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Thread: Quake Live Duel Guide

  1. #21
    Member alpha_male is on a distinguished road alpha_male's Avatar
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    Fighting an Overly Defensive Enemy
    Suppose you are fighting someone who is a "camper," or just someone scared of
    your aim. This might intimidate you... after all, who wants to rush into an
    area where someone is waiting to kill you? But remember the Fundamental
    Theorem, Part A:

    When you correctly guess what your opponent is going to do, you gain.

    Thus, you are actually at an advantage! Every strategy has a weakness, and if
    you know the strategy your enemy is using, then you are able to exploit his
    vulnerabilities much easier. When someone is playing defensively against you,
    remember that you have a number of inherent advantages:

    1) The area that your enemy is occupying is less than half the map. There is
    no possible way for him to occupy more than half the map and still stay in
    control of "his turf." Therefore, you have positional advantage, because you
    have more flexibility in where you can move, and where you can attack him

    2) Following from point 1, you also have access to more items. If your enemy
    is camping at the lightning gun and RA area, then you have access to both
    rocket launchers, the cell ledge, the mega, the yellow armor, grenade
    launcher, and plenty of rockets and health. So, he keeps himself in his cage,
    while you dominate everything else on the map!

    3) The angles involved in shooting defensively, such as the situation at the
    lg mentioned above, are complex and tense. It is much easier for you to spam
    the exits of the camper's "base" than for him to predict and prevent you from
    entering his territory. This means that you will have momentum carrying your
    attack: both literally from bunnyhopping, and also from the surprises that you
    can use to trick your opponent... he will lack the time and resources to
    successfully counter your techniques, if you take him by surprise.

    This is what you do:

    1) Assess where your enemy has decided to claim territory.
    2) Keep a checklist of the exits that he has: rocketjumping, walking silently
    down stairs, and other sneaky methods are also included.
    3) While he waits on his item(s) to spawn, take control of all other important
    items on the map. Get "loaded" so that when the time comes, you can destroy
    4a) If he has a higher score, he will wait until you come to attack
    him, in which case you must get as much health and armor as possible, quickly.
    Set up distractions and sneaky methods to cause him confusion, such as
    shooting into his territory and then running around to another entrance. At
    this point, he will not know what you are doing, so you will be at an
    advantage according to the Fundamental Theorem of Quakeworld. Sneak in or
    speedily assault him, and he will be surprised and annihilated by your
    superior strategy.
    4b) If you have the higher score, wait him out! There is little use in risking
    death when you already have a higher score. Especially if you have only a
    small lead over him, do not risk getting fragged and having your opponent
    steal the game from you! If you are sure you can kill him, then do it,
    otherwise, be patient! A win is a win, whether it is by 2 or 20 frags.

    Fighting an Overly Offensive Enemy
    If someone severely outaims you, he will most likely become careless and take
    risks that are stupid. It is your responsibility to stay alive at all costs,
    while keeping an eye on overall strategy and map control. You must play hide
    and seek for almost the whole game when fighting this sort of player. Because
    when you face him head-to-head, he _will_ severely hurt you, without him
    taking much damage, you should prevent those situations. Instead, recognize
    the value of splash damage: control ammo, and prevent him from getting
    critical items by damaging him if he comes NEAR to them. In this way you can
    mark off spots for yourself, by making them too dangerous for him to go!
    Additionally, spam with the lightning gun if you can spare the ammo. It is a
    powerful deterrent to see a lightning beam 10 meteres from your face, between
    you and the item that you want.

    A Little Trick
    Most people don't do this... even I don't (yet). But FayD (the q3 pro)
    suggested to me that I include a section about using weaker weapons to stop
    momentum of enemies. It is a simple procedure: use the nailgun or the shotgun,
    and spam a place where you think your opponent will bunnyhop out of. If he
    hits the nails or the shotgun pellets, his inertia (heh) will be almost
    completely eliminated! Its a very convenient way to use up those shells and
    nails lying around, and can SERIOUSLY screw up your opponent. After
    successfully executing this technique, combine with the LG or RL to quickly
    finish him.

    About the Red Armor Spawn
    I have heard from a few people that aerowalk sucks because it has an RA spawn.
    This may be true. However, many people still think this map is pretty damn
    good, so I am not going to say either way about the "fairness" of this spawn.
    One thing to note, though, is that if you are waiting for the RA to spawn, or
    just a free moment to rocket jump to it, and you are about to kill your
    opponent, DON'T KILL HIM! Unless there are spawn rules in place to prevent him
    spawning at the ra (or he spawned there last time), your enemy might get that
    favorite spawn, and possibly kill you. Keep his health low, go get that armor,
    THEN kill him. If he spawns at RA, so what? You already took the armor there!
    Thanks to Traxler for pointing this out to me.

    Unknown Opponents
    Sometimes, you have no idea who your opponent is, or what he will do. In these
    instances, you must assume that he will find ways to put you in the worst
    situations possible. By being pessimistic early in the game, you will learn
    about his playing style, and skill level, while minimizing damage to yourself.
    After you find vulnerabilities in his game, then agress against him and destroy
    your enemy.

  2. #22
    Member alpha_male is on a distinguished road alpha_male's Avatar
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    Conceptualizing Items
    For the purposes of explaining the items on aerowalk, I will use numbers. The
    idea is simple. Assign numerical values to each major item, and use that to
    estimate their potential worth for gameplay dominance (much like the chess
    point system, where each piece is 'worth' a certain amount). So:

    Red Armor = 3
    Yellow Armor = 1
    Megahealth = 1.5

    Thus, the RA is better than the MH and YA combined!

    Why these numbers?
    As any aerowalk player will tell you, it is harder to control the megahealth
    AND the ya simultaneously, while still staying equal with the player
    controlling the ra. The reasons are fairly obvious:

    1) the megahealth spawns much more slowly than the armors, thus forcing a
    slower regeneration of health for the "down" player, and

    2) the YA and MH are _separate items_ with separate timings, thus forcing the
    player without the red armor to time two items, who must also make separate
    attempts to obtain each of them.

    (A note here: timing the mega, if you consistently grab it, will not prove too
    difficult. Nor will consistently timing the yellow armor. However, I am going
    to argue that the RA location has more positional advantage, and that in most
    games, you would rather have control of the RA than both the MH and YA.)

    The added cost of the YA + MH combination is reflected in their numerical
    values of 1 and 1.5, respectively. Of course, when you have full health and get
    the YA and the MH, you will have 150/200 (armor/health), which if you do the
    calculations regarding the armor absorption ratio, you find that the MH+YA is
    actually stronger than the RA:

    (health) / (1 - (armor absorption ratio)) = (total damage you can take before
    (health) + (armor) = (total damage you can take before death)

    ...the game uses whichever number is lower.

    So, for example, if you just got the megahealth and the yellow armor, which has
    a damage absorption ratio of 0.5, you have 150/200:
    Equation 1: 200 / (1 - 0.5) = 400
    Equation 2: 150 + 200 = 350

    ...Thus, you can take 350 points of damage before you die with YA and mega
    (because 350 < 400).

    With a fresh red armor (having an absorption ratio of 0.8) and regular health,
    you get:
    Equation 1: 100 / (1 - 0.8) = 500
    Equation 2: 100 + 200 = 300

    ...Thus, you can take 300 points of damage before you die with the RA and full

    "So what you doofus, get to your point!" you say? Well, hold on! I am showing
    you two things:
    1) A megahealth and a yellow armor allow you to take more damage than just a
    red armor by itself. This allows you more breathing room, as far as your health
    is concerned, to attack the player in control of the RA.
    2) However, the tradeoff that comes due to the megahealth's longer respawn
    time, and the difficulty in controlling 2 items, makes the collective value of
    the megahealth and ya actually less than the red armor.

    Lastly, the megahealth and the yellow armor are at a pretty crappy place in the
    map... in the open, near the bottom. The red armor, on the other hand, is high,
    much easier to defend, and much easier to camp (if you decide you want to do
    that)... it just requires some skillful jumping or a rocket jump to get to it.

    In conclusion, the red armor is good, the
    megahealth and yellow armor are not so good. But because of their higher
    (initial) "real health," the YA+MH is excellent for going head to head with
    the RA player... Of course, if you need to find more health and armor, and did
    not win the RA position, you will have to wait a while for the MH to respawn!
    Lots of risk involved

    Actual Tactics
    Time for less abstraction. Hopefully, the theory here has been educational to
    all of you. There are some who will benefit more with concrete examples, so I
    will provide some. Of course, individual play styles emerge when someone
    develops their own take on a theory, so I hope that these examples do not
    become "law" for the learning players! I am going to share some things that I
    have learned in my tenure on aerowalk.

    Here are a list of rocket jumps that you should learn if you will ever be top
    notch at this map (these include bunny hopping):

    between ya/mh -> lower ra entrance (very important for running items)
    MH -> upper-RL
    bottom of RA stairs -> RA
    top of RA stairs -> RA
    upper-RL -> RA
    upper-SNG -> RA
    low-ramp -> upper-SNG
    cells -> upper-RL
    cells -> upper-SNG
    grenade launcher -> above grenade launcher

    Rocket jump from everywhere to the RA. Learn to do it well and quickly. This
    will change who has control, because as was shown above, RA > YA + MH.

    Places to be
    Advantageous places to shoot and to stand are:

    ...the ceiling above lg for splash damage
    ...above the doorway at upper rl for spawn kill
    ...above the doorway at cells for splash damage
    ...above the ceiling just next to upper sng for splash damage on people coming
    up the stairs from gl
    ...through the holes at ya, or in the other direction at the gl
    ...from cells through the column at ga, to the grenade launcher area
    ...from mega to the spot just next to the RA
    ...through the holes at wind tunnel
    ...at ceiling and walls surrounding exit at upper-rl
    ...at the wall at upper sng
    ...down to the wind spawn
    ...while bunnying from upper rl to upper sng, straight down to the ramp
    ...while doing the common trickjump at the teleporter at gl, shoot straight down
    ...grenades at all places where you have the height advantage (top of RA
    stairs, gl to YA, etc)
    ...grenades around angles
    ...grenades down through the non-windy part of the "chute," at the megahealth
    (visualize in your head what you are shooting at!)

    Stand (or stay near)
    ...the cell ledge in middle
    ...the upper rl ledge (higher, and also easy spawnkills)
    ...at health at RA (easy wait for health because you can escape with ease)
    ...to hide, hug the bottom of the walls at the bottom of the "pit" with the 2
    teleporters, if your enemy is high, he won't see you (probably)
    ...to hide, jump into the small hole at the high one-way teleporter. you won't
    get telefragged!
    ...to hide, run up, down, and around the gl/upper-rl area. play cat-and-mouse
    with your enemy (you are the mouse!)
    ...at upper sng, you can rj to ra or assault many places from here (beware of
    teleporter surprises!)
    ...anywhere up high. Height = advantage

    I could go on and on about stuff to learn, but instead I am just going to say

    Look for moves and tactics that you can use to attack faster and from more
    varied directions, while respecting the Fundamental Theorem of Aerowalk.

    Do not force yourself into a win-or-lose situation unless you are SURE you will
    win. Always leave yourself ways out of the battle. In this way, you can
    minimize the damage you receive, and maximize the damage you give, allowing you
    to probably gain control of the level.

  3. #23
    Member alpha_male is on a distinguished road alpha_male's Avatar
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    Prediction Shots
    You should know where your opponent is at all times. Because of this, you can
    trap him! Shoot rockets where he WANTS to go, so he CAN'T go there. Then you
    can keep him pinned down, or at least, cut down his options.

    When you are down
    When you are down on health or armor, don't die. Period. That scoreboard will
    haunt you later if you run too aggressively into a rocket, and lose the whole
    match by one frag. For example, if you spawn at the grenade launcher / green
    armor area, do NOT run straight out into the center of the map unless you are
    SURE your opponent is not waiting for you! More than likely, your opponent is
    either standing at the cells or the upper rl, waiting for you to show your
    0/100 pre-corpse to him. Hide! Go grab the YA if you can, get the grenade
    launcher, go upstairs and go get the rocket launcher that is through that
    teleporter.... just like I said above, don't do what your opponent expects you
    to do! In this way you can stay alive, and wage a war of attrition against your
    enemy, so that he will be weaker when you do decide to attack him.

    When you are even
    When you and your opponent are at a standoff, where one of you has RA, the
    other has YA + MEGA, and lots of health, ammo, and weapons to go around, you
    must maintain vigilance! Only those with the greater tenacity and DESIRE to win
    will come out victorious in these situations. Be willing to wait out your
    opponent. Strike him when he is vulnerable, and shield yourself when YOU are
    vulnerable. Using these methods, an apparently even situation will tilt in your

    When you have map control
    Basically, you want to gain maplock: total control of spawns and items. This
    will rarely happen, but it is the ideal situation, and is what both you and
    your opponent are fighting to get.

    Stand at the ledge with cells (where the Australian player reload loves to
    sit!) and **** the RA and GA spawns behind you, the RL spawn to your top, the
    spawn at the bottom of the wind tunnel, and
    the GA spawn across the map. Obviously, you can see all the spawns on the map
    from here. You are very vulnerable, but you have awesome power to get easy
    frags. Fight for this position!

    Additionally, as was pointed out to me by Kovaak, you must maintain map control
    by "running" the items. Which is to say, diligently take the ra and mega
    (timing is important here), and if possible, the ya as well. The ideal map lock
    is one where you have the ya timed to spawn about 5-10 seconds before the red
    armor, and you know exactly when the mega will spawn. The details of timing
    won't be covered here, but it is basically where you have either a clock on
    your screen, on your desk, or a very good one in your head, and can predict
    exactly when the items will spawn. In any case, the key is to get as many
    spawnkills as possible, while keeping the armors and megahealth out of your
    opponent's grasp. After a while of successfully doing this, your opponent may
    /quit... this means you have won Of course, if he is smart, he will have a
    similar understanding of the map, and will be able to counter your strategies.
    Do not ever become lazy! 10 minutes is a long time, but tenacity is more a
    virtue of winners than losers!

    A list of situations, and what to do!

    1) The game starts. You spawn upper rl, and your opponent spawns lower rl (ga).
    100/100, and you are 0/100, you WILL die, and he will get mega and YA. If you
    are unlucky, he will even get ra, and you will have to play very coyly to win!
    Instead, shoot between the MH and the stairs to lower rl, so that your opponent
    will be hit and not get the MH. Alternatively, shoot at the doorway to the
    lower RA stairs, if he tries to go for RA.

    2) You are awaiting the megahealth, and you already have the yellow armor. Your
    opponent is at RA stairs waiting for it to spawn. What do you do? From the
    mega, you can spam rockets at the ra ledge, possibly causing splash damage to
    your enemy, and more importantly, keeping him from coming out of that bottom
    entrance to attack you! Wait for mega, then either go through the tele and
    trick-jump to upper rl, or go to low rl and surprise your opponent as he comes
    out of upper-rl or lower-wind tunnel, by firing prediction rockets at his
    potential exits. Keep your opponent contained!

    3) You have 50 health and a rocket launcher. You are at the top of the RA
    stairs, looking at the RA. Your opponent is at yellow armor. What do you do? Do
    a jump off the top of the stairs, then shoot straight down at the steps below
    you. This will give you the height to land on RA ledge, but without the damage
    that usually comes from "traditional" rocketjumping. If done correctly, you
    will will have 200 armor and about 25 health. Plenty of breathing room

    4) You just spawned at upper rl, and your opponent has 200/200. What do you do?
    HIDE! Obviously you will get destroyed if you face him out in the open. Use the
    teleporters, ledges, anything to confuse and run from your enemy. If he tries
    too hard to hunt you, punish him by going for the RA or MEGA! Again, predict
    what he will do and how he will do it, then intercept and KILL.

    Obey the Fundamental Theorem of Aerowalk!

    Read it! Memorize it! USE IT!

    That is all

    Thanks for the time you spent reading this, I hope it will make your
    quakeworlding experience improve by leaps and bounds

    Kovaak and John, of American Gangsters, for teaching me how to bunnyhop.
    Bl1tz and Gibbie, mappers, for being awesome dudes.
    Preacher for making aerowalk!
    ID for making quake.
    FUH for making the best client EVER (fuhquake)! I hope he mends whatever caused
    him to leave the scene...
    Cyan and Myth for being awesome.
    Also, skitter, scarecrow, the guys in fruit (Adamllis, Bagheera, Diab, Enjoi,
    Ia, Joy, ssaknup, and Sassa), and all my other buds on #american
    Lunaran for looking in the quake source code and finding out the exact
    equation for the armor calculations.
    Sirlin, at sirlin.net, for providing lots of cool essays on how competition
    forms around players who play to win.

    David Sklansky, for writing The Theory of Poker, from which I took/stole my
    fundamental theorem of qw/aerowalk.

    My quakeworld homepage: www.qwplayers.org/inertia/
    My quakeworld map, slip.bsp: www.qwplayers.org/inertia/slip.bsp

    GL & HF!

    This was copied from @ http://www.qwplayers.org/inertia/aerowalk.txt

  4. #24
    thanks for the post Iskorptix. I've linked it in the main post.

  5. #25
    It's a nice guide so far. Quite a lot of typos though, and I suggest you change the color back to the forum default. I think it's a mistake from ID to even allow color/font size changes. They should provide a choice between themes, but every post should to stick to the theme.

  6. #26
    Bump. Well, it's a sticky so no bump but please update.

  7. #27
    Banned 12oad is on a distinguished road
    Join Date
    Aug 2010
    Omg shocking thread! As for myself i found out very much to learn.. because i play 4 yrs and i still a noob.. My biggest trouble is with timing i guess..

    question: are there other analogue programs like 'ql program timer by spartie,strenx' ? because when i run it it tells me:

    The language DLL 'VB6FR.DLL' could not be found. .. plz help me, i was waiting for this kinda program for very long time

    EDITED: sorry i found out quickly whats wrong..

    BTW :

    If a microsoft vb6fr.dll is need (omg a french dll, that suck lol) ... just put this dll in :

    Last edited by 12oad; 08-21-2010 at 08:17 AM.

  8. #28
    Nice thread... especially the "attiude" and "psychology" parts sound good, I really have to work on controlling my emotions, made me already quit this game like 3 times in 5 months

  9. #29
    Quote Originally Posted by Liqu1D133 View Post
    Bump. Well, it's a sticky so no bump but please update.
    I've fixed some of the text colors people have had problems with, added a bit on dodging, spawns, added a link to the 4seasons gaming guide, and added a video on force spawning.
    Last edited by king_; 08-21-2010 at 09:10 PM.

  10. #30
    Thank you very much.

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