Author Topic: Tips for Human Weapons  (Read 30161 times)

Lava Croft

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Re: Tips for Human Weapons
« Reply #30 on: September 09, 2008, 08:47:38 am »
I want to note that people who have 100% tracking abilities usually end up getting kicked for aimbotting really, really fast. But I guess St. Anger is just superhuman or something...

Hendrich

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Re: Tips for Human Weapons
« Reply #31 on: September 09, 2008, 10:33:53 pm »
Quote
I want to note that people who have 100% tracking abilities usually end up getting kicked for aimbotting really, really fast. But I guess St. Anger is just superhuman or something...

Oh, thank god. When I saw your name on the "last person who replied" text, I thought you made me go with another visit by Mr.Lock :D

Dodged a bullet there, anyways, I added in the Las-gun info and a bit of MDriver, anything wrong about my new Las-gun section? :P

Dracone

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Re: Tips for Human Weapons
« Reply #32 on: September 09, 2008, 11:45:41 pm »
I didn't read fully through the older ones, but anyhow, I've got more than just the lasgun and MD for you...

I would put the clips as including the starting clip. So...

Rifle: 30 bullets per clip, 7 clips.

Shotgun: 8 pellets per shot, 7 damage per pellet, 8 shells in a clip, 4 clips total. Also, this is just me, but, I would add that the shotgun is really not a bad killer of ground eggs at S1, if you get that far, but that's about the only time it's good against any structure. It takes exactly 5 full shots to take an egg out.

Lasgun: 200 ammo, 300 with battery pack. Also, I'd add in that it always hits DEAD on. There is NO shot spread when firing.

Mass Driver: Just on the blue text; 5 shots per clip, 7 per clip with battery pack, and there are 5 clips total, regardless of battery pack.

Hope that helps, keep going and good luck.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
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mooseberry

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Re: Tips for Human Weapons
« Reply #33 on: September 10, 2008, 02:05:53 am »
The rifle only has 6 clips, because there is no "zero-ith" clip.
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Dracone

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Re: Tips for Human Weapons
« Reply #34 on: September 10, 2008, 08:49:27 pm »
Read what I wrote. Including the STARTING clip.

You spawn with 30 bullets in the current clip, plus clips in reserve. That number on the right displays how many more times you can fire off 30 bullets, disregarding your current clip. Just go ahead and count it out...
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

jit

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Re: Tips for Human Weapons
« Reply #35 on: September 12, 2008, 11:06:54 pm »
I think its easier to track and not predict in unlagged w/ the rifle. In trem w/o unlagged, you have to predict and that is way harder. When playing unlagged for over a year and a half, and playing most fps's tracking becomes quite easy. the flare of the rifle isn't really distracting or messing your view, the rifle is pretty accurate even if you hold down the whole time. when u track the dretches like near perfect, it will be 6-7 bullets to kill them. and other than the dretch, the rifle isn't inaccurate enough that you have to do short bursts. the recoil is almost nonexistant if you know how to control your mouse.

UniqPhoeniX

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Re: Tips for Human Weapons
« Reply #36 on: September 12, 2008, 11:44:23 pm »
What recoil?

mooseberry

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Re: Tips for Human Weapons
« Reply #37 on: September 13, 2008, 08:29:30 am »
There is a tiny bit though pretty much unnoticeable bit of recoil for the rifle.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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Lava Croft

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Re: Tips for Human Weapons
« Reply #38 on: September 13, 2008, 12:11:47 pm »
I think its easier to track and not predict in unlagged w/ the rifle. In trem w/o unlagged, you have to predict and that is way harder. When playing unlagged for over a year and a half, and playing most fps's tracking becomes quite easy. the flare of the rifle isn't really distracting or messing your view, the rifle is pretty accurate even if you hold down the whole time. when u track the dretches like near perfect, it will be 6-7 bullets to kill them. and other than the dretch, the rifle isn't inaccurate enough that you have to do short bursts. the recoil is almost nonexistant if you know how to control your mouse.

Unless you are psychic, or your opponent is a complete tard, you will not be able to predict where he will be moving, which will make you miss shots, and waste ammunition. This has nothing to do with wether you are playing normal games or Unlagged games, as I have stated several times now.

+ OPTIMUS +

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Re: Tips for Human Weapons
« Reply #39 on: September 15, 2008, 11:01:24 pm »
Quote from: Lava Croft
Unless you are psychic, or your opponent is a complete tard, you will not be able to predict where he will be moving, which will make you miss shots, and waste ammunition. This has nothing to do with wether you are playing normal games or Unlagged games, as I have stated several times now.

+ What Unlagged does is touch a vital part of the Quake gameplay, in favor of those incapable or unwilling to learn/adapt to aiming with latency.
+ A lot of people do not see latency as a problem at all, and those people make up a part of this community, as do the people who think latency is a problem. Only fact is, that the first group is ignored, while all development is being  focused on the second. This development is what worries me, since it touches the core of Quake. I think 'degeneration' is a good word for this development. 'Dumbing down' is also a popular term, and a somewhat more friendly one at that.
+ I adjust my aim to my ping, as I have done since I first started playing Quake on-line. I ping a good 150 to MGdev, so I lead my shots accordingly.
+ temple, do you seriously think that Unlagged removes the latency?
+...

dou you mean prediction and dealing with latecy are NOT the same? oe am i misunderstanding the whole stuff after this significant amount of beer? :-)
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Lava Croft

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Re: Tips for Human Weapons
« Reply #40 on: September 16, 2008, 06:25:46 am »
Sigh, especially for our challenged Eastern European friend:

I am talking about predicting movement. Will the Basilisk go left, will it go right. Will it go up, will it go down.

+ OPTIMUS +

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Re: Tips for Human Weapons
« Reply #41 on: September 16, 2008, 01:20:36 pm »
yes. that's why i'm asking, rich guy...
success is the ability to go from failure to failure without losing your enthusiasm

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Lava Croft

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Re: Tips for Human Weapons
« Reply #42 on: September 16, 2008, 01:21:56 pm »
yes. that's why i'm asking, rich guy...
And me explaining it several times already was not clear enough?

Sigh. Stop drinking.

+ OPTIMUS +

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Re: Tips for Human Weapons
« Reply #43 on: September 16, 2008, 01:36:57 pm »
you whined for ages for your precious shot-leading sweetness, then you say that you can only predict retards :-P

thats what i said in a form of a question....
« Last Edit: September 16, 2008, 01:55:44 pm by + OPTIMUS + »
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Lava Croft

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Re: Tips for Human Weapons
« Reply #44 on: September 16, 2008, 02:08:55 pm »
you whined for ages for your precious shot-leading sweetness, then you say that you can only predict retards
[PS] With 'predicting movement' I mean exactly what it says: Predicting the movement of your opponent. Or in better words: predicting where your opponent will move next. This is unrelated to wether you play normal or Unlagged games, this is more related to the basics of any FPS game.

Must be hard to read a thread before replying to it...

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Re: Tips for Human Weapons
« Reply #45 on: September 16, 2008, 02:22:08 pm »
oe am i misunderstanding the whole stuff after this significant amount of beer? :-)

seemed so then :-)
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Nux

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Re: Tips for Human Weapons
« Reply #46 on: September 16, 2008, 09:37:41 pm »
It could be that you're insanely fast at reacting and have a nice aim, but if you find that you never have to predict, you're either ignorant to your own subconscious estimating or you're just not facing the right enemies.

Personally, I think this has more to do with the habits of an unlagged player. I don't think it's exagerrating to say that unlagged breaks/removes the ability to dodge intelligently where a range of pings are involved. This is because you will have a group of attackers each reacting to a different time in the past and, from what I've found, they require different timing to dodge individually (i.e. Dodging away or into the goon's chomp). Trying to work out which timing suits your current attacker is the kind of decision your subconscious doesn't respond well to.

One alternative is not reacting intelligently and instead strafing in an erratic manner where only basic reactions come into play. Another option would be to avoid dodging completely and merely move in direct paths to/from the enemy. As a clear example of how this benefits, a dretch that doesn't spend any time dodging in view of the human and instead camps a corner then charges directly into him will take him out without him having time to even see the attack before the rollback occurs. In both these options the behaviour is _simplified_.

I put it to you that your targets are unable to dodge or aren't bothering to dodge because of an overriding rollback feature.

I have played with unlagged and find I can do well in it. I also find that having adapted to unlagged, my dodging becomes simple which is suicidal when applied to what you call 'lagged' gameplay. I value dodging more than any benefit of unlagged and for that reason I still much prefer g_unlagged 0. I understand that those players with high pings might be given a disadvantage, but I don't think that warrants spoiling a great part the game.

*Nux is now fully vented*

The guide is a nice project and though I don't agree with some things (Why is an Adv. Basi 'Moderate' yet a Mara is 'Weaker'? The Mara has 50 more hp) It all seems to be going in the right direction. :)
« Last Edit: September 16, 2008, 09:44:51 pm by Nux »

fingered banana

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Re: Tips for Human Weapons
« Reply #47 on: September 18, 2008, 11:36:21 am »
On some servers granger spit slows down humans. Use it, don't battle granger though

Shadowgandor

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Re: Tips for Human Weapons
« Reply #48 on: September 18, 2008, 01:48:52 pm »
Since when do humans use granger spit?:P

fingered banana

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Re: Tips for Human Weapons
« Reply #49 on: September 18, 2008, 02:38:20 pm »
Since when do humans use granger spit?:P
There are a few servers that let you use all the alien weapons

Shadowgandor

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Re: Tips for Human Weapons
« Reply #50 on: September 18, 2008, 06:47:23 pm »
Yea, the ones using Benmachine's mod, yes, but I don't think this is helpfull info on a normal server.
Comes with that, there are way more effective weapons on Benmachine's mod's servers :P