Nexuiz ctf GAMEPLAY guide (How to play Capture the flag)

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Postby tZork » Thu Oct 26, 2006 2:57 am

a few observations on ctf_greatwall

teamplay pays off very well on this map, coordinate a team for attacks and you raise your chanses of a successfull capture alot.

Having a team that lays down supressive fire outside the enemt base is a mutch more effective defens then staying in your own base. True for many maps, but this one have all its sawns in once place so you run no risk of getting sneeked past or attacked from behind.

armour and health is very limited compared to the maps size, let your teams attacket make use of it. bases are easy nuff to defend amyways.

Rocketjumps is a nice way to escape the enemy base once you have the flag. just m ake sure you have nuff health. laser works too, tho not as good as the rl.
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Re: How to play CTF

Postby Charliebrownau » Tue Nov 07, 2006 1:15 am

esteel wrote:After playing quite a few CTF games recently i noticed that there seem to be quite a lot people that do not really know how to play CTF.


Actually I find that between 2000 to 2006 most online gamers are very low skilled and have no idea how to play any team based games .

In Australia you dont see people playing PC FPS games comminicate via text or voice (teamspeak) in public servers . Nexuiz is dead for online gaming in Australia .

Fear Combat was released recently and it showed extactly the kind of players that are out their and how utter crap they are at team modes .

You often get ppl join a team based mode game because they dont want to get shot in DM .

Idealy you could have a tutorial in a fps game to teach the noobs how to play the different modes before they are allowed into online/lan multiplayer
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Re: How to play CTF

Postby C.Brutail » Tue Nov 07, 2006 8:33 am

Charliebrownau wrote:
esteel wrote:Idealy you could have a tutorial in a fps game to teach the noobs how to play the different modes before they are allowed into online/lan multiplayer


Reminds me.. n00bmaps? ;)
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Postby Charliebrownau » Tue Nov 07, 2006 8:50 am

Noob maps isnt the answer ...
Idealy :

make games HARDER
Only allow joining servers with 1 to 100 ping online and lan
Proper standalone servers that dont need the game client files
More games with co-op
co-op games cant start unless 2 humans are ready to play
You cant join MP until you compete tutorial training course
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Postby esteel » Tue Nov 07, 2006 11:55 am

Well such a thing would be way to harsh. But small hints are ok.. I once looked into making the ping number colored (green, yellow if above 80, red above 120) but i was not really able to get into it and then one could add a small line of text telling that one should only choose green servers, or maybe even ask if the user really wants to join a high ping server. But being someone with (naturaly) high ping you should understand that being forced to server with ping <100 is a VERY bad idea. Its possible to enjoy such a game after all if one knows the implications.

I'm not sure what you mean with 'proper servers'.. the server needs at least some of the client files (maps at least). There is just little use in create two huge file packs when one is enough.

Also a game should start as soon as a player is on the map, but maybe make it some sort of warmup phase first and a map restart. But due to the diverse timers used by the engine and the game it would be rather hard to do it RIGHT without some help from the engine/server. (a simple 'restart' is already possible but then people would again have to join teams and so on.. this is not really RIGHT)

People would get annoyed if they have to do some tutorials first. I would be for sure if i could not cancel it. Its nice to have for those that want to learn something though. but even those first have to be done/completed :)

BTW we are getting very offtopic.. please start a new topic when answering to that part.. thats easier then splitting those posts into a new topic :)
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Postby Dokujisan » Tue Nov 07, 2006 8:52 pm

Some of my ideas/tips.

I think key bindings are useful...although I haven't implemented them yet.

BTW, Are there default keybindings for CTF? If not, then there should be. :-)

I like the location-based messages in theory, but in reality I've found that they are too complicated to read during the game. I think useful keybound messages need to be short and sweet.

"incoming enemy"
"attacking enemy base"
"I'm guarding base"
"affirmative"
"Stop f&*cking telefragging me, you dumb bastards ! ! !"

(that last one was a joke :-)

DEFENDING...

When on defense, don't just stand there. If there is something to grab...GRAB IT. If not, then the enemy will grab it when they rush in. I've seen way too many times that people will be defending the base and standing there next to some health or armor shards. If there is health, GRAB IT..ALWAYS. When I'm the only person on defense in facing worlds, I'm constantly moving around picking up every item I see...including both NEXs, the grenade launcher, the rocket launcher, the armor shards, etc. After doing this, I found that the enemy attacks were not as powerful because they would show up thinking that they could grab one of our weapons as they are entering the base. Intrepid used to do this a lot and he was pretty successful at killing the enemy with their own weapons or even strength rune.

Be smart about this...if you have teammates guarding the base with you, let them get some weapons, ammo, health and armor also. However, if they are just standing there (like most do) then nevermind them.

Also, when defending, and you see one lone enemy entering the base by themselves, you may want to hide a bit so they don't attack you. They will go directly to the flag. This allows you the advantage of prediction. If you know where your opponent is heading, you can (almost) always hit them. Use a rocket or grenade launcher. I see a lot of people firing directly at the enemy. You need to think about where they are going to be.

As with the above...pick up on patterns of movement of the enemy. Many of the best capture artists :-) have a pattern that they follow. If you pick up on their patterns, you can predict where they are going. For example, in facing worlds, I found that a few players like to grab the flag and immediately grapple toward the strength rune. 9 times out of 10, I know where to aim if I don't kill him at the flag location.

In facing worlds.... if someone is successfully attacking you with rockets or grenades from outside the base (through the front door)... go through a teleporter, jump over them and attack them from behind.

DO NOT ALLOW THE ENEMY TO TAKE OVER YOUR BASE. Even if your flag is not there. If they maintain your base, they will not only grab the flag at will, but they will also do a lot of spawn killing, as well as take all of your weapons and ammo.

OFFENSE...
If you are having difficulty attacking a base, like if they have 3-4 good defenders killing everyone that enters, I suggest doing something to pull their team apart. If they are together, they are powerful because of crossfire. If you can trick one or two of them to follow you out of the base, then they weakened enough for one of your teammates to enter the base and possibly get their flag or at least kill one of them.

Attack in groups. The most successful captures come from attacking in a group. It really sucks for a defender when they are attacking one or two guys while their buddy is grabbing the flag. The defender usually tries to stop the flag carrier and ends up getting shot from behind.

That's all I can think of for now. :-)
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Postby esteel » Wed Nov 08, 2006 9:56 am

As mentioned here (http://www.alientrap.org/forum/viewtopic.php?t=555) there are only some aliases defined but they are not bound to keys. Also i just think no good keys are left in the default layout. The numbers are used for the weapons. I have the weapons on keys around the movement keys so i can use the numbers for messages..
We could add some messages on other keys, feel free to tell which you think are good for this.

You are right messages should be short thats why i also have short messages but in case you have enough time to read the rest you get more info.. Thats useful too.

Dokujisan also explained some of the things i mentioned very good. (Do not defend alone, attack in groups, grap everything as defenderbut share with your team)

I added three new maps to the guide and wrote a bit more about the weapons..
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Postby esteel » Tue Nov 14, 2006 5:05 pm

Added 'greatwall reloaded', 'runningman' and 'vitamea' map descriptions, rewrote the floaters part, corrected lots of typos and tried to make things clearer.
Once again i changed the key bindings and messages in the 'team communication' thread a bit. I guess i just have to stop thinking about them or i'll just keep on changing them forever :P

Does anyone has a good idea on how to present the info in this thread to people? Just telling them to visit the nexuiz.com forum is not effective. Maybe someone has writing skills so we could start to assemble a nice Nexuiz manual.. Making some sort of demo or video collection would be nice but there are already videos in production taking forever :) and the last time i tried to create some helpful demos it did not really go any were.. Also producing such things for a team match will be even more time consuming.
How about some prominent links on the front page?
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Postby old_codger » Fri Nov 17, 2006 6:15 pm

esteel wrote: Maybe someone has writing skills so we could start to assemble a nice Nexuiz manual..

I have but my novel's taking forever.
esteel wrote:
How about some prominent links on the front page?

Now THAT'S a good idea!

The thing is CTF is substantially different from other match play because it's the only one that requires cooperation between players. A useful link on the opening page where people are downloading the game would highlight the fact.
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Postby esteel » Fri Dec 08, 2006 12:53 am

I'm quite happy with the guide in the current state. I changed and added lots of stuff in that guide and i think its quite different from what i started with. Everyone that likes to play CTF should take a new look at the guide.
You can now find descriptions for fourteen (14) maps in the guide. This shows that CTF has established itself very well in the Nexuiz community.
Now and then i paste the url when playing a game. As the url is rather hard to remember i created a 'tinyurl' for it: http://tinyurl.com/y77f46

Did i forget any popular map? Dismal does not count as one :P Sadly the map sirpinski did not 'take off' at all that might have been a nice map.
Maybe i'll try to do similar guides for the other game modes, especially TDM.

Already mentioned somewere else in the forum but to anyone that wants to complain about people 'camping' in CTF games: http://www.ctrlaltdel-online.com/comic.php?d=20060826
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