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Author Topic: A Small Collection of General Beginner's Tips  (Read 1846 times)
cabalier
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« on: February 04, 2012, 07:05:28 pm »

A couple of opening notes. I haven't really seen any general, novice-oriented guides floating around; then again, I am rather new to the forums. So here's one.
I'm not a particularly outstanding player, but I do consider myself at least decent. This is a hopefully helpful, but in no way comprehensive, collection of tips for beginners. It's a guide I wish I had when I was a beginner. It's a guide that is not class-specific, allowing a neophyte to retain a sense of experimentation essential to his or her growth as a gg2 gamer. It's a guide that attempts to turn a beginner into a decent, likable player.

Welcome to the entry level. Let's get started.

1) Beginners should choose a useful class.
It's okay to play around with a variety of classes. Hell, you really can't get a full gg2 experience without playing with all the classes. But, if you are a beginner, it would be wise to start off by maining a class that both has a generous learning curve and is useful to your team, even at relatively low skill levels. In my opinion, the three classes that have the highest learning curves are:
x15 x11 x18
These three classes are rather unfriendly to beginners. They all require skill and experience to properly play. On an unrelated note, some of the best players I know main x15 x11 or x18 because they are bloody powerful in the right hands. However, a beginner x15 is likely to plant mines and sit, not playing dynamically or using the Detonator to its fullest extent. A beginner x11 is usually very predictable and therefore fragile. And there is little in the game more infuriating than being on a team full of failspies.

The lesson here is that if you haven't yet found a class that you like or are good at yet, play a class that is instead useful to your team. Good candidates include:
x16 x17 x14
That's not to say that playing a good Healer, Constructor or Overweight doesn't require any skill. It still does. However, any x16 is likely to be useful to its team; more useful than a beginner x18, at any rate. Who knows? Maybe in a couple of weeks ( days for some of you freaks), a beginner might become a really, really good Healer. Be careful with the x17, however. It's only a useful class insofar as a well-placed autogun is almost always useful. Learn proper autogun placement. It shouldn't be too hard with some experience.

2) Be dynamic.
Have you ever seen a pro play? Pros are always on the move. A pro x11 will never stop changing direction. A pro x14 (aren't these things supposed to be easy to hit?) will never stop dodging rockets. Pro Riflemen will never stay in the same place. Pros will also keep changing their game, keep being unpredictable and keep utilizing situational tactics. And then they'll switch to another tactic that better suits a new situation. And then they'll screw you over.

The lesson here is to NOT be stationary or predictable. An easy way to survive longer? Dodge bullets. And what if your sneaky opponent predicts that you will dodge those bullets? Change directions. Simply moving around a lot will do wonders to your survivability. Once you have the concept in your head, the rest is experience (i.e. learning how to dance with x11 or detojump or other such movement-related skills). And don't be afraid to retreat! Another good way to live longer is to know when to step back. If you're outnumbered or outmaneuvered, you'd better get out of there to regroup with your teammates or heal up. Don't be one of those guys that tapes down the "forward" button, and definitely don't be a rock.

3) Defending is good.
Speaking of retreating, it is often the case that the player with the defensive tactic (moving backward) has an implicit edge against the player with the offensive one (moving forward). Bullets fired when moving backward stay in the air longer; an approaching opponent may simply run into them. A backwards-moving x12 has a longer flame trail than normal. A backwards-moving player can use his or her surrounding terrain against the opponent, leading the opponent into corridors or other such deadly situations (a tactic a good x13 will exploit). Additionally, the more you move backward, the likelihood of you seeing reinforcements increases and the likelihood of you seeing more enemies decreases.

The lesson here is to be smart about defending. A mistake that tragically many beginners make is the classic Leeroy Jenkins, a super-aggressive mindset that leads to lots of deaths and lots of team frustration. No one will get annoyed at you if you retreat a lot; no one but your opponent, who will be too busy being killed to notice.

Another mistake beginners make is the stagnant, non-dynamic defense. A x15 who hides in his spawn, not moving, planting stickies and waiting for opponents to come is not a strong defense. This is because it is very predictable and not dynamic; the opponent knows exactly what you are going to do and will therefore find a way to circumvent it. The same applies to stationary x17 players, who will build an autogun and then stand behind it, unmoving, spamming bullets. Predictable defenses are not smart defenses. Combining dynamism with a defensive mindset is a good overall strategy for a beginner player.

The best defense isn't a good offense. That's stupid. The best defense is the best defense.

4) Be aware of your team.
At its heart, gg2 is a game that pits two teams of players together. The better team wins. Not the team with the better players; not the team with the better arrangement of classes. The better team, as a whole, is the team that will win. One of the easiest ways to stop being a beginner - or at least not appear like one - is to be aware of your team at all times and to play with it. Do you already have 2 x18 on your team? 9 times out of 10, it is a good idea to not play as an Infiltrator. Do you already have 2 x12 or 2 x16? The same thing applies. Most good teams have a variety of classes in order to facilitate flexibility.

Another element of team awareness is communication and the position of the team members around you. If 6 out of 8 of your team members are busy pushing to Checkpoint B, don't place an autogun and defend Checkpoint A. If you're a x12 preparing to force your way into an enemy stronghold and a x16 is a couple of seconds behind you, wait for the healer to catch up to you so the two of you can attack as a unit. If you see a lone Infiltrator headed into enemy territory, don't stay close to him. Synergy is in the simple decisions that add up to have a large impact on overall team performance.

The lesson here is to be a team player. If you're a  x16 then heal others. If you're planning an offensive push, team up with another player. It's common sense, but one of the biggest things that separates beginners from decent players is teamwork.

5) Know the win conditions of each game mode.
In Boner's Server, there's a reverse intel map that requires putting your intel into the enemy intel point. The instructions are on the map. And yet, in many games I play on that map, I always see some player take the team intel and bring it all the way back to the same team's intel point, reversing all the progress of the team. Even more infuriatingly, sometimes they hold on to the intel and continue trying to somehow shove it back in to their own intel point, not knowing that it will never work and they are only slowing the entire team down.

The lesson here is to learn how to play the game modes. Now, given, the reverse intel map is rather unique. However, in an intel map, the win condition is to get more intel than the enemy can before time runs out or to get a certain amount of intel. This leads to two logical ways to be useful in such a map: attempt to capture the enemy intel or defend your own. Most players do this. That is good. Some beginners, however, camp out in some arbitrary location (sometimes it's the enemy spawn, sometimes it's just a middle path) and try to kill anyone who comes across. The helpfulness of such a decision is very limited, and the player would be put to much better use defending at his point or going for the intel.

Similarly, players should defend or attack in generator maps, and they should GET ON THE DAMN CONTROL POINTS in CP maps. If you are playing an x18 then uncloak and STAND ON THE GODDAMN POINT to help your team capture points.

6) Use but do not abuse alternate attacks.
Most classes have an alt attack or a special ability. Use them. All abilities in this game are useful and all of them can be very beneficial in the right situations. You'd be surprised at how many beginner  x16 players never Ubercharge or how many beginner x13 aren't even aware of rocketjumping. Perhaps the most notorious example is the Airblast. I die a little inside every time a beginner x12 gets splattered by an easily avoidable rocket. The airblast can also put out fires that are damaging your allies or push enemies away from you; unfortunately, all of these useful abilities are almost never used by beginners. All alt attacks are useful; players should learn them and use them, given the proper opportunities.

Even more annoying but no less detrimental is the abuse of alternate attacks. An x14 plopping down in the middle of the battlefield to eat a sandwich is a veritable sitting duck. A x16 running into a mob of enemies spamming needles is funny for about 2 seconds and sad for the rest of the time. Again, we have a notorious example. A x18 who does nothing but stab is wasting one of the very best weapons in the game - the almighty revolver. The fact is, all alternate attacks are alternate for a reason: they are situational. They provide useful abilities, but only in their proper situations.

The lesson here is to use alternate attacks as they should be used. It takes a bit of learning and experience, but it will improve one's game significantly.

7) Don't namedrop on forum guide posts.
It's a pretty good way to upset forumgoers, as it turns out.
« Last Edit: February 05, 2012, 12:41:52 pm by cabalier » Logged

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« Reply #1 on: February 04, 2012, 07:22:16 pm »

very nice tips. also sniper doesn't have a high learning curve.

also, if meow is that nerve-racking for you, play against heenok lululul
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« Reply #2 on: February 04, 2012, 08:00:01 pm »

very nice tips. also sniper doesn't have a high learning curve.

also, if meow is that nerve-racking for you, play against heenok lululul
This is the problem with namedropping, it turns into a whack-off fest/soapbox about/for who's friend is better

Okay guide btw
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« Reply #3 on: February 04, 2012, 08:53:51 pm »

Only thing I disagree on is the part about retreating. It's worded to discourage people who rush blindly at people, but there's also the other side of the spectrum of people who hide by the intel and never come out.
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« Reply #4 on: February 04, 2012, 09:20:28 pm »

Only thing I disagree on is the part about retreating. It's worded to discourage people who rush blindly at people, but there's also the other side of the spectrum of people who hide by the intel and never come out.
Turtles are not dynamic.
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« Reply #5 on: February 04, 2012, 10:48:59 pm »

Good guide overall. Remove the part about Meow, considering almost everyone with a well known name on these forums is equally as good at other classes. Defense is good as well, but include parts where detos lay down sticky traps and never come out, or engies who just stand still and spam.
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« Reply #6 on: February 05, 2012, 04:54:28 am »

 x19 doesn't really have a high learning curve
 x11 x13 x15 do

Also what's with the part about Meow :v
« Last Edit: February 05, 2012, 04:57:44 am by RBY » Logged
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« Reply #7 on: February 05, 2012, 05:40:39 am »

Great guide!

While you mention the airblast, could you please mention the fact that airblasts puts out fire?
There's nothing more infuriating as a medic than seeing your health drop slowly from 35 to 0 with a pyro doing nothing standing on the same point, looking at you.
The worst thing is, it happens all the time, and I know just 2/3 pyros (Furi and Meow, and rarely Trog) who actually extinguish me (as a medic) regularily.
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« Reply #8 on: February 05, 2012, 05:43:39 am »

7) Do not approach a Detonator named Meow unless you know what you're doing.
Pretty self-explanatory.
Most forumgoers here know how to deal with anybody else,but sine this is a beginner guide-
-Its still not acceptable because I can just take name "Meow" and people will fear me
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« Reply #9 on: February 05, 2012, 11:53:06 am »

How does  x19 have a high learing curve? He is pretty much point and click. However I do agree with  learning curve of the  x15 and  x18 being high.
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« Reply #10 on: February 05, 2012, 12:40:24 pm »

Post edited.

x19 replaced with x11 on Tip 1.
I initially chose the Rifleman because, in my experience at least, beginner Riflemen tend to be near useless. They stand in predictable locations, unmoving, as they fire off weak and usually inaccurate shots, not taking advantage of scope charge, until they inevitably get stabbed in the back. Perhaps "high learning curve" was a bad way to describe Riflemen, however. The x11 fits better.

I included notes on bad defense (i.e. x15 and x17 turtling) as well as some more detail into airblasting.

Finally, I removed the silly note about Meow.
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« Reply #11 on: February 05, 2012, 12:44:58 pm »

Wonderful guide!  And I have to disagree about your last post, a good rifleman can be detrimental to the enemy.  Even if your shots aren't lethal, a skilled player can cripple most enemies coming into your base (or out of theirs) and make them really, really easy kills for the rest of your team.  You won't always get a ton of points, but who else is going to have the reach to handle the Runner Luftwaffe?
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cabalier
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« Reply #12 on: February 05, 2012, 12:49:25 pm »

Wonderful guide!  And I have to disagree about your last post, a good rifleman can be detrimental to the enemy.  Even if your shots aren't lethal, a skilled player can cripple most enemies coming into your base (or out of theirs) and make them really, really easy kills for the rest of your team.  You won't always get a ton of points, but who else is going to have the reach to handle the Runner Luftwaffe?

Well, this is the case for a good Rifleman. Good Riflemen are really scary, I agree. But I'm not sure if the same applies at all to beginner Riflemen.

You have a valid point, though. A beginner x19 is probably going to be more useful than a beginner x15 or x18 at least.
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« Reply #13 on: February 05, 2012, 12:51:47 pm »

7) Don't namedrop on forum guide posts.
It's a pretty good way to upset forumgoers, as it turns out.
This is also a good way to stir up some trouble
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« Reply #14 on: February 05, 2012, 12:54:56 pm »

Wonderful guide!  And I have to disagree about your last post, a good rifleman can be detrimental to the enemy.  Even if your shots aren't lethal, a skilled player can cripple most enemies coming into your base (or out of theirs) and make them really, really easy kills for the rest of your team.  You won't always get a ton of points, but who else is going to have the reach to handle the Runner Luftwaffe?

Well, this is the case for a good Rifleman. Good Riflemen are really scary, I agree. But I'm not sure if the same applies at all to beginner Riflemen.

You have a valid point, though. A beginner x19 is probably going to be more useful than a beginner x15 or x18 at least.

Oh, whoops- I misread your post and thought you were dismissing the class in general.  You're quite right that beginners will not perform well as x19
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