Its going to be hillarious.
http://www.twitch.tv/faceittv
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Venser
Croatia232 Posts
Its going to be hillarious. http://www.twitch.tv/faceittv | ||
Cyro
United Kingdom20274 Posts
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Venser
Croatia232 Posts
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Cyro
United Kingdom20274 Posts
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Venser
Croatia232 Posts
http://www.quakelive.com/forum/showthread.php?948-Grey-Black-Screen-as-game-tries-to-start Reseting things to default (or deleting configs) might help. | ||
Cyro
United Kingdom20274 Posts
that was quite awkward | ||
Venser
Croatia232 Posts
![]() Swedish Quake Live championship live from Stockholm eSports Arena The remaining players and match ups are: Tox vs Funnyb Spazb0rg vs Stickan Spart1e vs JewRo Fazz vs Purri After that, the matches continue with a winner's- and a loser's bracket, until a winner has been decided. Payout structure: 1. € 500 2. € 250 3. € 150 4. € 100 Live stream: ZootLive Torunament site (info and brackets): http://www.quakesm.se/ | ||
Derity
Germany2952 Posts
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Venser
Croatia232 Posts
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Venser
Croatia232 Posts
![]() 125 FPS showmatch K1llsen vs Fraze starts in 10 min Total prize is 350USD http://www.twitch.tv/ZootLive | ||
AnachronisticAnarchy
United States2957 Posts
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MasterOfPuppets
Romania6942 Posts
On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Well if you claim to excel at similar shooters (which I'd assume would be along the lines of Unreal Tournament 99/2004, Painkiller, Half-Life 1 deathmatch, Team Fortress Classic) then your hitscan aim, rocket aim and likely movement fundamentals should be decent. In which case, the most important thing to work on is item timing, weapon and item cycling, easily making your way around the map. You want to always keep tabs on item spawn timing and make your decisions based on that. If you're in control, you want to keep taking the items or set up a bait trap, depending on the situation. The takeaway is that you want to use your knowledge of item spawn to deny your opponent the items, one way or the other. If you're not in control, you'll have to use map awareness and the aforementioned timing to avoid your opponent (unfavourable engagements) and take every opportunity to build up stack so that you may take favourable engagements later on. You can sort of equate that to the map control and macro of RTS games like StarCraft, it's a bit of a stretch but it makes some sense. Unless your aim is k1llsen/strenx/toxjq/evil level (which let's face it, it's never gonna be) you almost never want to rush down opponents unless you have a very strong stack and/or positional advantage. If you play enough on every map to get a good feel for it and practice the more methodical, control-oriented play, you're well on your way to gain a few hundred Elo points. ^^ As for what maps to practice first, that's very much debatable. Aerowalk is one most people suggest because it's fairly small and straight-forward and there's many ways to make things happen even when severely behind, but at the same time it's certainly one of the less strategic maps, one where aim and engagements are often more important and impactful than a safe, well thought out, control-oriented play. On the other end of the spectrum, maps like Bloodrun and Furious Heights can be pretty brutal for a beginner. :s We had a great player and insightful poster in the thread before, Phyrigian I believe was his name and he did explain some concepts a lot better than I can. (what with him still being active, whereas it's been a long time for me ^^) Still, what I think you'll find is that there's an astounding amount of depth to this game at the highest level, especially when people like Rapha, Cypher, cooller, evil, strenx, toxjq are involved, but you mustn't let that discourage you. Good luck! ^^ | ||
DPK
Canada487 Posts
On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Depend on how quickly you can grasp the basics of quake but I would say several months or maybe less if you're like really good at these type of shooters. I say several because most people who still play the game have been playing it for years, so it won't be easy to get to their level, at least IMO. I know it took me a long time just to learn how to strafe jump and it's still not perfect. With the strafe jumping, maps, guns, timing, spawning position and positioning, there's a lot to learn and it's not that easy. | ||
AnachronisticAnarchy
United States2957 Posts
On February 13 2014 06:59 MasterOfPuppets wrote: Show nested quote + On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Well if you claim to excel at similar shooters (which I'd assume would be along the lines of Unreal Tournament 99/2004, Painkiller, Half-Life 1 deathmatch, Team Fortress Classic) then your hitscan aim, rocket aim and likely movement fundamentals should be decent. In which case, the most important thing to work on is item timing, weapon and item cycling, easily making your way around the map. You want to always keep tabs on item spawn timing and make your decisions based on that. If you're in control, you want to keep taking the items or set up a bait trap, depending on the situation. The takeaway is that you want to use your knowledge of item spawn to deny your opponent the items, one way or the other. If you're not in control, you'll have to use map awareness and the aforementioned timing to avoid your opponent (unfavourable engagements) and take every opportunity to build up stack so that you may take favourable engagements later on. You can sort of equate that to the map control and macro of RTS games like StarCraft, it's a bit of a stretch but it makes some sense. Unless your aim is k1llsen/strenx/toxjq/evil level (which let's face it, it's never gonna be) you almost never want to rush down opponents unless you have a very strong stack and/or positional advantage. If you play enough on every map to get a good feel for it and practice the more methodical, control-oriented play, you're well on your way to gain a few hundred Elo points. ^^ As for what maps to practice first, that's very much debatable. Aerowalk is one most people suggest because it's fairly small and straight-forward and there's many ways to make things happen even when severely behind, but at the same time it's certainly one of the less strategic maps, one where aim and engagements are often more important and impactful than a safe, well thought out, control-oriented play. On the other end of the spectrum, maps like Bloodrun and Furious Heights can be pretty brutal for a beginner. :s We had a great player and insightful poster in the thread before, Phyrigian I believe was his name and he did explain some concepts a lot better than I can. (what with him still being active, whereas it's been a long time for me ^^) Still, what I think you'll find is that there's an astounding amount of depth to this game at the highest level, especially when people like Rapha, Cypher, cooller, evil, strenx, toxjq are involved, but you mustn't let that discourage you. Good luck! ^^ Woops, perhaps I wasn't clear enough. I tend to divide shooter gameplay into two categories: skill-based (Quake, Tribes, etc.) and tactical (CoD, Battlefield, every single fucking fps on the market these days). The few skill-based shooters that have come out in the past few years I've gobbled up and become pretty good at in a really short period of time. Meaning I've gotten really good at Tribes: Ascend and Strike Vector, not one of those classics. My aim is most likely not up to snuff, along with my everything else. | ||
MasterOfPuppets
Romania6942 Posts
On February 13 2014 07:22 AnachronisticAnarchy wrote: Show nested quote + On February 13 2014 06:59 MasterOfPuppets wrote: On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Well if you claim to excel at similar shooters (which I'd assume would be along the lines of Unreal Tournament 99/2004, Painkiller, Half-Life 1 deathmatch, Team Fortress Classic) then your hitscan aim, rocket aim and likely movement fundamentals should be decent. In which case, the most important thing to work on is item timing, weapon and item cycling, easily making your way around the map. You want to always keep tabs on item spawn timing and make your decisions based on that. If you're in control, you want to keep taking the items or set up a bait trap, depending on the situation. The takeaway is that you want to use your knowledge of item spawn to deny your opponent the items, one way or the other. If you're not in control, you'll have to use map awareness and the aforementioned timing to avoid your opponent (unfavourable engagements) and take every opportunity to build up stack so that you may take favourable engagements later on. You can sort of equate that to the map control and macro of RTS games like StarCraft, it's a bit of a stretch but it makes some sense. Unless your aim is k1llsen/strenx/toxjq/evil level (which let's face it, it's never gonna be) you almost never want to rush down opponents unless you have a very strong stack and/or positional advantage. If you play enough on every map to get a good feel for it and practice the more methodical, control-oriented play, you're well on your way to gain a few hundred Elo points. ^^ As for what maps to practice first, that's very much debatable. Aerowalk is one most people suggest because it's fairly small and straight-forward and there's many ways to make things happen even when severely behind, but at the same time it's certainly one of the less strategic maps, one where aim and engagements are often more important and impactful than a safe, well thought out, control-oriented play. On the other end of the spectrum, maps like Bloodrun and Furious Heights can be pretty brutal for a beginner. :s We had a great player and insightful poster in the thread before, Phyrigian I believe was his name and he did explain some concepts a lot better than I can. (what with him still being active, whereas it's been a long time for me ^^) Still, what I think you'll find is that there's an astounding amount of depth to this game at the highest level, especially when people like Rapha, Cypher, cooller, evil, strenx, toxjq are involved, but you mustn't let that discourage you. Good luck! ^^ Woops, perhaps I wasn't clear enough. I tend to divide shooter gameplay into two categories: skill-based (Quake, Tribes, etc.) and tactical (CoD, Battlefield, every single fucking fps on the market these days). The few skill-based shooters that have come out in the past few years I've gobbled up and become pretty good at in a really short period of time. Meaning I've gotten really good at Tribes: Ascend and Strike Vector, not one of those classics. My aim is most likely not up to snuff, along with my everything else. I see. In that case, the weapons you want to be focusing on are your rocket launcher, your lightning gun and your railgun. The hardest part, as usual in fast twitch games is predicting where your opponent will move next; I'd imagine you'll struggle at first with opponents strafejumping around the map, while at the higher levels of play people tend to favor quicker, more short and spastic dodges rather than jumping around all over the place. But these three weapons are your bread and butter as good usage of them can very decisively win engagements and often turn the tide of the game. Knowing when to switch between them during an engagement is also a very useful skill toi have, although it mostly comes with experience. All three are very important, but which you'll be best at comes down to personal preference: if you can maintain constantly solid aim throughout a fight, you'll probably gravitate towards LG, whereas if you're more the super-twitch sniper kind, you should love the railgun and the ridiculous shots you can pull off with it. ^^ Grenades are most likely next in order of importance, but they're mostly used as a zoning out / area control type tool, like for instance spamming the Mega area from the Red Armor on Bloodrun, or lobbing a few grenades near a teleporter exit to deter your pursuer. The plasma gun is fairly situational, its damage output is absolutely ridiculous but it's extremely hard to control and not very effective at longer ranges, although it too can be used as some sort of area control in that it forces your opponent to move out of its way. Shotgun is fairly straight-forward, but in the vast majority of games you will prefer not to use it in favor of one of the above. Still, as long as you have decent aim and a basic understanding of the weapons and how to use them, the more important aspects of the game for now will be map control and item control. As some like to put it, "playing the items, not the opponent". While aim and the art of engaging are very important, especially on smaller maps like Aerowalk, Toxicity and Hektik, being able to control the map and the items is an even more important skill overall and its what you want to focus on and develop if you want to get good. Same case as with people advocating macro and mechanics first for a game like StarCraft. ^^ It certainly doesn't suffice to be just a great aimer, since you can be outsmarted. As an aside, I've had the pleasure to watch strenx stream himself playing SPART1E one night, it was an absolute massacre even though strenx never used his superior aim (against an in-form SPART1E who was almost as good when it comes to LG and RG). ^^ | ||
AnachronisticAnarchy
United States2957 Posts
On February 13 2014 07:42 MasterOfPuppets wrote: Show nested quote + On February 13 2014 07:22 AnachronisticAnarchy wrote: On February 13 2014 06:59 MasterOfPuppets wrote: On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Well if you claim to excel at similar shooters (which I'd assume would be along the lines of Unreal Tournament 99/2004, Painkiller, Half-Life 1 deathmatch, Team Fortress Classic) then your hitscan aim, rocket aim and likely movement fundamentals should be decent. In which case, the most important thing to work on is item timing, weapon and item cycling, easily making your way around the map. You want to always keep tabs on item spawn timing and make your decisions based on that. If you're in control, you want to keep taking the items or set up a bait trap, depending on the situation. The takeaway is that you want to use your knowledge of item spawn to deny your opponent the items, one way or the other. If you're not in control, you'll have to use map awareness and the aforementioned timing to avoid your opponent (unfavourable engagements) and take every opportunity to build up stack so that you may take favourable engagements later on. You can sort of equate that to the map control and macro of RTS games like StarCraft, it's a bit of a stretch but it makes some sense. Unless your aim is k1llsen/strenx/toxjq/evil level (which let's face it, it's never gonna be) you almost never want to rush down opponents unless you have a very strong stack and/or positional advantage. If you play enough on every map to get a good feel for it and practice the more methodical, control-oriented play, you're well on your way to gain a few hundred Elo points. ^^ As for what maps to practice first, that's very much debatable. Aerowalk is one most people suggest because it's fairly small and straight-forward and there's many ways to make things happen even when severely behind, but at the same time it's certainly one of the less strategic maps, one where aim and engagements are often more important and impactful than a safe, well thought out, control-oriented play. On the other end of the spectrum, maps like Bloodrun and Furious Heights can be pretty brutal for a beginner. :s We had a great player and insightful poster in the thread before, Phyrigian I believe was his name and he did explain some concepts a lot better than I can. (what with him still being active, whereas it's been a long time for me ^^) Still, what I think you'll find is that there's an astounding amount of depth to this game at the highest level, especially when people like Rapha, Cypher, cooller, evil, strenx, toxjq are involved, but you mustn't let that discourage you. Good luck! ^^ Woops, perhaps I wasn't clear enough. I tend to divide shooter gameplay into two categories: skill-based (Quake, Tribes, etc.) and tactical (CoD, Battlefield, every single fucking fps on the market these days). The few skill-based shooters that have come out in the past few years I've gobbled up and become pretty good at in a really short period of time. Meaning I've gotten really good at Tribes: Ascend and Strike Vector, not one of those classics. My aim is most likely not up to snuff, along with my everything else. I see. In that case, the weapons you want to be focusing on are your rocket launcher, your lightning gun and your railgun. The hardest part, as usual in fast twitch games is predicting where your opponent will move next; I'd imagine you'll struggle at first with opponents strafejumping around the map, while at the higher levels of play people tend to favor quicker, more short and spastic dodges rather than jumping around all over the place. But these three weapons are your bread and butter as good usage of them can very decisively win engagements and often turn the tide of the game. Knowing when to switch between them during an engagement is also a very useful skill toi have, although it mostly comes with experience. All three are very important, but which you'll be best at comes down to personal preference: if you can maintain constantly solid aim throughout a fight, you'll probably gravitate towards LG, whereas if you're more the super-twitch sniper kind, you should love the railgun and the ridiculous shots you can pull off with it. ^^ Grenades are most likely next in order of importance, but they're mostly used as a zoning out / area control type tool, like for instance spamming the Mega area from the Red Armor on Bloodrun, or lobbing a few grenades near a teleporter exit to deter your pursuer. The plasma gun is fairly situational, its damage output is absolutely ridiculous but it's extremely hard to control and not very effective at longer ranges, although it too can be used as some sort of area control in that it forces your opponent to move out of its way. Shotgun is fairly straight-forward, but in the vast majority of games you will prefer not to use it in favor of one of the above. Still, as long as you have decent aim and a basic understanding of the weapons and how to use them, the more important aspects of the game for now will be map control and item control. As some like to put it, "playing the items, not the opponent". While aim and the art of engaging are very important, especially on smaller maps like Aerowalk, Toxicity and Hektik, being able to control the map and the items is an even more important skill overall and its what you want to focus on and develop if you want to get good. Same case as with people advocating macro and mechanics first for a game like StarCraft. ^^ It certainly doesn't suffice to be just a great aimer, since you can be outsmarted. As an aside, I've had the pleasure to watch strenx stream himself playing SPART1E one night, it was an absolute massacre even though strenx never used his superior aim (against an in-form SPART1E who was almost as good when it comes to LG and RG). ^^ Last questions: any game modes/ladders I should play as a noob? How tolerant are people of lag? I have lag spikes from time to time. Their length and how often they occur varies widely, but I sure as hell am not going to be able to get rid of them anytime soon. | ||
DPK
Canada487 Posts
| ||
AnachronisticAnarchy
United States2957 Posts
On February 13 2014 08:23 DPK wrote: These are all great advises, but I think he should at least focus on learning how to strafe jump properly before anything else. Without it, he will most likely get his ass kicked against people who knows how to. It's so much easy to get away or chase someone who don't know how to strafe jump. It also can be very helpful item/control wise. I know that being able to strafe jump saved my life numerous times. Heh, that's going to be my first goal. If you don't even know how to put one foot in front of the other properly, you have no reason to even be holding a gun. It's like macro in SC2. Or skiing in Tribes and maneuvering in Strike Vector. | ||
PineapplePizza
United States749 Posts
You're exposed to (most) of the essence of Quake in FFA, from noobs that give up and chase with the gauntlet for 8 minutes straight, to fellows in their late-20's / early-30's who played Q3 years ago, to bored progamers and raging try-hards that win rounds effortlessly. The game is rough at first, but amazing, rage-inducing, and hillarious all at the same time. Also, | ||
MasterOfPuppets
Romania6942 Posts
On February 13 2014 08:15 AnachronisticAnarchy wrote: Show nested quote + On February 13 2014 07:42 MasterOfPuppets wrote: On February 13 2014 07:22 AnachronisticAnarchy wrote: On February 13 2014 06:59 MasterOfPuppets wrote: On February 13 2014 06:18 AnachronisticAnarchy wrote: I'm thinking of picking up Quake after easily excelling at various other, similar shooters. I've looked up noob guides, shoved my ego out of the way, all that good stuff, but I have to ask: just how inhospitable is Quake Live for beginners? I know it's years-old and legendarily difficult, but just how long is it going to take me to stop having my face smashed into the ground? Well if you claim to excel at similar shooters (which I'd assume would be along the lines of Unreal Tournament 99/2004, Painkiller, Half-Life 1 deathmatch, Team Fortress Classic) then your hitscan aim, rocket aim and likely movement fundamentals should be decent. In which case, the most important thing to work on is item timing, weapon and item cycling, easily making your way around the map. You want to always keep tabs on item spawn timing and make your decisions based on that. If you're in control, you want to keep taking the items or set up a bait trap, depending on the situation. The takeaway is that you want to use your knowledge of item spawn to deny your opponent the items, one way or the other. If you're not in control, you'll have to use map awareness and the aforementioned timing to avoid your opponent (unfavourable engagements) and take every opportunity to build up stack so that you may take favourable engagements later on. You can sort of equate that to the map control and macro of RTS games like StarCraft, it's a bit of a stretch but it makes some sense. Unless your aim is k1llsen/strenx/toxjq/evil level (which let's face it, it's never gonna be) you almost never want to rush down opponents unless you have a very strong stack and/or positional advantage. If you play enough on every map to get a good feel for it and practice the more methodical, control-oriented play, you're well on your way to gain a few hundred Elo points. ^^ As for what maps to practice first, that's very much debatable. Aerowalk is one most people suggest because it's fairly small and straight-forward and there's many ways to make things happen even when severely behind, but at the same time it's certainly one of the less strategic maps, one where aim and engagements are often more important and impactful than a safe, well thought out, control-oriented play. On the other end of the spectrum, maps like Bloodrun and Furious Heights can be pretty brutal for a beginner. :s We had a great player and insightful poster in the thread before, Phyrigian I believe was his name and he did explain some concepts a lot better than I can. (what with him still being active, whereas it's been a long time for me ^^) Still, what I think you'll find is that there's an astounding amount of depth to this game at the highest level, especially when people like Rapha, Cypher, cooller, evil, strenx, toxjq are involved, but you mustn't let that discourage you. Good luck! ^^ Woops, perhaps I wasn't clear enough. I tend to divide shooter gameplay into two categories: skill-based (Quake, Tribes, etc.) and tactical (CoD, Battlefield, every single fucking fps on the market these days). The few skill-based shooters that have come out in the past few years I've gobbled up and become pretty good at in a really short period of time. Meaning I've gotten really good at Tribes: Ascend and Strike Vector, not one of those classics. My aim is most likely not up to snuff, along with my everything else. I see. In that case, the weapons you want to be focusing on are your rocket launcher, your lightning gun and your railgun. The hardest part, as usual in fast twitch games is predicting where your opponent will move next; I'd imagine you'll struggle at first with opponents strafejumping around the map, while at the higher levels of play people tend to favor quicker, more short and spastic dodges rather than jumping around all over the place. But these three weapons are your bread and butter as good usage of them can very decisively win engagements and often turn the tide of the game. Knowing when to switch between them during an engagement is also a very useful skill toi have, although it mostly comes with experience. All three are very important, but which you'll be best at comes down to personal preference: if you can maintain constantly solid aim throughout a fight, you'll probably gravitate towards LG, whereas if you're more the super-twitch sniper kind, you should love the railgun and the ridiculous shots you can pull off with it. ^^ Grenades are most likely next in order of importance, but they're mostly used as a zoning out / area control type tool, like for instance spamming the Mega area from the Red Armor on Bloodrun, or lobbing a few grenades near a teleporter exit to deter your pursuer. The plasma gun is fairly situational, its damage output is absolutely ridiculous but it's extremely hard to control and not very effective at longer ranges, although it too can be used as some sort of area control in that it forces your opponent to move out of its way. Shotgun is fairly straight-forward, but in the vast majority of games you will prefer not to use it in favor of one of the above. Still, as long as you have decent aim and a basic understanding of the weapons and how to use them, the more important aspects of the game for now will be map control and item control. As some like to put it, "playing the items, not the opponent". While aim and the art of engaging are very important, especially on smaller maps like Aerowalk, Toxicity and Hektik, being able to control the map and the items is an even more important skill overall and its what you want to focus on and develop if you want to get good. Same case as with people advocating macro and mechanics first for a game like StarCraft. ^^ It certainly doesn't suffice to be just a great aimer, since you can be outsmarted. As an aside, I've had the pleasure to watch strenx stream himself playing SPART1E one night, it was an absolute massacre even though strenx never used his superior aim (against an in-form SPART1E who was almost as good when it comes to LG and RG). ^^ Last questions: any game modes/ladders I should play as a noob? How tolerant are people of lag? I have lag spikes from time to time. Their length and how often they occur varies widely, but I sure as hell am not going to be able to get rid of them anytime soon. FFA, then some more casual clan arena or team deathmatch, to get better at aiming and movement. Definitely not CTF at this stage. Race could be fun if you're into that kind of stuff, only teaches movement and more tricky jumps though; personally I find Quake defrag/race to be the most satisfying movement in any game and the closest we've ever gotten to actual parkour in gaming, but I digress. As for lag, because of the game's extremely fast-paced nature in both engagements and movement, I'd say lag makes a lot more difference than in any other multiplayer I've played. Don't ever consider playing cross-continent and generally stick to servers with less than 70-80 ms latency. And even that may be a bit high, I remember pro games from time to time being quite visibly affected when one of the players has around that latency. On February 13 2014 08:23 DPK wrote: These are all great advises, but I think he should at least focus on learning how to strafe jump properly before anything else. Without it, he will most likely get his ass kicked against people who knows how to. It's so much easy to get away or chase someone who don't know how to strafe jump. It also can be very helpful item/control wise. I know that being able to strafe jump saved my life numerous times. It's true, while you don't have to be on w3sp's level, strafe jumping and a few map specific and location-specific tricks are a must for any player who's hoping to be decent or trying to improve (I'm talking certain rocket jumps, plasma boost to red on Bloodrun, bridge to rail on Campgrounds etc). And this stands true regardless of what mode you're playing. I guess it's kinda like knowing how to macro in RTS games to a degree. On February 13 2014 16:08 PineapplePizza wrote: Play FFA; Clan Arena is kind of obnoxious, as you're likely to spend most of your time spectating, waiting for your team's railgun hero to hurry up and die so you can play the next round. Yeah I guess this is a fair point. | ||
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