“So you want to be a hero?” Well hang that ego on the washing-line for now.
The Basics
First and foremost, the basics are fundamental.
Each player needs to have one goal on mind – winning. Individual skill is not going to cut it against a well-organised team. There is a place for it, but it is secondary to organisation and strategy. Of what do the basics comprise?
Positioning.
Discipline.
Communication/Scouting.
Timing.
One clear voice to call the shots.
To play at the highest level - individual skill; movement, aim and intrinsic map knowledge is also required. However, few teams reach the top echelon.
Limiting mistakes made is what separates the winners from the losers. A team of moderate aimers (30% accuracy) with great preparation and discipline will beat an undisciplined team of strong aimers (45%+ accuracy) every time.
Quakecon 2003 - Strategy
Strategically and tactically, major tournaments are an arms-race.
The online gaming community will naturally share tactical ideas openly, but once a tournament comes along with a hefty prize pool, teams will keep their tactics under wraps. Quakecon 2003 for me was a pivotal time, when I began to understand just how much work was involved.
In preparation for the tournament, for most maps we developed a minimum of five attacking strategies and one consistent defence strategy.
Gaming tactics take time to evolve, players need time to learn the intricacies of the maps and the possibilities open to them. The older the game, the better the overall strategic level will be.
Round 1 “Fight”
Given the Crossfire crowd are a savvy bunch of experienced gamers, I will break things down into two categories:
a. The beginners
b. The medium tier clan attempting to break through into the top tier.
For the Beginners
In developing a strategy from scratch – try starting from the direst of circumstances. Develop a strong defence for that situation, then work it outwards, finding positions where each man (or woman) can cover each other. Drawing on Wolfenstein’s MP_Base as an example – in 2001, some six months after Wolfenstein’s release, people began to stop defending Radar 2 – in favour of a far stronger defensive position at Radar 1. If you cannot hold an area safely, there is no point being there at all. If you lose one battle then you will lose the entire map - the enemy will sweep through and control the high ground. Pinpoint the main defensive areas of the map and then get to work.
Keeping teammates within view is key, as even voice-communication programmes have their limits. If you can see your teammate fighting, you can tell exactly where the enemy is, and instantly you can help in some shape or form. If you have to be called over comms to run over and assist – the enemy will no doubt already be divvying up your teammate’s weapons, ammo and will have despoiled the photo of his wife from his wallet.
It is important to have strong basic defensive positions, a fall-back stage when things are tough, and awareness to push up and take advantage of opposition weakness. It is also vital that each player of your team plays “a role” which can be replaced by another if he dies. Everyone must know their job and stick to it.
One inalienable truth is that the greater the number of players are involved, the more difficult precise coordination becomes. Separate your team into squads, attack on set times and try to stretch the enemy defence. They can only cover so many angles at once.
It is also vital that you play against higher skilled opposition to test out your strategies. This can be hard if the higher skilled teams refuse to play the newbie teams, but keep at it; you cannot progress playing against poor opponents.
The Basics
First and foremost, the basics are fundamental.
Each player needs to have one goal on mind – winning. Individual skill is not going to cut it against a well-organised team. There is a place for it, but it is secondary to organisation and strategy. Of what do the basics comprise?
Positioning.
Discipline.
Communication/Scouting.
Timing.
One clear voice to call the shots.
To play at the highest level - individual skill; movement, aim and intrinsic map knowledge is also required. However, few teams reach the top echelon.
Limiting mistakes made is what separates the winners from the losers. A team of moderate aimers (30% accuracy) with great preparation and discipline will beat an undisciplined team of strong aimers (45%+ accuracy) every time.
Quakecon 2003 - Strategy
Strategically and tactically, major tournaments are an arms-race.
The online gaming community will naturally share tactical ideas openly, but once a tournament comes along with a hefty prize pool, teams will keep their tactics under wraps. Quakecon 2003 for me was a pivotal time, when I began to understand just how much work was involved.
In preparation for the tournament, for most maps we developed a minimum of five attacking strategies and one consistent defence strategy.
Gaming tactics take time to evolve, players need time to learn the intricacies of the maps and the possibilities open to them. The older the game, the better the overall strategic level will be.
Round 1 “Fight”
Given the Crossfire crowd are a savvy bunch of experienced gamers, I will break things down into two categories:
a. The beginners
b. The medium tier clan attempting to break through into the top tier.
For the Beginners
In developing a strategy from scratch – try starting from the direst of circumstances. Develop a strong defence for that situation, then work it outwards, finding positions where each man (or woman) can cover each other. Drawing on Wolfenstein’s MP_Base as an example – in 2001, some six months after Wolfenstein’s release, people began to stop defending Radar 2 – in favour of a far stronger defensive position at Radar 1. If you cannot hold an area safely, there is no point being there at all. If you lose one battle then you will lose the entire map - the enemy will sweep through and control the high ground. Pinpoint the main defensive areas of the map and then get to work.
Keeping teammates within view is key, as even voice-communication programmes have their limits. If you can see your teammate fighting, you can tell exactly where the enemy is, and instantly you can help in some shape or form. If you have to be called over comms to run over and assist – the enemy will no doubt already be divvying up your teammate’s weapons, ammo and will have despoiled the photo of his wife from his wallet.
It is important to have strong basic defensive positions, a fall-back stage when things are tough, and awareness to push up and take advantage of opposition weakness. It is also vital that each player of your team plays “a role” which can be replaced by another if he dies. Everyone must know their job and stick to it.
One inalienable truth is that the greater the number of players are involved, the more difficult precise coordination becomes. Separate your team into squads, attack on set times and try to stretch the enemy defence. They can only cover so many angles at once.
It is also vital that you play against higher skilled opposition to test out your strategies. This can be hard if the higher skilled teams refuse to play the newbie teams, but keep at it; you cannot progress playing against poor opponents.
like in track and fields or smth theres this peak moment when goal goes from improving skills to performing the best and focusing on winning
Also for instance in RtCW, the general defence would always run with two Lt's, where as in ET you will only generally have one and he will more than likely only spam leaving the medics to salvage what weapons and ammo they can or, read above. ;)
i would like to give it a try!
Found it really good
Thumbs up!!
not to be confused with the people who do this all the time aka bad players
i remember snb trying to sneak west on radar last stage all the time around the time of cc6, making them one of the easiest top teams to fullhold :PP
Feels good man.
RTCW 4 EVER
I agree. Random unexpected positions, jumps and prones ftw
:(
I think this is worth for an article, too, with examples, etc.:
"Individual skill is not going to cut it against a well-organised team. There is a place for it, but it is secondary to organisation and strategy."
(Most of) the players should:
1. learn to enter into their opponents' mind
2. learn to think as a team
3. know what would their teammates do in a concrete situation
Example:
2 medics are in fight with the opponents in front of a door. They are outside, 2-3 opponents inside the room, close to the door. Somehow both of the medics start reloading in the same time, so all the enemies could leave the room and kill them until they are reloading if they don't do anything. What could they do?
1. Moving back, running away, and usually getting killed. If they do so, they give space for the opponent and they can start everything from the beginning.
2. One of the medics stands in the door while reloading, leaving the opponents to kill him since he can't shoot back. Till that time the other medic reloads his weapon and immediately changes to syringe to revive the other. Both of the medics are now with full ammo, the one in the door with shield. The opponents could not leave the room and they are with less ammo and without shield.
As most of the players can't think as a team, they usually select the 1st version. It's enough if 1 of the 2 medics selects the 1st version (because he doesn't know what the other will do), both of them will getting killed much to the delight of the opponent.
Unfortunately, most of the players, even after 3 years of gaming, are still making the same gaming mistakes.
My mistake.