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Author Topic: Mischievous Robot: BW's Guide to Playing Q/C Effectively [WIP]  (Read 966 times)
Smokey Joe
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« on: June 13, 2012, 12:01:34 am »

This guide is under construction. Eventually it will be updated with more sections as well as pictures to make outlined concepts easier to grasp. The utilities section is a stub currently and will be expanded on later.



INTRODUCTION

The secret character of Gang Garrison 2, selected by pressing “Q” in the class select menu, is a cameo appearance from the videogame Cave Story. If you are red, you will play as Quote, whereas blue team's version of the class will be Curly Brace. Functionally, both characters are the same in this game.

Quote and Curly Brace bring something very unique to the table in Gang Garrison 2; along with having one of the most powerful defensive functions for his left fire button (the Bubbler), his right fire button fires a stream of damaging swords that push back foes constantly (“King's Blade”). While very powerful, the blade's knockback makes Quote/Curly one of the most difficult classes to grasp on a basic level. His bubbler also doesn't block against all projectiles, and so Q/C has to come up with different ways to deal with each class, further raising the skill curve of the class.

This guide will not cover character basics or stats; this is for players who understand how Q/C works and want to enhance their game further by taking advantage of the character's toolset. For an introduction on how to play Q/C, please visit NC's Q/C 101 guide, which will tell you everything you need to know to get started with the class.

CONTENTS
Choosing the Class, General Techniques, and Utilities
Dealing with Class Encounters
Role-Specific Strategies
(reserved)
« Last Edit: June 22, 2012, 02:40:31 am by Blue Warrior » Logged

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« Reply #1 on: June 13, 2012, 12:02:20 am »

CHOOSING THE CLASS

Let's assume that you are playing GG2 in hopes of winning a match. The very first question you should be asking yourself is whether or not it's a good idea to play Q/C.

When should I play Q/C?

The best times to switch into Q/C are when you have good teammates to work with, an enemy overweight or runner that should have their bullet spam blocked, an enemy healer that your team will want to be assassinated, terrain that is ideal for you to take advantage of with your knock back, and when you will be able to get near an objective that can be captured or defended (which should be most of the time).

When should I NOT play Q/C?

Q/C does not function well as an independent class; he is easily countered and his bubbler’s usefulness is not at its full potential if Q/C isn’t guarding teammates with it. As such, you should not play Q/C if you do not have reliable teammates or are not going to be anywhere near them, and you ESPECIALLY should not be Q/C if the enemy team consists of multiple firebugs, constructors, rocketmen, and/or riflemen without teammates to help protect you against these weaknesses.

One thing I’ve also noticed is that Q/C is one of the most difficult classes to play if you have a latency > 100 ping. If you are finding it difficult to track with the blade under severe latency, try a closer server or a different class.

Firebug is the closest alternative to playing Q/C in terms of general playstyle; while you lose most of the powerful shielding and pushback abilities of Q/C’s weaponry, firebug’s long range and indirect damage/utility makes him a more independent class and less easily countered than his close quarters counterpart. Firebug is also easier to play under high latency, although reflects will be harder to accomplish.

Team Composition

There are only two true requirements a successful Q/C has as far as partner classes go: the team must have lots of class variation, and the team must have a healer. The less class stacking your team has, the less likely a certain weakness will be exploited.

The following teammates are recommended to compliment Q/C and maximize his effectiveness, in order from most important to least important:

S x16
A x12
B+ x13 x14 x15
B- x11 x18
C x17 x19
(exceptions include purely defensive situations, in which case constructor immediately skyrockets to god tier)
-

Healer actually reduces the effectiveness of Q/C’s counter classes more than one would think, as most of Q/C’s problems come from classes such as rifleman and firebug doing long term damage in spite of Q/C’s bubble shield in place. Since the medigun provides a long-term HP regeneration which negates this problem, healer is a must-have to any Q/C player who plans on participating in the battlefield. Potentially, it is powerful enough to even out a conflict against an enemy  x23 x26.

Firebug and Q/C naturally compliment each other as CQC classes and defensive utilities. Since your primary fear as Q/C is the rocketman, a competent firebug to reflect rockets at your side will help to make for a powerful barrier for the entire team. The bubbler shield will aid the firebug as well, since it will allow him to roam open environments without taking severe damage.

Although the deto is known to have problems in lots of rather typical situations, Q/C’s knock back can help to immobilize or push foes to help deto achieve maximum effectiveness, and Q/C can help keep enemies away from the detonator. Overall, deto benefits largely between this relationship.

Similarly, Q/C’s stalling and knock back ability makes it very easy for infiltrator to get reliable stabs in on key targets. Infiltrator can also dispose of an autogun, one of Q/C’s most notable weaknesses. However, infiltrator is a risky investment for a class slot, which puts him at a lower priority.



GENERAL TECHNIQUES

Before we get into the advanced and situational stuff, you'll need to understand how to use your weapon and stats for general combat situations. This sections will mostly cover blade usage and survivability.

Blade Direction
It’s all about the push. Learn to work with your blade’s knock back if you want to do well with Q/C in combat; understand when knockback is a friend, and when it is an enemy. Rushing offensively while aiming straight ahead of you, even though it will give you maximum horizontal reach, won’t likely kill your opponent as much as it will push him out. Tilting up or downwards will usually lessen the knockback, allowing you to get more damage in on your foe; tilting downwards may come naturally as it encourages jumping and won’t involve as much forward push, and tilting up can lift an opponent off the ground slightly and prevent him from jumping. If you’re directly above or below your enemy, you can also hit them upward to lift and disorient them, or you can hit them downward to suppress them and hinder their jumps. Straight vertical is usually your safest option if you have it, both because players are not used to or expecting to have to aim in those directions, and because you can almost guarantee that they will stay within your range while you're attacking them.

Try not to just aim and shoot at what you want to kill; find out how you want to knock them around and get into the position to do so.

If your goal is to kill, it’s a good idea to look at your terrain and try to pin your opponent to it so that he can’t escape and the pushback keeps him in place. Sometimes I will refrain from attacking someone even when I’m in range, just so I can get on the other side of him and push him into a place that he doesn’t want to be. This can be a good tactic for heavy classes and will usually catch them by surprise.

Ammo Conservation
One of the unique aspects of Q/C's gameplay is his unorthodox ammo overheat, which, instead of disallowing firing when low, simply causes the blades to do severely reduced damage. This gives the player a little flexibility in how to handle low-ammo situations; if he still wants to stay in the fight, he can fight in spite of his low damage and push people around all the same... or he can choose to fall back on his bubbler to let the blade recharge.

How to handle overheat in a combat situation depends on your opponent's condition as well as your own intuition. If you feel your opponent is low on ammo or health, or is sure to be killed by a teammate if you simply lock the person into place, you will probably want to keep your blade out and finish the job. On the other hand, if you think your opponent still has high health or high ammo, you may want to retreat and start pulling up a shield while your blade recovers.

Any time you are not firing your blade, you should be firing your bubbler. Your bubbler is free and has absolutely no consequences to its usage, so spam it to your heart's consent whenever you are not using your blade. Who knows; the miniscule damage it does might just kill something!

Area Denial
For your team’s sake, you should be looking to keep your enemy out of places where he doesn’t belong.

Good places to deny area from runners and infiltrators are usually chokes and small corridors where they can’t avoid running through without confrontation.

Good places to deny territory from everybody else are over crates or right next to a pit. For the former, you can stall them as they are trying to jump over the crate, and for the latter, pushing them into a pit can either kill them or force them to waste time climbing back up, putting pressure off of your team. Heavier classes usually have to make up for lost ground more slowly, which makes this method pretty effective and reliable.

Dodging/Dancing/Mindgames

Dancing, dodging, and trickery will ultimately keep Q/C alive in and out of a firefight in 1v1s, even with his high HP and bubble shield in mind. Q/C has a small hitbox, which means that he can dodge single-projectile weapons such as the rocket launcher and revolver better than most other classes. This will be a major requirement against rockets, which go through your bubbles; but it will also be useful in close range conflicts, where you are no longer protected by your bubble shield. Jump only when you need to jump. Read your opponents or watch the projectile so that you don’t accidentally jump into a mis-aimed rocket. Moving left or right as necessary can also help you position yourself to where you will be able to avoid heavy damage from an oncoming shot.

Q/C “dances” sort of backwards compared to the runner. Moving all around the opponent is certainly involved, but Q/C is also responsible for moving the target itself around, which can be even more disorienting. Making use of upward, downward, and sideways knock back will help you be as unpredictable as possible while slaughtering your opponent.

As far as mind games go, you essentially want to avoid damage by tricking your enemy into thinking you’re going to do something that you actually aren’t going to do. This applies against most classes, but is most crucial against the rocketman and rifleman, who hit hard and pierce bubbles, yet have heavy reloading requirements (and hence have more easily exploitable downtime).



COMMON UTILITIES

So, we've been over the idea that Q/C is a team oriented class. What will most of his team roles consist of?

Damage Sponging

The most common and the easiest application for a Q/C is to block damage for his team using the bubbler as a shield. This is most useful when the enemy team has lots of overweights, runners, constructors, or infiltrators gunning at your team. It's good to think of this as kind of like armor or a situational overheal -- although you can't heal wounds like the medic, you can help relieve pressure from your team, which may allow them to outlast the enemy team and push forward.

Area Denial

The blade is most known for its constant stream of knockback, and this can be used to force an enemy into a bad position or away from a point of interest. The best example of this is koth_corinth, where the control point sits on a hanging platform and people can easily fall down to lower ground if pushed off. Using the blade for its pushback here won't likely kill a foe, but if they fall down the platform it will be a long climb back up, which can buy time for your team to capture the point or recover from an attack. CTF is another good example, where Q/C can prevent runners and infiltrators from touching the intelligence with his blade's knockback, or suppress a flagrunner from reaching their destination.

Flanking

Q/C is a good flanking class due to his high speed, good protection against bullet damage, and potentially high reward for surrounding an enemy. Ambushing an enemy from behind can divert the enemy's attention or force them to be pushed into the enemy team due to your blade's movement controlling ability.

Enemy Healer Pressuring

Q/C can use his blade to put pressure on an enemy medic. One good way of doing so is by getting inside the gap between an enemy healer and his buddy, in which you can use the blade to try to split them apart. This puts them in a very bad position for your team; if you successfully separate them, it leaves your opponents more vulnerable, but if they resist, they will effectively be trapped in place and forced to take constant damage from you.
« Last Edit: June 22, 2012, 03:06:57 am by Blue Warrior » Logged

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« Reply #2 on: June 13, 2012, 12:03:45 am »

DEALING WITH CLASS ENCOUNTERS

Normally you'd leave something like this section toward the end of a tutorial, but class-specific instances play a huge role in Q/C gameplay. While you're reading, I think your next priority should be to understand how you should deathmatch each opponent and what you can do in a team-based situation when certain foes come up. Afterwards we'll go over roles and what Q/C should be doing long term in a single match.



 x21 A balanced match-up. Because the runner has a faster speed than you, he controls the terms of engagement. However, your bubbler should shield pretty well against his ranged scatter fire, so he has to get inside your radius in order to do any serious damage. Your success in a 1-on-1 battle will be determined by how well you can protect yourself from his heckling and how well you can hit him with your blades. You should try to use terrain to your advantage; if you can get slightly above him, you can make his double jump less effective. Controlling an objective can usually give you the advantage, and if you are denying area near a choke point or narrow corridor, the runner will have to take serious damage from you in order to engage in a battle, so this may force him to retreat.



 x22 Mostly balanced match-up, but very tricky if you are not familiar with it. The firebug's flares will be blocked by your bubbles, but the flames go right through, meaning that this is ultimately a close combat battle. Not only is the range of the blade and flamethrower equal, but each class's potential damage per second is roughly the same (around 100 dps); the difference between the two classes in this case is that Q/C can take advantage of streamed knockback and 20 more HP, while the firebug can easily compete by using his afterburn and his airblast's burst-type knockback and disruption ability.

If the two of you want each other dead, the most important thing for Q/C to remember is that he CANNOT let the firebug abuse afterburn by attacking and running away. If this happens, the firebug will win for certain. If you engage in close quarters, you must stay in there for the entire duration and kill the firebug as fast as possible. Taking advantage of a corner to pin him down will help put things in your favor. If the firebug is intelligent, he will try to use his airblast to get out of bad situations; be prepared for this if you think you're going against a high-level firebug and only engage in situations where you know the firebug can't escape. The airblast also has a slight stun to it, and this can be very dangerous to you if you are trying to get away from a firebug.

The firebug is only barely faster than Q/C, so it isn't that difficult to avoid conflict. If you are trying to avoid conflict or taking damage but he is still coming after you, you should try to exploit your blade's max range to keep the flames from doing any notable damage to you. If you are at a stand-still, you can use forward running momentum to slightly increase the blade's range and take potshots at the firebug; be sure to shield with your bubbles during dry periods to make sure he doesn't try and flare you.

If you have a healer on you, this match-up will turn on its head. Your bubble shield and health regeneration will make all of the firebug's attempts at inflicting damage-over-time useless, and you can easily protect your healer from a direct attack due to knockback. You have nearly complete control over a close quarters conflict, so a healed Q/C is not good news for the firebug even if he also has a healer.



 x23 Rocketman is one of the primary threats to Q/C's existence since his rockets go completely through bubbles. This means that if the enemy team wants to bypass your damage-sponging abilities, all they have to do is get one of these guys to pierce through your shield. If you don't want this to happen, you should pair up with a respectable firebug so that he can reflect the rockets away. Otherwise, you're forced to either bite 55 damage per rocket or let the projectiles hit your team. I normally recommend the former since you have more health than most classes; sponging the damage will make you less of a liability to your team in this situation, even if you don't have the bubbles to help you.

In a 1-on-1 direct conflict, your survivability is tied to your ability to dodge projectiles. You have a rather small hitbox, so you can dodge rockets more easily than most classes; watch where the rocketman is aiming, move left or right accordingly, decide whether you should or shouldn't jump to dodge mis-aimed rockets, and overall be very unpredictable so he has to partially guess in closer conflicts. When approaching, do NOT get hit by a single rocket until you are in a position where you can do some damage. It does take three full direct hits to kill you of course, but even getting hit by splash can stun your movement and can prevent you from closing distance quickly enough or dodging another explosion. If the rocketman runs out of ammo yet your health is still peachy and you're in range, you are at a clear advantage; just wail on him and don't back down until the soldier is dead.

If you are trying to flank a rocket/healer pair, low ammo is also the best time to get between them. Rocketman is rather bad at protecting his medic when he's low on rockets, so this is an ideal opportunity to do some damage on them.



 x24 1-v-1's are not recommended against overweights unless you have a healer supporting you. Otherwise fall back or wait for support.

That being said, in a team-based situation, Q/C is one of the best tools to use against the overweight due to his ability to sponge damage. On top of that, if you're able to get behind the overweight for your team, the blade's knockback can push him into your team and put him in an extremely bad position that he can't recover from. You can also push him away from your team if he happens to be too close, but you should take care to fall back once you've pushed him far enough away, because the overweight does 33% more damage per second than you, and you won't survive a prolonged conflict unless he's low on ammo.



 x25 Very easy to neutralize. Bubbles reflect stickies, so his only real attacks are suicide point blank conflicts or grounded traps, which are typically easy to avoid taking damage against. I can't think of any strategies to speak of that aren't already obvious to most people, so we'll just move on.



x26 In a team-based situation, it is good to have a Q/C around to potentially counter the healer. I've already mentioned how you can get between a healer and his patient to split them up or assassinate one of them; what Q/C is also good for is stalling an uber. You won't do any damage of course, but by holding them in place with your knockback, you will be saving your team a lot of trouble, so you should definitely stall the uber if you have the chance to get close to them.

If you're fighting a lone healer who is playing passive-aggressively with his needles, you shouldn't keep running after him unless you've got him up against a wall, otherwise his health regeneration will keep him in shape and he will whittle away your health. If you have him trapped against a wall or teammate, then he's easily dealt with.

Before an Enemy Uber
After an Enemy Uber
Quote is suppressing the rocketman in the first screenshot by continuously shooting blades downward. This screws up the rocketman's aim and prevents him from advancing toward the red team. Afterwards, there is only one red casualty and the team hasn't lost any ground; Quote and his healer are now ready to counter with their own uber.



 x27 Another one of the big threats to Q/C, the constructor himself isn't that hard to kill or defend against; the autogun, however, is a gigantic roadblock for Q/C and will stop you in your tracks if you don't have some sort of support to cover your weaknesses.

It may go without saying, but you shouldn't approach a constructor if he has an autogun set up in a good spot. That is officially his territory and the most you could do in that situation is damage one thing and get killed by the other. If you have a healer on you, you may have some success with a rushdown, but it's not guaranteed. In any case, it's often better to leave well-guarded objectives to your overweights, detonators, and rocketmen to dispose of.

More complicated is a constructor that engages you on neutral ground, but plops down an autogun just before doing so. If the autogun hasn't had any time to build, you can slice the autogun easily with a couple swords; otherwise it will regenerate indefinitely and you will be wasting precious time and energy trying to slay it while the constructor shoots at you. Shoot the constructor instead and try to take him out, then go for the autogun and jump up and down on it to exploit its blindspot.

If it's too late to run and the autogun is already built while foes are around you, you have the final option of standing up and down on the autogun and trying to combat whatever threats are coming your way. Push foes you can't deal with out of your way, bubble up if they're trying to attack you from long range, then if it seems safe go ahead and take out the autogun. It's rare that you'll survive a firefight in this bad of a position, but on the other hand, good prioritization might just save your life, so give it a shot.

In team-oriented situations where each of you has support, the match-up is a lot more rounded. Any ranged class is good for dealing with an out-of-reach autogun, and you can easily defend against the constructor himself. Cooperate with your teammates so you can use each other's strengths to overcome the constructor and his partners.



x28 Almost as easy to deal with as the detonator, the infiltrator does pose SOME threat if he catches you off guard in some way. If you understand your tools and how the infiltrator works, however, you can easily negate him in any way you feel necessary.

The knockback on your swords is your foremost tool against them; it prevents them from tagging the intelligence and allows you to save people from being stabbed. The bubbler is also extremely useful as it does a damn good job of shutting down revolver fire, and the bubbles will pop if an infiltrator runs through them, making it an extremely reliable close range spy-checking tool. While runner and firebug are also good at spy-checking or spy-hunting, Q/C is the most effective at shutting down the infiltrator completely if played right.

A defensive Quote has his bubbles lined up in the only direction infiltrators are able to approach the intel from.
The bubbles will pop if any enemy passes through them, including cloaked spies.



 x29 The last of the three big threats, the rifleman hits hard and has unlimited range hitscan fire; your bubbler won't do a thing to stop the bullet. Bad riflemen will probably miss frequently due to your small stature and your ability to abuse knockback, but if their aim is tight and consistent, this match-up can be a nightmare.

For 1v1's, never ever expose yourself to an enemy rifleman unless you're in a good position to trap and kill them. If they hit you with a fully charged shot, all that's necessary is to hit you with two more uncharged shots, in which case you're pretty much fucked if you're not in close range yet. Switch classes if it keeps coming down to this, because Q/C simply does not have the advantage when going solo against a rifleman.

Thankfully, having a healer on board helps negate a lot of the damage a rifleman will do over time, and teammates are a good way to distract him from you, so the rifleman is only a real threat if you're low on support. Stick with your team and you will be able to deal with the rifleman at your own leisure.



 curly Quote versus Curly mirror matches will offer different experiences based on the terrain and skill level of your opponent. Bubbles won't have much effect here, so this match-up is all about swordsplay.

Bad Q/C's will be identifiable right on the spot; typically they'll rush at you and you can just jump and shoot down or diagonal at them. If the Q/C player knows what he/she is doing, this match-up can tend to wind up very long and campy as both players try to exploit their max range and take potshots at each other. If one player happens to be up against a wall, the other will have the advantage since now the trapped player is easy to hit and can't abuse his/her mobility.

The affect of Quote versus Curly in group-based situations hasn't been analyzed closely enough so far. I can't really comment on the mirror match farther on this, although I'm sure the metagame will deepen if more Q/C mains rise up and start facing each other.
« Last Edit: June 14, 2012, 12:03:59 am by Blue Warrior » Logged

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« Reply #3 on: June 13, 2012, 12:04:13 am »

HOW TO FILL SPECIFIC ROLES PROPERLY

Q/C is flexible and multipurpose. Depending on the game mode and team layout, you should assume a responsibility to be credit to your team; which role exactly this is will depend on the game type and your team's situation. Creative usage of your blade is important here, so here's an assortment of tips and tricks that will help you serve your team as well as possible.



Intel Defender

One of the most basic and least demanding roles, it is also one of the roles with the most depth; Q/C is well-built to defend the intel from a variety of common threats depending on the situation of the intel and the layout of the terrain.

It is important to remember that you cannot chase intel defenders as Q/C, due to your short range and knockback. Whichever way you decide to defend the intel, you have to ensure that they will not be able to get past you.

Q/C works well as a solo defender when infiltrators and runners are most expected, especially if there are corridors or heavy platforming that each enemy has to work through to grab the intel. Q/C can also serve to support a friendly constructor who is defending the intel with his autogun, as Q/C can deter common threats such as infiltrators and detonators. Q/C is also useful for helping defend an intel that has been dragged out of the base, but doing so can be a lot more difficult and requires proper forethought.

Let's go through some example situations so you can get an idea for how each defensive strategy works out.



In this ctf_2dfort situation, Quote trusts that he can stop all intruders before they reach the intel, so he is prepared to defend against infiltrators and runners simultaneously here. The bubble shield is positioned to where it will detect any incoming spies; any runners that attempt to flank through the corridor path can be blocked off easily by Quote's blade. This defense is designed for your typical pub, which commonly consists of infiltrators and runners who will try to get an easy cap in for their team. Quote should be able to hold off a stronger opponent indefinitely or kill them with his blade due to the way the terrain is laid out, as well as the fact that the opponent has probably lost some health on the way over.

Since this is a one-man defense, certain enemies can be used to counter Quote and reach the intel, or Quote can be outnumbered. The most common threats for this kind of environment are runners and infiltrators however, which makes this a good short-term defense and a deterrent to “jellonixon” capping. Ubers are also not expected in this low of a skill environment, but if an enemy healer combo appears, Quote will have trouble dealing with it, in which a partner will be needed to help Quote defend the intel.



This is an impromptu defense much later in the game. Quote is preventing foes from reaching the intel through the lower path. If the constructor's autogun were faced the other way, it could more easily defend against runners taking the bridge/battlements route, which Quote cannot currently reach in time.



This is a special situation in ctf_truefort where the intelligence probably will not return to the base. Quote is turning a lemon into lemonade by pushing the intelligence farther down the sewers whenever it is touched by the enemy. This is a good stalling method and will buy other teammates a lot of time to retrieve the enemy intel, even if eventually the enemy team kills you in order to grab your team's intelligence.

You can also apply this technique in a different fashion for less bleak scenarios, where you first push the intel in a choke or dead end, then take a position where your blade knockback will push people away from the intel to let it return to base.



This is a stable two-man defense on ctf_orange. The constructor and his autogun are positioned to deal with threats coming from down below and spy-check the current floor; Quote's bubbler can spy-check radially the lower and upper floors to detect infiltrators ahead of time, and runners appearing from the left or top can easily be pushed leftward or downward to suppress them from reaching the intel. Enemy riflemen may be a problem since they can shoot through the window, but every other threat is accounted for in this setup through sheer power, tanking ability, spy detection, or knockback to push enemies down to a lower floor.



Intel Assault

Q/C is not great at grabbing the intel when it is heavily guarded with autoguns and the like. However, if he or his teammates manage to grab the intel, there is almost no hope in the enemy getting it back.



Quote is fleeing the scene by the skin of his life in the first screenshot. He dies shortly afterward, but the bubbler's defenses allowed him to travel far enough that he and his team can easily help to finish the cap, as shown in the second screenshot.

Q/C tends to play a support/defensive role in a team assault scenario. For lightning offenses, fast classes such as firebug, runner, and infiltrator are recommended partners. To break strong defenses, healer, rocketmen, and detonator are preferred, although overweight is also a helpful proponent.



In this shot, grabbing the intel with the runner and using Quote and firebug as backup gives red team a likely chance of capturing the intel at this point unless blue coordinates a full-team defense.



Control Point Dominance

In King of the Hill and Arena, usually your primary responsibility should be to keep the enemy team off of the point. Most maps are laid out to where the control point is floating on a platform or segregated by crates or other tall barriers; by using your blade's knockback, you can keep them on the other side of those barriers or push them into a pit which they will have to climb back from, giving you more time to dominate the point while your team has a minute to heal up or reload.



An intense KOTH match between two buzzing teams. Blue team is loaded with power classes and also has a healer, but by avoiding damage with the bubble shield and knocking the heavier classes down the pits, a lot of pressure is relieved from the red team and the red timer is unimpeded.
« Last Edit: June 13, 2012, 11:57:44 pm by Blue Warrior » Logged

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« Reply #4 on: June 13, 2012, 12:04:45 am »

last reserved
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« Reply #5 on: June 13, 2012, 12:33:07 am »

4 reserve posts? you have enough content for 125000 characters?
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« Reply #6 on: June 13, 2012, 12:40:18 am »

Probably not, I may end up deleting one or two later. They're there depending on how I expect to organize my sections.
« Last Edit: June 13, 2012, 12:40:54 am by Blue Warrior » Logged

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« Reply #7 on: June 13, 2012, 11:53:16 pm »

Updated with formatting, images, and an incomplete section
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« Reply #8 on: June 14, 2012, 06:34:28 pm »

needs a guide on DM and when to break out of the modes and start dancing like a scout
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« Reply #9 on: June 14, 2012, 06:37:23 pm »

I plan to get to general combat techniques soon, which will cover bubble and blade usage, ammo/time management, and dodging/dancing/mindgames
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« Reply #10 on: June 15, 2012, 08:56:12 am »

Looking forward to reading this
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« Reply #11 on: June 17, 2012, 05:43:33 am »

the autogun, however, is a gigantic roadblock for Q/C and will stop you in your tracks if you don't have some sort of support to cover your weaknesses
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« Reply #12 on: June 22, 2012, 02:41:37 am »

Updated the general section. Sorely lacking in visual aid, but I will get to that hopefully soon.
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« Reply #13 on: August 03, 2012, 01:13:13 pm »

One thing I've found to be very useful is standing a few feet away from an Autogun (to prevent an Infiltrator stabbing you and the gun at the same time) and putting up a bubble shield to defend it. This keeps all classes except Rocketmen, Riflemen, and Firebugs from attacking the Autogun, and, of course, the distinctly Infiltrator-shaped gap in the bubbles is still a factor.
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