediately.
OMFG HAXXXXXXXXXXXXXXXXXXX