Complete Players Guide

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Heres the first rough draft. I'm pretty happy with it however it could be a bit more visual. I'll probably work on that next.

Download in Microsoft Word:

http://www.2shared.com/file/4771119/a93b732b/DAY_OF_DEFEAT_SOURCE.html



DAY OF DEFEAT SOURCE <> PLAYERS GUIDE
NOOB 101
(The reasons you think they’re hacking)




TABLE OF CONTENTS




1.0 Introduction Pg. 2

2.0 Regarding eGO Servers Pg. 3

3.0 Basic Setup Pg. 4

4.0 Pre-Game Setup Pg. 6

5.0 In-Game Setup Pg. 9

6.0 Skills Pg. 11

7.0 Strategies Pg. 15

8.0 Conclusion Pg. 17










1.0 INTRODUCTION

This guide was written for new and novice players to give them the basic skills necessary to hold their own and avoid the inevitable slaughter by more experienced players and to make the game fun, instead of frustrating. In other words, to shorten the learning curve so that you can dole out weapons of mass pwnage on your unsuspecting adversaries. Topics to be covered in this guide include; in-game eGO rules, how eGO servers are different than other game servers, basic user interfaces, menus, controls, weapon classes, basic skills, basic game strategy plus tips and tricks from other eGO members.
So with all the formalities out of the way, a little about me. I started playing the original Day of Defeat (pre-Source) about five to six years ago. My in-game name is GRENADE MAGNET. I chose this name long ago because when I was a noob myself I learned how to play using the machine-gun class (less intimidating than rushing). As you’ll find, machine-gunners get grenaded often, hence the name GRENADE MAGNET. It’s there that I learned how important it was as a machine gunner to constantly reposition at the appropriate times to avoid those nades, but more on that later.
A word about eGO. As a “veteran” player of Day of Defeat I have always resisted joining a clan. For one, I never felt very welcome and two I just felt like there were too many time demanding requirements once joining. Well, after all these years I finally joined a clan about five months ago and low and behold it’s eGO baby! One might ask; why? Why choose eGO GRENADE MAGNET?. Well, I started “squatting” on eGO servers quite some time ago and ended up finding something I can believe in. While playing Kalt, The Butcher used to dog me constantly to join but I remained steadfastly defiant. But as time went on I started realizing what eGO was about and now I’m an advocate. I’m now an eG, a donator and an admin for the first time ever. eGO is a great clan and I encourage you to submit an application to join. Do it for me, because after all, if it wasn’t for eGO, I would never have created this guide.
One reason to go eGO is organization. eGO is the most organized clan I have ever encountered. The longer you hang around here the more you’ll realize how true that really is. Another reason is moderators. Back in the day you used to not be able to walk through other players, so people would think it was funny to park their player in the spawn exit door and block everyone in. Most servers hardly ever had any moderators on to take care of problems like that. They fixed the spawn problem but other problems will always exist. Since eGO promotes people into admin positions their servers are rarely without someone keeping the game punk-free. I also like the fact that there is no swearing or offensive sprays on the server. I have kids in the house that don’t need to hear or see that kind of stuff coming out of my computer. There are many other reasons to choose eGO, but I digress.

2.0 REGARDING eGO SERVERS

One of the greatest things about eGO is their game servers. The way they’re ran and how they’re set up compared to non-eGO servers is distinct, given all the different combinations of management styles and options that are available.
For me, I love the 24hr servers. You can play Donner from dusk till dawn if you wish. Also, each round is many hours long, so you can continue to play uninterrupted without the server resetting. I also like the fact that each class has a pistol side-arm because it’s just plain stupid to be defenseless except for a shovel when your main weapon’s clip runs dry before your adversary dies. The pistol is my friend. Another big difference is the ability to call a medic, which restores part of your life. Class limits have been instituted so that a 14 person team doesn’t consist of 7 snipers and 7 machine gunners. No profanity or offensive sprays are allowed. I can play with kids in the house knowing that foul mouthed trash talking won’t find its way into the session. One of the biggest differences between an eGO server and others are administrators. eGO promotes from within allowing for a large number of admins to keep everything running smoothly. Admins even teams by switching themselves to the other side when necessary, they kick spectators when servers are full so others can play, they move or kick afk players to make room for people that want to play, they catch cheaters, moderate arguments, answer questions, uphold eGO rules and help in any way they can. If you’ve ever had a problem while playing on another server, I know you can appreciate the fact that an eGO admin isn’t far away to keep the game clean and fun.
If you play on eGO servers please obey the rules. You can read eGO’s expectations on message of the day (MOTD) screen when you enter each server. Remember, both eG and eGO have admin abilities so please notify them if you are having any problems. If you are an = e =, remember that you are held to a higher standard than the general public, or “pub”. Most importantly have fun and kill, kill kill!

3.0 BASIC SETUP

This section will help you get everything set up prior to connecting to a server. Assuming you already have a DoD (Day of Defeat) ready computer, spend some time playing with the user settings under the “settings” menu of the game. Some items you may want to adjust are:
• Brightness: Having this setting too dark is the primary concern here. There are a lot of dark places for the enemy to hide, making them darker doesn’t help your chances. When in-game, find an area of the map that is dark and adjust the brightness levels to suit. I usually set my darkness just below the point that it starts washing out the screen.
• Crosshair: Choosing a crosshair style and color matters also. Find a combination that works for you. I prefer a small single dot in either red or bright green.
• Keyboard Commands: There is no right or wrong way to set up your keyboard but how you set it up will have a huge impact on how effective you are in the game. Play with the commands in different configurations until you find one that works for you.

• Here is how my keys are currently configured:


E - Forward A - Cycle Weapons
D - Backward Q - Use Item / Action
S - Strafe Left Alt - Call for medic
F- Strafe Right R - Reload Weapon
T - Drop Weapon
Caps Lock - Sprint G - Prone / Crawl
Shift - Crouch H - Drop Ammo
Space Bar - Jump

~ - (Tilde) Open Console
Whatever you do, group crucial commands together so that you can access them without removing your hand from the home (movement) keys. Let’s define what each of these keyboard commands are, what they do and why they’re important.

Forward/Backward - Moves player forward and backward

Strafe Left/Right - Moves player left and right (allows you to face one direction while moving/firing left and right.)

Sprint - Allows you to run. A fatigue meter at bottom of screen shows how tired you are. The lower the bar, the slower you move. Firing an un-deployed Machine Gun will increase fatigue. Always ensure your fatigue meter is full before rushing.

Crouch - Allows you to duck. Useful for hiding from enemy. Allows higher accuracy with weapons. Slowly creep around corners.

Jump - Allows you to jump. Leap over obstacles and on top of objects. Push Crouch button while jumping to leap onto objects that can’t be reached by jumping alone.

Cycle Weapons - Cycles between weapons. Push repeatedly to cycle between primary, secondary, hand to hand weapons etc.

Use Item / Action - Performs actions / manipulates objects. Used for planting / diffusing bombs, move certain objects, pick up a dropped/thrown grenade, etc.

Call for Medic - eGO servers have added the medic mod. When low in health (23 or below) you can restore partial health by calling for a medic. Medic is limited to three per life. Type: Y to open the all-chat box, then: !Medic to receive treatment.

Reload Weapon - Reloads weapon.

Drop Weapon - Drops primary weapon. Sometimes you find a gun laying around that you like better than your own, or your weapon runs out of ammo and you need to scavenge another. Use the drop weapon command to take advantage of the replacement weapon.

Drop Ammo - Drops a box of ammo for a teammate. Note, you cannot give yourself extra ammo.

Prone / Crawl - Makes player lay down. Hide from enemies & improve accuracy.


~ (Tilde) - Opens console.

First you need to enable the use of console in your game settings menu. Once open,
console will show you game related information such as a log and history of what is happening in the game. There is also a command bar at the bottom. Here you can enter commands, however very few console commands are turned on or allowed. Here are a few you can try:

Kill - Sometimes a player can get stuck in an object or unable to move.
By typing kill”, your player commits suicide. Note that this counts as a
death.

Net_graph 1,2,3 - Shows your current frame-rate and other misc. data.

Bind - One of the most important console commands, allows you to attach
multiple commands to a single key. Instead of typing “y” “!Medic”, you can type in console: bind “alt” “say !Medic”. Now when you hit the alt key, your player will scream !Medic.

4.0 PRE-GAME SETUP

Before you start playing you need to select a server to play on. You should base your decision on several important factors. For eGO servers, map and number of players are the primary criteria, however if playing on a non eGO server, friendly-fire on/off, server rules, 24/7 map or rotating map, medic on/off, sidearm yes/no and myriad other variables should be taken into consideration. eGO operates 24/7 maps and friendly-fire off servers with sidearm and medic enabled.
For new or novice players I recommend playing the eGO Donner map. I’m not suggesting Donner because it’s my favorite map, I don’t have a favorite , but because it’s usually a full server, it has fewer possibilities of getting flanked and it has a nice field to camp and learn in. Empty servers provide less opportunity for camping since rushing is required to achieve the objectives. Strand is an enormous map with lots of routes to be flanked by, Kalt has sewers for the enemy to pop out of, Flash is a small map so the fighting is intense and there is a lot of rushing. Regardless of which map you choose, play any map you enjoy, they’re all good and you’ll learn new skills from each one of them.
Once you’ve selected and joined a server, the first screen you see are the MOTD or server rules. Please read them whether playing on an eGO server or elsewhere. This screen will usually tell you if friendly fire is on or off, whether swearing is allowed or not, etc. so make a habit of reading them before playing.
Next you can select a team or join spectators. If the server is not full then as a new player it would be extremely beneficial for you to join spectators. As a spectator you can observe other players while they play. By looking at the player stats you can determine who the better players are and spend more time watching how they play. Before selecting a team to join, if either team has more than two players than the opposing team, join the team that has fewer players, otherwise feel free to choose.
Next you need to select a weapon class. There are five classes to choose from, each having advantages and disadvantages. I would like to make some suggestions for selecting a class for novice players and I’ll explain why I recommend certain weapon classes over others. As a new player you need an easy button, mainly in the form of an automatic or “spray” weapon. I recommend choosing Assault, Support or Machine Gun class for this reason.
As long as you’re reasonably good at aiming these automatic weapons it should help smooth out the learning curve. They fire quickly, they have high capacity clips, they do adequate damage and add grenades to your arsenal. With the exception of the MG, they are the all-purpose weapon, adequate for rushing and defending.
I do not recommend choosing the rifle, sniper rifle or rocket class. Not only do these weapons tend to require a higher level of skill and accuracy to be effective with, the sniper and rocket are limited classes, meaning usually only one or two is allowed on a server at one time. This is important because the sniper and rocket can play a critical role in your team’s success, so if you aren’t being an effective sniper and your team is constantly being killed by your enemy’s snipers and MG’s, then you’re going to have a lot of unhappy teammates. The MG class is limited as well, however more advanced players tend to choose classes that allow them to rush and move about, therefore making the MG class less desireable. The point being, Assault, Support and MG are just easier to learn with. If you want to pick up a dropped rocket or sniper rifle then by all means give it a whirl, just don’t tie up the limited classes if someone else can be more effective with them.
The following contains some additional detail regarding the Assault, Support and Machine Gun classes. I’m not going to cover other weapons classes here as I do not recommend them for new players.


ASSAULT:

Purpose: Rushing
Primary Weapon: Thompson sub-machine gun / MP40
2ndary Weapon: Right-click fist
Grenades: 1 Grenade / 1 Smoke grenade
Sidearm: Pistol
Advantages: High rate of fire
High capacity magazine
1 Smoke grenade provides cover
Not necessary to switch weapons for fist kill
Disadvantages: Less effective at longer range

SUPPORT:

Purpose: Rushing / Defending
Primary Weapon: BAR / MP44
2ndary Weapon: Right-click switches auto/semi-auto
Grenades: 2 standard grenades
Other: Knife / shovel
Sidearm: Pistol
Advantages: Higher damage
Decent magazine capacity
More accurate at greater distances
2 grenades = more potential kills
Disadvantages: Slower rate of fire



MACHINE GUN:

Purpose: Defense / keep possession of previously captured area
Primary Weapon: 30 cal. / MG42 (right-click to deploy)
2ndary Weapon: Pistol
Other: Knife / Shovel
Advantages: Not required to rush
More kills per death
Very high damage
Very high rate of fire
Very large magazine capacity
(.30 cal: does not overheat, start w/ 2 ammo boxes)
(MG42: Extreme rate of fire)
Disadvantages: Vulnerable when moving
High deaths due to giving away position while deployed
(.30 cal: rate of fire slower than MG42)
(MG42: overheats when overused, start w/ 1 ammo box)

This concludes the tutorial for pre-game setup. Upon taking the aforementioned into consideration, you are ready to select a team, choose a weapons class and enter battle.

5.0 IN-GAME SETUP

Well, you’ve made it. You’re here! You have a weapon in your hand and an itchy trigger finger. Slow down cowboy! There are a few things to talk about before you start entering the fray.
First, say hello to your team. On my keyboard, pressing “u” opens the team chat box. Type in a friendly message. Next, take a look at the player stats/server info screen. I have mouse 3 set up for this (depress scroll wheel button). This will show how many kills and wins each team has accumulatively. This gives you an idea of how well each team has been performing prior to your arrival. This screen also shows how many players are on each team.
As you play, if you find that one team is down more than two players, take the high road and switch teams to make game-play fair. A difference of three players can seriously sway the momentum of the game. eGO admins will not switch players to other teams so please do so on your own, you’ll appreciate it when your team is down a few players. On my keyboard the “y” key opens the all chat box. You can type a message to the other team to let them know one of them should switch teams to even the playing field.
This screen also shows what classes each player on your team is playing. Sometimes this is useful if you’ve been waiting for a class slot to open. By checking this screen often you can see if the desired class is available (If you take note of the player’s name that has the class you want and notice a message in the lower left portion of your screen that the player has logged out, the slot is likely available). Note that you cannot see what classes the players on the opposing team are playing.
This screen also shows how many kills, deaths and flag captures/defenses each player on the server has accumulated. This can be useful for identifying who the best players are at the time. Let’s say you’re running the sewers in the map Kalt. If you get killed by or hear from teammates that the best player on the other team has been repeatedly running the sewers, you may want to avoid that area for awhile and attack players that are closer to your skill level. Conversely, if you know who the best players are on your own team, you can choose to group up with them, improving your chances in combat and possibly learning a few things by watching them in the process.
Another thing you need is the in-game map. On my keyboard the “m” key opens the map. You can press the map button again to make the map full-size. The “n” key zooms the map in and out. I suggest leaving the map on and zoomed out so you can see the maximum area around you. This map is critical to being a successful player. By watching the map as you play you can see where your other players are positioned and more importantly, where they’re killed at. There is probably nothing more useful in improving your initiative over the enemy than paying attention to what’s happening in the map. On the map Kalt, if you see a player go down your first ladder into the sewer and five seconds later you see that he was killed on the map, you now know there is an enemy present so you can flank or attack as appropriate, otherwise you would have charged down right behind your teammate unaware that an enemy was camping at the bottom ready to kill you. Often while playing Allies in the map Donner, teammates will ask whether we still have the field or not. Some players apparently don’t play with the map open, but I can easily glance at my map and see if we have any players in the field area. If we don’t then it’s a safe bet we also don’t have the field.
This should go without saying but you need speakers to play this game. You need to be able to hear the action around you and you need to be able to hear what your teammates are saying. That being said, you also need a microphone to play this game. Yes, you could play without one but I say unto you, to your own detriment my friend. Voice chat is an amazing tool. Being able to communicate vocally to your teammates is essential for avoiding unnecessary deaths and for capturing objectives. A lot of folks play for themselves, by themselves, but you are a team, this is a war and wars are won through communicating tactical information. Not only is this useful for organizing your attacks and defenses, but it’s also useful for avoiding enemy traps. For example, if there is an enemy Machine Gun on top of the tank in the map Flash and he kills you, you need to alert your teammates to his presence, otherwise he will mow down about half your team because they had no idea he was there. Always alert your teammates as the situation warrants. If I’m camping under the bridge on Kalt to stop the enemy from crossing into our sewer and one gets by me, I will alert my team that he’s coming so that someone in the sewer can look out for him or someone in the courtyard can dispatch him when he emerges. We’ve used voice chat for winning rounds as well. On Kalt, if we have the bridge and there are two of us in the enemy’s sewer, we will coordinate through voice chat for one player to go to the first flag, the other to the second and win the round this way. Please, please get a microphone and please use it.

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 :p. 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.

7.0 STRATEGIES

7.1 SITUATIONAL AWARENESS: Paying attention to your environment is key to becoming an effective player. There are lots of ways you can gain intelligence on the combat going on around you and you should pay attention to all of them, all the time, at the same time. Look, listen and watch. Look at the player/server menu, see who’s killing everyone, pay attention to the weapon they’re using, pay attention to where they killed your last teammate. Look at the map, where are your teammates? Where are they encountering the enemy, who killed them and by whom. Listen to what your teammates are typing and voice chatting. They will let you know where the enemy is hiding and what they’re up to. Listen for footsteps coming towards you, listen to the enemy firing from the next room and what type of weapon it was, listen for an enemy to call for a medic, listen for a grenade being primed or for your enemy to shout a voice command or anything else that will give away an enemy’s position. Watch your teammates as they negotiate the map, where are they going, where are they dying, is a teammate retreating towards you because an enemy is coming or a grenade just landed? Situational awareness will take you from an average player to a great player so slow down General Swartzkoff and pay attention to what’s going on around you.
7.2 THE INITIATIVE: Most good players take advantage of this whether they realize it or not. I adapted this concept from playing Role Playing Games long, long ago. When you encountered an enemy you would have to roll a die for initiative to determine whether you or your enemy gets to attack first and I think it applies here as well. Depending on how you are playing at any given moment and how your opponent is playing at any given moment will cause you to gain or lose the initiative. What I mean by this is that the playing style, strategy, skill, map, location etc that two enemies are utilizing in a moment of time can affect whether one has the opportunity to get the upper hand on the other. Take the sewers in Kalt for example. If you’re camping prone waiting for the enemy, and an opponent comes running around the corner unprepared, you have the initiative and you kill him because you had more time to react. Conversely, if you’re camping prone, not paying as much attention because no enemies have come through in awhile, and I jump-crouch-shoot past the corner without warning, I have the initiative and you die. Initiative is basically whichever player gets that extra fraction of a second to react / attack an opponent. It not a tangible thing but I always imagine a little initiative meter on my screen. When you play in different ways you increase and decrease this meter by small increments depending on what playing strategy you’re using and your opponent is using at that given moment. I also speak about initiative in some of the subsections for each skill or strategy. Just something to keep in mind.
7.3 EXERCISE CAUTION: Rushing in like Rambo in most situations will make your kill per death ratio look like the national deficit. Don’t run around the sewer with your gun down by your feet, treat every corner and every hiding spot as though an enemy was there. By doing so, you raise your initiative on your enemy giving you an advantage.
7.4 CAMPING: Camping is staying in the same spot, waiting for an enemy to come along, not moving from that location for long periods of time. Now, a lot of players hate campers, but camping is a valid combat strategy and in some cases, necessary for defense of an area such as is the case for machine gunners. Excessive camping is staying in the same spot for extended periods of time without any strategic reason, meaning it doesn’t advance your team’s goals. In other words, if you’re camping the first flag, and your team is trying to capture the bridge, you’re not helping your team. On the other hand, camping in defense of an objective is acceptable. I often camp around the bridge in the map Kalt so I can stop the enemy from crossing under the wheelhouse into our side of the sewer while defending the bridge from capture by the enemy. I realize that as a new player your instinct will be to camp and that’s ok. Everyone plays and learns differently, just expect some teammates might feel as though you’re not being as useful as they feel you could be. Also, campers die. Machine gunners, campers by necessity, are killed regularly because the enemy is aware of their location. In the case of an MG you usually get a steady stream of grenades on your head, almost as though you were a grenade magnet. The same holds true for non-machine gun campers. If you sit at the top of the sewer ladder of your courtyard in Kalt and kill an enemy as they try to climb the ladder, you can be 100% certain that they will come back to kill you or at minimum alert their teammates to your location, and since you’ve lost the initiative in the biggest way (the enemy knows exactly where you’re at), they will change their method of attack to kill you after they respawn. Next time they will slow crouch-peek while aiming up or flank you and the next thing you know your dead body will be lying at the bottom of the sewer. My advice is to practice smart camping.
7.5 RUSHING: This technique could be called “going Rambo”. Sometimes it’s beneficial to push forward without stopping, stalling or camping. In places where the enemy may not expect you to be you may surprise yourself (and your enemy) at how far you can go by simply rushing the enemy. I can’t tell you how many rounds I’ve won simply because I had the cahones to rush.
7.6 REPOSITIONING: This is most relevant when you are utilizing a camping strategy and is critically important for the Machine Gunner class, which is where I learned this strategy the hard way. As I mentioned before, once the enemy knows where you are they will come back to kill you or alert their teammates to your location. To regain the initiative you have to move, but you need to move intelligently. If you are not playing as an MG then it’s relatively easy to reposition but it’s a bit trickier as an MG since you become vulnerable once un-deploying. As when reloading, wait for some teammates to provide cover while you reposition yourself to a slightly different location. The enemy will then attack the spot you were in previously or rush in thinking you’ve died or left and you will have gained a huge initiative over them. So camp, but do it responsibly by repositioning to stay alive.
7.7 JUKING: Sometimes when confronted by an enemy face to face you will want to make it more difficult for them to hit you. This is especially relevant when you have run out of ammo or you’re holding an un-deployed rocket or MG in your hand. By jumping, crouching and quickly strafing you can make it more difficult for the enemy’s bullets to find their mark. You have invisible zones on your player/avatar called hit-boxes. These invisible boxes determine whether an enemy’s weapons register a hit or not. By “juking”, you can make it harder for weapons to register in said hit-boxes.

8.0 CONCLUSION

I hope this guide proves to be a useful tool for helping you become an effective player (unless you’re using it to kill me). I will update the information as I get feedback from other players and revise it with some pictures, screenshots and maybe even video in the future. It’s taken me many years to accumulate this knowledge and I assure you it was entirely from the school of hard knocks. No one taught me this stuff, it was all learned on the battlefield, so use it well and use it wisely grasshopper.
Good luck, happy killing and hopefully someday you’ll be deadly enough that other players will accuse you of hacking .

Ask me for help anytime, = eG =? GRENADE MAGNET (Donner, Kalt, Flash)
 
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Very Nice Maybe in your guide put how to fix your rates too so they can just put it in console
 
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