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General Tactics
NaNaDate: Sunday, 2011-09-11, 1:47 AM | Message # 1




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This will be clean and simple: maneuvers and effects of S4 which will assist you in living longer.


Character Tactics

1. Dodging/Evading - In the game known as "Fainting" a simple a + spacebar or d + spacebar.

Use this as often as possible in situations you are unsure of to elongate the time and allow you to figure out whats going on. It is also essential in close quarters combat, whether you have the +40 sp skill or not. Key factors in evasion is to know where your dodging into and how much sp you have to dodge.

2. Wall jumps - Jump onto a wall then jump again, spacebar + spacebar.

A tricky tactic to understand for such a simple maneuver. Mainly so, because the wall jumps allow you to cover huge ground using very little sp, it also allows you to throw off the enemy, depending on the situation in which you use the jump. Combined with a strafe(evade), one can do a wall jump to see all below them, then land ontop of the target, or it can be used to evade opponents and buy some time. In many cases it can even be used to score in TD or gain higher ground in various other maps.

3. half-step - Running/Jumping, jump and dash <-- repeat

To understand this one better, while ingame just run normally, but add the spacebar to it, youll be jumping in mid-air, freeze for half a second, then descend. It is very useful when trying to survive a barrage of bullets and if your the ball carrier, however, it does have its flaws, so try to move side-ways as well while your doing this tactic.

4. Pre-emptive counter-measures: Predicting enemies movements

This is mainly for melee users and it is essential for professional melee users. It is the ability to know where the enemy will go or what action they will take, then immediately initiate a counter-offensive from by their movements. It can also be used in gunfights as well and allows one to fore-sight impending attacks or ambushes. This takes a high degree of experience ingame, and one must still prepare for the unpredictable elements, so never under-mind opponents.

5. Surprise attacks - known as ambushing.

When ambushing an opponent; first off, do not expect it to be a clean finish. You in most cases neither know the opponents abilities or potential, so even in a first-strike offensive behind the back, things will may turn messy real fast, and you could be the dead one. So when planning a surprise attack, it is best to plan ahead and quickly. Sniping off of higher ground works best with weapons with high accuracy, or a high prowess in aiming and aim for the head as often as possible. With a melee weapon, immediately go for a stun or flurry combo, ensnare them as much as you can.

6. Jumping - Simple to do, hard to master

When in any situation whether its a gun/sword fight, gun/gun, or anything, jumping is key, knowing how to maneuver in a pattern which throws the enemy off allows you to live longer and mount a counter-offensive. However, do be wary of what your doing and that you can still aim while your jumping in those patterns.

Weapon Tactics

Semi-rifle: used mainly for long range, it has a high chance of hitting criticals from afar or mid-range, the weapon has high accuracy as well and can be used as a sniping tool. Use with care and most importantly "stealth"

Sub-machine gun: short range dispersions, to put it simply: it lacks accuracy but boasts velocity(rate of fire). Mainly used for close-range and mid-range it has a high chance of hitting a critical hit close range(preferably right into the persons face...). Accuracy decreases with distance.

Revolver - highly versatile and highly destructive, it has a unique firing pattern, launching rounds in a triangular formation, it is relatively close to a shotgun, and will kill on contact if ones shot in the face or the back of the head. Attack power decreases with distance.

Railgun/Cannonade
- Sniping weapons, in short aim true and never lose your nerve, even if someone gets in close, the first to flinch will lose the match. Headshots are a plus and the cannonade has an AOE dispersion when the round hits the target, allowing for nearby persons to also take dmg. Both weapons will stun the opponent for half a second if it does not kill them.

Mind-shock: will slowly drain the opponents health(15~23 hp per 1 second), it leaves you highly vulnerable though, so while using this weapon, jump frequently around or over the opponent, do anything to throw them off or make unnecessary moves, so you can finish them off. (best used on those with low health, and ball carriers). This weapon also goes through any obstacle.

Mind-heal: Heals your allies, and criticals heal more, it functions just like mind-shock, so the same tactics apply to some extent: you must use with caution and move frequently(jump/evade), find a safe area to heal(it has a good distance), if you must risk your life; plan ahead for what may happen, and as a healer you will be a main target if seen by the enemy so take proper counter-measures.

Sentries - Place in conspicuous places which people will rarely look at and wont ever figure out(some of the time). They do proper damage and can shred nearly 50% of any targets health if all their hits connect. Another added effect is the fact that it repels enemies, each hit will knock the opponent backwards. Also to note, sentries only have a 180 degree of sight, so whatever is above it or behind it will not be targeted.

Counter-sword: I myself cannot utilize this weapon due to my play-style. However, after encountering this weapon I can safely say it is destructive in any situation. The flurries(normal attacks) themselves are a half second faster than plasma swords and will stun people; if one can continuously attack, the opponent will build huge attack delay and will be vulnerable. When attacking rotate, so your smothering the opponent and preventing their escape. When using the jump attack, make sure you land as close as possible to them(ontop if possible), the second fist you conjure from the ground is un-evadable. One tactic is to hold the left-click mouse key, allowing you to do the ground fist, then immediately go into a flurry towards the opponent. Also a final note, the right mouse key allows you to block, it will stun any plasma sword move except the jump/dive attack.

Plasma sword - A highly linear sword, it is fast and powerful. It is best to remember to dash often, closing in on the opponent in a fraction of a second, giving them little time to recover, however, I believe to properly use this sword: one must plan ahead and dash appropriately( As a note, critical hits will occur instantly if one hits the opponent from the side or back so practice curving the plasma dash right into the sides of the opponent or a full 360 turn right into their backs.), furthermore if you do miss with this sword with the plasma dash or jump/dive attack you will be vulnerable for a whole 1.5 seconds, maybe more. The jump/dive attack will only stun for 1~2 seconds, and can be rolled out of. When initiating the jump/dive attack immediately prepare a counter-offensive and predict where the opponent will roll to, then initiate the plan, stopping them and allowing you to finish them off. Normal hits are a half second slower than the counter-sword but will still stun the opponent(one can walk around the opponent and repeatedly strike the opponent in a circular/rotating pattern, stunning and preventing evasion). Finally holding the left click mouse button allows for a power slash, which will knock the opponent away from you and stun them, however, they can roll out. (when initiating this move immediately intercept where they land and repeat the move if you have time, if not, smother the opponent with normal hits or a plasma dash.)

Finally, when encountering a plasma dash, if you dash before your hit, even if your stunned you may dash again, however, you will still take the damage, meaning, that if you don't have the health for it or have been hit by a critical, your dodge will go through, but you'll still die once its over. Also, if you cannot evade a swords attack, make sure they hit you in the frontal area and make sure to jump backwards, the sword will strike/stun you, but also knock you slightly out of range, allowing you time to recover and evade.

In closing, I will say this: It is not the weapon that makes the player and when dealing with a high level of expertise/prowess, usually the fundamentals will be your strongest ally.



 
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