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6.0 SKILLS
6.1 CROUCH: Crouching minimizes the enemy?s target and improves the accuracy of your weapon by diminishing recoil.
6.2 PRONE: Prone is simply lying on the ground. This minimizes the enemy?s target further and improves the accuracy of your weapon by minimizing recoil. This also makes it difficult to avoid enemies and grenades.
6.3 CREEP: Moving while crouching. This gives you the benefits of crouching while reducing your movement speed.
6.4 CRAWL: Moving while prone. While crawling you cannot fire your weapon, with the exception of snipers while scoped. This can be useful for moving into an area that the enemy is actively defending or to sneak into a position that allows you to fire on them.
6.5 STRAFE: Strafing is firing or moving left to right while facing same direction. For example, when confronted with an enemy, without moving forward and backward, you move while firing left to right while facing the enemy.
6.6 STRAFE PEEK: When at a blind corner, use the strafe without shooting to quickly move past the corner and back into cover to see if an enemy is present. This technique is commonly used to determine whether a machine gunner is deployed or a sniper is in position before advancing. Think: is the coast clear?
6.7 BLIND FIRE: If you suspect the enemy might be around a blind corner, begin firing before and as you move out into the open in anticipation that an enemy may be there. This can give you a slight initiative over an opponent. This also wastes ammo if the coast is clear, alerts the enemy to your presence and forces you to reload, so use sparingly. I use this technique on the map Kalt. When my team has captured the bridge and the other team is stacking up just around the corner waiting to attack, I will blind fire on them assuming that one or two enemies will be there. This works well against scoped snipers in close-combat situations also.
6.8 SLOW CROUCH-PEEK: As in the jump-crouch-shoot technique, the slow crouch-peek can be utilized to attack around corners. While holding the crouch button, aim your weapon at head level and slowly creep around the corner ready to fire on any enemies that await. This technique is beneficial because you?re already in a stable and accurate firing position, as opposed to an enemy that may be rushing at the time you peek around the corner.
6.9 JUMP: Jump into the air and onto or over obstacles.
6.10 JUMP-CROUCH: This technique allows you to reach places that cannot be reached by jumping alone. Press the jump button, then while in midair, press and hold the crouch button. This allows you to jump onto things like boxes, ledges, barrels and other surfaces.
6.11 JUMP-CROUCH-SHOOT: As you near a blind corner while moving forward, just before moving past it, you jump (or sprint and jump) past the corner into the open, then land in a crouching position. This technique is commonly used in the sewers in the map Kalt since there are so many blind corners with the potential of an enemy behind each one. By performing this maneuver it can not only surprise an enemy, but it makes you more difficult to hit.
6.12 RUSH: Simply move forward in a not-stop Rambo-like fashion, covering as much ground as possible, dispatching enemies head-on as they come.
6.13 RETREAT: Sometimes it?s just better to run. In cases where you find too many enemies, or a deployed machine gun, or your hit points are critically low you may need to run. If you believe the enemy is chasing you, try to prime a grenade and throw it behind you for the enemy to run into or pull out your sidearm and face backwards as you run in the opposite direction.
6.14 RUSH-RETREAT: There are many circumstances that you may need briefly retreat from an enemy. For example; they might be better positioned than you, or you might have just unloaded your clip on another enemy and a new one comes around the corner, or you pop around the corner with a primed grenade in your hand and find an enemy a few feet away. When you see an enemy and need to take cover, let?s say to reload your weapon, retreat around a corner. Your enemy?s natural instinct will be to chase you as he thinks you?re trying to escape. Before he gets the chance, immediately rush back around the corner after retreating and blind fire on him as you pass the corner. This passive / aggressive move works quite well in this situation. If the reason you had to retreat was that you ran out of ammo you won?t have time to reload, so pull out your sidearm and rush him.
6.15 SHOOTING / AIMING: Every weapon is different but for the most part there are some basics. When using any automatic weapon the recoil of the gun will make your barrel want to rise into the air. For more accuracy you need to counteract that tendency by compensating for it. What I mean is that as you fire you need to drag your mouse downwards at the approximate speed that the recoil is trying to push it up. The closer you match the recoil, the steadier your aim while firing will be. Also, and I have a problem with this sometimes, AIM FOR THE HEAD. Nothing will bring an enemy down faster than hitting him in the head. Not only aim for the head when you see an enemy, but as you?re crouching, prone and rushing around, have your crosshair at the approximate height that an enemy?s head would be if one were standing in front of you. This gives you an initiative over an enemy who does not apply this technique. This is also very helpful for snipers and machine gunners. When I play MG class and I?m watching a corner that I expect enemies to attack from, I aim at the spot they should appear and I aim for where I think there head should be.
6.16 RELOADING: The primary concerns here are when and where you choose to reload. Reloading at inappropriate times or places can get you killed. Conversely, not reloading when you should have can find you back at spawn just as easily. Make sure you reload where you have some cover, not out in the open and reload when you have time to do so, such as when another teammate is nearby to provide cover. Sometimes it?s a good idea to retreat a little while reloading to give you more time and distance from the enemy. Machine gunners would be wise to wait for some teammates to pass by to provide cover before reloading their weapon. If you don?t have time to reload and other enemies are present, pull out your trusty sidearm (in extreme cases your knife, shovel or fist) and dispatch them. If I have adequate cover and I only expend a few bullets to kill an enemy, I will reload anyway before advancing, even though I probably have enough bullets to kill another enemy you never know what you?ll face because you might run into two enemies instead of one and that full clip might have meant all the difference. Always roll with a full clip if possible.
6.17 SIDEARM: Most sidearms are pistols. Make no mistake, these are great weapons and have saved me many times. Make sure your keyboard is set up so that you can switch to it easily. In cases where you?re up against an enemy that still has their primary weapon, it?s important to fire extremely rapidly as you won?t have much time before they kill you. This of course reduces accuracy but it also reloads quickly. If you are moving about as a rocket or machine gunner it is critical that you do so while holding your sidearm or secondary weapon. There have been many times I have saved myself with the pistol while playing MG class as I moved to a position on the map
6.18 KNIFE-FIST-SHOVEL: As a novice player these shouldn?t be of much concern to you unless they are being used against you because you were camping
. Using these weapons usually requires some advanced skill, but if you get the opportunity by all means use them. In certain cases, say when my primary weapon runs out of ammo and I?ve emptied the clip in my pistol, I have finished off an enemy with one of these hand to hand combat weapons. In addition to my cycle weapons key, I set up an easy to reach key just for switching to my hand-to-hand weapon quickly.
6.19 GRENADES: There are two basic types of grenades. The hand-held, self primed grenades and the rocket propelled grenades. The standard grenade involves pulling the pin and throwing the grenade. The RPG is fired from the Garand and K98 rifles. Both grenades have fuses or timers. The standard grenade is self-primed where the RPG has a pre-set fuse. When you go to throw a grenade and pull the pin you can hold the button down allowing you to hold onto it while the fuse is counting down, this is called ?priming? the grenade. This allows you to effectively shorten the fuse, which gives the enemy you?re throwing it at less time to escape before it explodes. Hold onto it for too long however and you?ll be your own grenade magnet. Make no mistake, this takes some practice to be able to hold onto a grenade long enough for it to explode upon impact without blowing yourself up in the process. Maybe some people count it down, but I just use a sort of ?gut feeling? as to when I need to throw it, but do whatever works best for you. If you don?t prime your grenades then more often than not the enemy will have ample time to escape, or worse, they use their action button to pick it up and throw it back at you! If you want to throw your grenade a far distance then you don?t want to prime it much if at all as it will detonate prematurely before reaching it?s destination. Also, for more distance, arc your throw higher in the air (point up). For maximum distance, do not prime your grenade, start moving forward, jump into the air, then throw your grenade making sure to put a good arc on it. You might be surprised at just how far you can throw a grenade. As for RPG?s, since their fuse is pre-set they are a bit trickier to work with. When fired from the rifle they can go a great distance. If you fire it a short distance it will hit an object, lay there, and blow up long after your enemies have escaped. You can compensate for this somewhat by aiming very high or by making it hit walls or buildings effectively increasing the amount of time it?s in play before it drops and explodes. RPG?s can also be thrown by hand but it takes some skill. Shoot your RPG straight down into the ground in front of you. Quickly, use your action/use item button to pick it up, then use your shoot button to throw it. Be mindful of the fact that this must be done with precision. If you shoot it too far away or miss picking it up it?s best to run away before it explodes and try again.
6.20 LADDER-CLIMB-CROUCH: Normally when you climb a ladder, upon reaching the top, your player will launch into the air prior to landing making you vulnerable to any enemies that lay in wait. By holding the crouch button while climbing the ladder you avoid going airborne and you will stop at ground level instead. This technique is especially useful for the sewers in the map Kalt.
6.21 LADDER DISMOUNT: While descending a ladder, when about 1/3 to 1/2 of the way down, press the jump button. This will cause you to dismount the ladder and fall the rest of the way. This not only makes getting down faster, but it leaves you less vulnerable than if you stayed on the ladder all the way down, especially if there is an enemy waiting for you. If you start up or down a ladder and an enemy is coming down or up at the same time, using this technique also allows you to fire your weapon so you can dispatch them before proceeding. Take note, if you fall the entire distance or jump too early you will sustain damage.
6.22 STRAFE-SCOPE: This pertains to the sniper class. At a blind corner, rather than scoping your rifle then slowly edging around the corner, instead scope while simultaneously strafing past the corner. This will allow you to scope slightly faster while surprising enemies that are fixated on the edge of the corner they expected you to creep from. This is an excellent technique for a rushing sniper and should be mastered.
6.23 PRONE-DEPLOY: This technique pertains to the machine gun class. When going into the prone position, activate the right click deploy button just before you are completely prone. This speeds up your deployment time allowing you to fire sooner.
6.24 PRONE-RETREAT: This is also for the machine gunner. As an MG, once the enemy knows where you are deployed they will begin to barrage you with grenades. As you see a grenade coming your way, quickly and fluidly right click to un-deploy, stand up and run. This occurs almost in the same motion as you have little time to escape a grenade. This takes some practice and is partially dependent on how your keyboard commands are set up. Mastering this technique can save you many deaths as a machine gunner. Note that enemies will often rush in when this occurs so be ready to pull out your pistol and defend yourself until you can re-deploy.
6.0 SKILLS
6.1 CROUCH: Crouching minimizes the enemy?s target and improves the accuracy of your weapon by diminishing recoil.
6.2 PRONE: Prone is simply lying on the ground. This minimizes the enemy?s target further and improves the accuracy of your weapon by minimizing recoil. This also makes it difficult to avoid enemies and grenades.
6.3 CREEP: Moving while crouching. This gives you the benefits of crouching while reducing your movement speed.
6.4 CRAWL: Moving while prone. While crawling you cannot fire your weapon, with the exception of snipers while scoped. This can be useful for moving into an area that the enemy is actively defending or to sneak into a position that allows you to fire on them.
6.5 STRAFE: Strafing is firing or moving left to right while facing same direction. For example, when confronted with an enemy, without moving forward and backward, you move while firing left to right while facing the enemy.
6.6 STRAFE PEEK: When at a blind corner, use the strafe without shooting to quickly move past the corner and back into cover to see if an enemy is present. This technique is commonly used to determine whether a machine gunner is deployed or a sniper is in position before advancing. Think: is the coast clear?
6.7 BLIND FIRE: If you suspect the enemy might be around a blind corner, begin firing before and as you move out into the open in anticipation that an enemy may be there. This can give you a slight initiative over an opponent. This also wastes ammo if the coast is clear, alerts the enemy to your presence and forces you to reload, so use sparingly. I use this technique on the map Kalt. When my team has captured the bridge and the other team is stacking up just around the corner waiting to attack, I will blind fire on them assuming that one or two enemies will be there. This works well against scoped snipers in close-combat situations also.
6.8 SLOW CROUCH-PEEK: As in the jump-crouch-shoot technique, the slow crouch-peek can be utilized to attack around corners. While holding the crouch button, aim your weapon at head level and slowly creep around the corner ready to fire on any enemies that await. This technique is beneficial because you?re already in a stable and accurate firing position, as opposed to an enemy that may be rushing at the time you peek around the corner.
6.9 JUMP: Jump into the air and onto or over obstacles.
6.10 JUMP-CROUCH: This technique allows you to reach places that cannot be reached by jumping alone. Press the jump button, then while in midair, press and hold the crouch button. This allows you to jump onto things like boxes, ledges, barrels and other surfaces.
6.11 JUMP-CROUCH-SHOOT: As you near a blind corner while moving forward, just before moving past it, you jump (or sprint and jump) past the corner into the open, then land in a crouching position. This technique is commonly used in the sewers in the map Kalt since there are so many blind corners with the potential of an enemy behind each one. By performing this maneuver it can not only surprise an enemy, but it makes you more difficult to hit.
6.12 RUSH: Simply move forward in a not-stop Rambo-like fashion, covering as much ground as possible, dispatching enemies head-on as they come.
6.13 RETREAT: Sometimes it?s just better to run. In cases where you find too many enemies, or a deployed machine gun, or your hit points are critically low you may need to run. If you believe the enemy is chasing you, try to prime a grenade and throw it behind you for the enemy to run into or pull out your sidearm and face backwards as you run in the opposite direction.
6.14 RUSH-RETREAT: There are many circumstances that you may need briefly retreat from an enemy. For example; they might be better positioned than you, or you might have just unloaded your clip on another enemy and a new one comes around the corner, or you pop around the corner with a primed grenade in your hand and find an enemy a few feet away. When you see an enemy and need to take cover, let?s say to reload your weapon, retreat around a corner. Your enemy?s natural instinct will be to chase you as he thinks you?re trying to escape. Before he gets the chance, immediately rush back around the corner after retreating and blind fire on him as you pass the corner. This passive / aggressive move works quite well in this situation. If the reason you had to retreat was that you ran out of ammo you won?t have time to reload, so pull out your sidearm and rush him.
6.15 SHOOTING / AIMING: Every weapon is different but for the most part there are some basics. When using any automatic weapon the recoil of the gun will make your barrel want to rise into the air. For more accuracy you need to counteract that tendency by compensating for it. What I mean is that as you fire you need to drag your mouse downwards at the approximate speed that the recoil is trying to push it up. The closer you match the recoil, the steadier your aim while firing will be. Also, and I have a problem with this sometimes, AIM FOR THE HEAD. Nothing will bring an enemy down faster than hitting him in the head. Not only aim for the head when you see an enemy, but as you?re crouching, prone and rushing around, have your crosshair at the approximate height that an enemy?s head would be if one were standing in front of you. This gives you an initiative over an enemy who does not apply this technique. This is also very helpful for snipers and machine gunners. When I play MG class and I?m watching a corner that I expect enemies to attack from, I aim at the spot they should appear and I aim for where I think there head should be.
6.16 RELOADING: The primary concerns here are when and where you choose to reload. Reloading at inappropriate times or places can get you killed. Conversely, not reloading when you should have can find you back at spawn just as easily. Make sure you reload where you have some cover, not out in the open and reload when you have time to do so, such as when another teammate is nearby to provide cover. Sometimes it?s a good idea to retreat a little while reloading to give you more time and distance from the enemy. Machine gunners would be wise to wait for some teammates to pass by to provide cover before reloading their weapon. If you don?t have time to reload and other enemies are present, pull out your trusty sidearm (in extreme cases your knife, shovel or fist) and dispatch them. If I have adequate cover and I only expend a few bullets to kill an enemy, I will reload anyway before advancing, even though I probably have enough bullets to kill another enemy you never know what you?ll face because you might run into two enemies instead of one and that full clip might have meant all the difference. Always roll with a full clip if possible.
6.17 SIDEARM: Most sidearms are pistols. Make no mistake, these are great weapons and have saved me many times. Make sure your keyboard is set up so that you can switch to it easily. In cases where you?re up against an enemy that still has their primary weapon, it?s important to fire extremely rapidly as you won?t have much time before they kill you. This of course reduces accuracy but it also reloads quickly. If you are moving about as a rocket or machine gunner it is critical that you do so while holding your sidearm or secondary weapon. There have been many times I have saved myself with the pistol while playing MG class as I moved to a position on the map
6.18 KNIFE-FIST-SHOVEL: As a novice player these shouldn?t be of much concern to you unless they are being used against you because you were camping
. Using these weapons usually requires some advanced skill, but if you get the opportunity by all means use them. In certain cases, say when my primary weapon runs out of ammo and I?ve emptied the clip in my pistol, I have finished off an enemy with one of these hand to hand combat weapons. In addition to my cycle weapons key, I set up an easy to reach key just for switching to my hand-to-hand weapon quickly. 6.19 GRENADES: There are two basic types of grenades. The hand-held, self primed grenades and the rocket propelled grenades. The standard grenade involves pulling the pin and throwing the grenade. The RPG is fired from the Garand and K98 rifles. Both grenades have fuses or timers. The standard grenade is self-primed where the RPG has a pre-set fuse. When you go to throw a grenade and pull the pin you can hold the button down allowing you to hold onto it while the fuse is counting down, this is called ?priming? the grenade. This allows you to effectively shorten the fuse, which gives the enemy you?re throwing it at less time to escape before it explodes. Hold onto it for too long however and you?ll be your own grenade magnet. Make no mistake, this takes some practice to be able to hold onto a grenade long enough for it to explode upon impact without blowing yourself up in the process. Maybe some people count it down, but I just use a sort of ?gut feeling? as to when I need to throw it, but do whatever works best for you. If you don?t prime your grenades then more often than not the enemy will have ample time to escape, or worse, they use their action button to pick it up and throw it back at you! If you want to throw your grenade a far distance then you don?t want to prime it much if at all as it will detonate prematurely before reaching it?s destination. Also, for more distance, arc your throw higher in the air (point up). For maximum distance, do not prime your grenade, start moving forward, jump into the air, then throw your grenade making sure to put a good arc on it. You might be surprised at just how far you can throw a grenade. As for RPG?s, since their fuse is pre-set they are a bit trickier to work with. When fired from the rifle they can go a great distance. If you fire it a short distance it will hit an object, lay there, and blow up long after your enemies have escaped. You can compensate for this somewhat by aiming very high or by making it hit walls or buildings effectively increasing the amount of time it?s in play before it drops and explodes. RPG?s can also be thrown by hand but it takes some skill. Shoot your RPG straight down into the ground in front of you. Quickly, use your action/use item button to pick it up, then use your shoot button to throw it. Be mindful of the fact that this must be done with precision. If you shoot it too far away or miss picking it up it?s best to run away before it explodes and try again.
6.20 LADDER-CLIMB-CROUCH: Normally when you climb a ladder, upon reaching the top, your player will launch into the air prior to landing making you vulnerable to any enemies that lay in wait. By holding the crouch button while climbing the ladder you avoid going airborne and you will stop at ground level instead. This technique is especially useful for the sewers in the map Kalt.
6.21 LADDER DISMOUNT: While descending a ladder, when about 1/3 to 1/2 of the way down, press the jump button. This will cause you to dismount the ladder and fall the rest of the way. This not only makes getting down faster, but it leaves you less vulnerable than if you stayed on the ladder all the way down, especially if there is an enemy waiting for you. If you start up or down a ladder and an enemy is coming down or up at the same time, using this technique also allows you to fire your weapon so you can dispatch them before proceeding. Take note, if you fall the entire distance or jump too early you will sustain damage.
6.22 STRAFE-SCOPE: This pertains to the sniper class. At a blind corner, rather than scoping your rifle then slowly edging around the corner, instead scope while simultaneously strafing past the corner. This will allow you to scope slightly faster while surprising enemies that are fixated on the edge of the corner they expected you to creep from. This is an excellent technique for a rushing sniper and should be mastered.
6.23 PRONE-DEPLOY: This technique pertains to the machine gun class. When going into the prone position, activate the right click deploy button just before you are completely prone. This speeds up your deployment time allowing you to fire sooner.
6.24 PRONE-RETREAT: This is also for the machine gunner. As an MG, once the enemy knows where you are deployed they will begin to barrage you with grenades. As you see a grenade coming your way, quickly and fluidly right click to un-deploy, stand up and run. This occurs almost in the same motion as you have little time to escape a grenade. This takes some practice and is partially dependent on how your keyboard commands are set up. Mastering this technique can save you many deaths as a machine gunner. Note that enemies will often rush in when this occurs so be ready to pull out your pistol and defend yourself until you can re-deploy.




