02-23-2009, 07:57 PM | #21 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
I agree that airshots are only to be used in certain circumstances, in most cases, it's the wrong play.
I am of the camp that you practice how you play, if you want to excel at aim_map, practice it. If you want to excel at pub play, practice that, if you want excel at organized play, practice that! It's too bad there aren't any "fun scrims" going on like FYC used to do, that 9v9 was the first ever FF match for me and it got me hooked. |
|
02-23-2009, 10:38 PM | #22 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
|
Everyone got to busy to do anymore fyc stuff
__________________
|
|
02-24-2009, 02:11 AM | #23 |
Join Date: Apr 2008
Posts Rated Helpful 2 Times
|
airshots are sometimes the only way you can stop a concing scout or medic, and to disagree with credge <3 faster you kill them the more time you have to reload your shiet. its circumstantial i guess.
|
|
02-24-2009, 01:01 PM | #24 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
It all depends on your loadout, if you're out of shells, then yeah, go for the airshot. Personally, I would shoot the scout 2x with the super shotty and call his inc so someone else can finish him off.
Pyros on the other hand, a great canidate for catching a heat-seeking queer rocket. |
|
02-24-2009, 03:17 PM | #25 |
Exceedingly Correct.
Join Date: Feb 2009
Location: London, England.
Class/Position: Variable Gametype: QuakeLive CTF Posts Rated Helpful 1 Times
|
To me good defending is about maintaining your position and ensuring no one gets past you without at least taking some damage. You can't kill a relentless assault of 2-4 players every time, but you can make sure they all take a decent hit to their health before getting past you. This makes the job of your teammates on the last line of defence a whole lot easier.
|
|
02-24-2009, 03:35 PM | #26 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
I would much rather hold a medic up in a hallway for 10 seconds before killing him than kill him right off, every time.
|
|
02-25-2009, 05:38 AM | #27 |
Join Date: Apr 2008
Posts Rated Helpful 2 Times
|
if you hold him up and another medic comes through they 2v1 dm you throw medkits at eachother and their both at 100 percent for the charge into the fr
but once again circumstantial |
|
02-25-2009, 02:36 PM | #28 |
Pub Allstar!
Beta Tester
Join Date: Aug 2008
Class/Position: under en kvinna Gametype: Capture the Flag Affiliations: Eternal Order, Must be h4x, Mono's happy funtime. Posts Rated Helpful 0 Times
|
It's all about time man. Caps per minute. Also, medits are not always beneficial, much like a jump pad, they can be capitalized on.
But you're right, it's all circumstantial, and it comes down to what you decide to do when the time comes. |
|
02-28-2009, 09:53 AM | #29 |
I like Ceyx
Beta Tester
|
play in pubs.. find someone who has RCON and go to mulch map.
mulch is 1v1 deathmatch arena where you basically duel each other and when someone dies, the winner announces his/her health/armor points to give the other player an idea of how well they did. good luck, this games the shit once u master the basics! |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|