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Author Topic: 1..2..3...Boom! - A Rocketman Guide  (Read 8668 times)

•̫̀●́ tr4656

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1..2..3...Boom! - A Rocketman Guide
« on: February 16, 2010, 11:30:50 pm »

:x13: :z1: A Soldier Guide :z1:  :x23:

Table of Contents
Working on it.  :z9:

Introduction


        The Soldier is a very strong class that can be good at defense and attacking if played correctly. Although not as fast as other classes, the soldier’s power and rocket jumping makes up for it. His range is quite far but the rockets do not travel as fast as bullets or stickies.


When to be a Rocketman


   There should be no more than 2 rocketman on a team. Even if both of them are incompetent or rocketspam, they still do damage and may kill a few guys. You should switch to another class.


Predictability


   Predictability is a very important skill is playing soldier well. For example, if a scout on trufort is coming to your base above you, if you can predict where he is going, you will be able to airshot him. By predicting, you need to be able to know where the enemy is heading.  

   If an enemy is coming up a stairway to meet you, shoot at the stairway entrance or just above it when he is near the top. You need to predict where the scout is heading or where he will be in a couple of seconds and aim there. If someone is coming straight at you in a narrow passage, obviously you don’t need to predict and just aim at him or his feet.

   Predicting involves quick thinking about where they are heading and will be in a couple of seconds. If they are just going straight, aim straight.  If you aren’t good at predicting, play a few games as soldier and predict where they are going and shoot there. There will be plenty of moments where you would need to predict.

   If you can’t predict, you will pretty much only to him someone in a tight passage or in a fight where the other person doesn’t jump, stands still, or is just bad.  You may hit some damage from splash but he will be able to do a lot of damage to you.


Survival


   Surviving is an important strategy for every class. The soldier is easy to die from his slow moving speed. However you can evade fire by rocketjumping. Also predictability is need for survival as well. If you see a rocket heading at your feet, jump up. You need to be able to predict where enemy fire is aiming as well. If you see rockets coming right in front, stop for a sec. Wait till the rockets hit the ground before continuing. Also shoot a rocket in the direction where enemy fire is coming from. To basically sum it up, predict where fire is coming and dodge them.

   You also need to be aware of your surroundings. If you see people dying in front from snipers, you should go out a little and shoot at the sniper and move back immediately after. Harassing should be a common tactic you use to survive or push forward.

   When playing soldier, there are 3 main types of soldiers. Each of them have different survival skills. There are offense, mid/defense, and all around.

   Offense soldier are those soldiers who attack at the enemy trying to push forward attempting to get the intel or capture a point. These soldiers often have a higher risk of dying when there is a lot of defense. What offense soldiers should do for survival is that consistently watch for enemy coming from behind and watch rockets and soldiers ahead of you. If you are low on health, don’t keep on fighting. You are much more useful your team when you’re not dead. Move back and wait for a medic or reinforcements.

   Mid/Defense soldiers are important to the team. Mid soldiers should always don’t fire until you see enemies there. In other words, turtle (camp) until enemies come. Defense soldiers should do the same things as well. Watch out for spys who try to stab you. If you see someone charging, make sure you hit them dead on because a lot of them are noobs and are easily to kill straight on. Watch out for fire though, because these people who charge (especially scouts) are holding down M1 and are spamming. Don’t get hit more than necessary. If it seems the defenders are losing, retreat back to survive and try not to die. Dying is especially bad for your team because if can make the difference between a successful or failing cap/intel. Just watch out for fire and don’t die.

   All around soldiers should follow the survival tips for both offense and mid/defense and adapt to the situation.


Airshotting/Juggling


   Airshotting is a technique where you shoot them in the air. It is easier to do it to people who are rocketjumping or sticky jumping but you can do it with any class. What you do is shoot at their feet.  If you shoot at a correct place, they should go flying up in the air. Predict where they are going to be in a few seconds and air there. You should be able to hit them in midair. I like to refer to this technique as juggling. Beware, however, that juggling uses up 2-3 ammo.  

   You can juggle people when they are in the air too. When airshotting someone, hit their feet and they will go flying up again. You can airshot them again. If you juggle them when they are on the ground and juggle in the air, this is referred to multi-juggling.

   There is really no main trick to airshotting. A lot of it is just being able to know where they are going and timing. You can perfect your airshotting skills by practice. Juggling is the same concept as airshotting except shooting at their feet in the beginning. So if you prefect your airshotting skills, juggling should be easy too. Multi-juggling needs a bit more practice because you need to be able to hit them in the feet when they are in the air which takes a bit more skill to do.

   Airshotting and juggling are techniques that show how good of a soldier you are. Bad soldiers won’t try to airshot at all. Good soldiers can sometimes airshot. Very good soldiers can juggle and airshot without missing occasionally.


Splash


   The soldier’s rockets have a large splash area. Making full use of the splash is very important. When you can’t hit people straight on, make use of splash. Thin ledges are often good places to use splash. When you are underneath a enemy, aim up at the platform they are on. They will take some damage from splash. The same concept applies when you are aiming at the wall next to them or their feet. Aiming at their feet is a good tactic to use because even if you miss a little, they will still take damage from splash.  


Medics

   If there is any sort of medic on you, make sure you defend the medic. Be a meat shield for the medic. Medics are a very important part of your team and take the damage for the medic so they can stay alive. They would heal you so you would get some of your hp back. If there is a pocket medic on you, make sure you pay attention to enemies coming from behind who would pick off the medic and leave you alone in enemy territory. Make sure you make the medic take the least amount of damage possible.  



PS:I know its kind of short right now but I'm working on adding more and more pictures.





« Last Edit: February 17, 2010, 11:51:12 pm by •̫̀●́ tr4656 »
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•̫̀●́ tr4656

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #1 on: February 16, 2010, 11:35:47 pm »

Reserve

Teekytots [PC][OG]

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #2 on: February 17, 2010, 05:56:21 am »

This is pretty nice stuff so far. Keep it up.
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Tankmen

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #3 on: February 17, 2010, 03:35:45 pm »

Try to format/space out paragraphs more, it all looks like walls and walls of text.

Good stuff, though :c1:
« Last Edit: February 17, 2010, 03:36:33 pm by Tankman »
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favicon guru

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #4 on: February 18, 2010, 02:48:12 pm »

It's a shame when a team can't break a particular defensive point they will all switch to Rocketman. And this "SKILLED PLAYERS CAN BEAT ROCKETSPAM" argument I've been hearing only works for so long as not all of us are superhuman ingame.

Nobody likes to use Rocketmen for defensive, either. If defensive means "Last point is almost capped quick go Rocketman," then yes, but in all other situations they will only be used for pure offense.
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•̫̀●́ tr4656

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #5 on: February 18, 2010, 05:28:49 pm »

It's a shame when a team can't break a particular defensive point they will all switch to Rocketman. And this "SKILLED PLAYERS CAN BEAT ROCKETSPAM" argument I've been hearing only works for so long as not all of us are superhuman ingame.

Nobody likes to use Rocketmen for defensive, either. If defensive means "Last point is almost capped quick go Rocketman," then yes, but in all other situations they will only be used for pure offense.
:cry:

shad0wst0rm

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #6 on: February 23, 2010, 07:19:51 pm »

Nobody likes to use Rocketmen for defensive, either. If defensive means "Last point is almost capped quick go Rocketman," then yes, but in all other situations they will only be used for pure offense.

Well, thats not really true. I play rocketman all the time and when the intel is constantly getting taken I usually just go and guard the intel. Also, some fail rocketmen just stand by some random hallway and spam, so that cant really be counted as offense. Just saying.
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shad0wst0rm

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #7 on: February 23, 2010, 07:20:42 pm »

BTW, nice guide.
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favicon guru

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #8 on: February 23, 2010, 08:05:07 pm »

Nobody likes to use Rocketmen for defensive, either. If defensive means "Last point is almost capped quick go Rocketman," then yes, but in all other situations they will only be used for pure offense.

Well, thats not really true. I play rocketman all the time and when the intel is constantly getting taken I usually just go and guard the intel. Also, some fail rocketmen just stand by some random hallway and spam, so that cant really be counted as offense. Just saying.
In its basest form, spam is offense.
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Chicken Soup

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #9 on: February 23, 2010, 08:58:27 pm »

I like defensive rocketman.

Anyways, if you remember S-Z's guide at all, try to include stuff that isn't in there.

•̫̀●́ tr4656

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #10 on: February 23, 2010, 10:10:37 pm »

I like defensive rocketman.

Anyways, if you remember S-Z's guide at all, try to include stuff that isn't in there.

S-Z had a guide?

CrazNoDale

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #11 on: October 26, 2010, 02:55:07 pm »

Finally.... Found a rocketmang guide  :woot:
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Gamer

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #12 on: October 26, 2010, 06:37:32 pm »

Finally.... Found a rocketmang guide  :woot:
And you had to bump it because...?
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[BBY] Anonymous[GGI]

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #13 on: October 26, 2010, 07:07:34 pm »

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CrazNoDale

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Re: 1..2..3...Boom! - A Rocketman Guide
« Reply #14 on: October 26, 2010, 08:29:26 pm »

I wanted to
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