AWG/CGI lessons
Posted: 08 Mar 2003, 07:55
Before Steel and Raptor joined, Gator and I learned some GR tips from Mantis and Dragon. Gator, if I forgot any or misunderstood any, please post your corrections/understandings. Maybe everyone knows these already, but I was blissfully unaware of most, if not all. I also realize that some do not fit our sense of reality or realism and some are different from our style of play (at least up until now). But I can use all the help I can get.
1. They reviewed all my display settings to "improve" game play. Note I said game play (or their interpretation of same) and NOT appearance. I will send each member a screen shot of the settings i am using. The display is either at 640X480X32 or at 800X600X32. I dropped mine down only to 800 last night; I may try the 640 setting next time. The theory is to make the higher detailed enemy show up against the lower detailed scenery.
2. Use night vision even during the day when shooting for distance! WTF?
It turns out you can pick out enemy in the distance fog with night vision! Ever wonder why you got hit when you could not see anyone far away? How could they see you. There is your answer.
3. It turns out I was right/wrong about those sensors Raptor. They do use sensors a lot - but they do not carry or deploy sensors. WTF? When they die, they NEVER go to observation mode through other teammates. They (this is Dragon's description) stay in their bodies and become sensors. Each dead soldier listens and watches what they can and reports enemy movement. Plus the enemy shows up on the map for all to see.
4. They do a lot of movement within walls to locate enemy outside walls on the map.
5. The first soldier to die becomes the map observer. He is the ONLY one to report map info to the team. This way there is no comms conflict. The only other comms allowed are from individual soldier/sensors who have heard or seen something other than map info.
6. Well, this is no revelation, but after items 3, 4, 5 - they nade anyone they can immediately.
7. They use glitching if they can. Such as on approaching a crest of the hill. See Raptor's link elsewhere.
8. When being shot at, immediately crouch or go prone - more often than not, the bullets will go over your head while you set up for return fire.
9. Use single shot, not burst mode for better accuracy. (Gator said Steel had convinced him of this long ago - I was unaware of the accuracy drop off with burst :roll: )
10. When rounding a corner with an adversary around the corner - side step with burst or full auto. Do not try to turn 90 degrees and then train your rifle; you will lose.
11. Last, but certainly not least - they memorize and train for the spawn points. They have names for all spawn points and they actually run drills in practice for how far you can run after the spawn and where. They usually split into two groups at the spawn, so at least one group gets to an area unopposed and sets up camp or continues on. The other gets into action immediately after they run to their predetermined positions unopposed. But they rapidly know where the enemy has spawned (HCTN -here come the nades).
1. They reviewed all my display settings to "improve" game play. Note I said game play (or their interpretation of same) and NOT appearance. I will send each member a screen shot of the settings i am using. The display is either at 640X480X32 or at 800X600X32. I dropped mine down only to 800 last night; I may try the 640 setting next time. The theory is to make the higher detailed enemy show up against the lower detailed scenery.
2. Use night vision even during the day when shooting for distance! WTF?
It turns out you can pick out enemy in the distance fog with night vision! Ever wonder why you got hit when you could not see anyone far away? How could they see you. There is your answer.
3. It turns out I was right/wrong about those sensors Raptor. They do use sensors a lot - but they do not carry or deploy sensors. WTF? When they die, they NEVER go to observation mode through other teammates. They (this is Dragon's description) stay in their bodies and become sensors. Each dead soldier listens and watches what they can and reports enemy movement. Plus the enemy shows up on the map for all to see.
4. They do a lot of movement within walls to locate enemy outside walls on the map.
5. The first soldier to die becomes the map observer. He is the ONLY one to report map info to the team. This way there is no comms conflict. The only other comms allowed are from individual soldier/sensors who have heard or seen something other than map info.
6. Well, this is no revelation, but after items 3, 4, 5 - they nade anyone they can immediately.
7. They use glitching if they can. Such as on approaching a crest of the hill. See Raptor's link elsewhere.
8. When being shot at, immediately crouch or go prone - more often than not, the bullets will go over your head while you set up for return fire.
9. Use single shot, not burst mode for better accuracy. (Gator said Steel had convinced him of this long ago - I was unaware of the accuracy drop off with burst :roll: )
10. When rounding a corner with an adversary around the corner - side step with burst or full auto. Do not try to turn 90 degrees and then train your rifle; you will lose.
11. Last, but certainly not least - they memorize and train for the spawn points. They have names for all spawn points and they actually run drills in practice for how far you can run after the spawn and where. They usually split into two groups at the spawn, so at least one group gets to an area unopposed and sets up camp or continues on. The other gets into action immediately after they run to their predetermined positions unopposed. But they rapidly know where the enemy has spawned (HCTN -here come the nades).