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I made this / Cat Games - Less lag, more 'thats bad'
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There's nothing to see here except for shadows of the past - and these ones won't be returning.

I'd point you to my next project here - but I'm not that organised. My style is to act and then sort out the consequences, rather than the other way around. Oh, and lying. I do that a lot too. (i.e. if you look closely, you may have seen some links appearing roughly once a week)

Vitenka.com is registered to me for the forseeable future, so you might find something there.

Edited by Vitenka at 2003-04-09 08:22:54

 
Vitenka : Fri 20 12:04:06 2001  
1. I cannot, for the life of me, hit a decent dodger. They are just too bouncy.

Any ideas on where to aim? Falling back to a corner helps when defending against them, and they are low on grenades - but when attacking they always seem to have grenades left (I would have to be in the first wave) and falling back isn't an option.

Costing them grenades and distraction is worthy, but I'd rather be able to smack 'em silly too :)

2. Low earth orbit. I *know* it's a good place to send my enemies, and it SHOULD give me time to recover. The problem is that it always causes me to lose track of them, and they get to rain death on me from above. Which is bad.

So, other than RJing myself away too (which leaves me as damaged as they are, and simply restarts the engagement) what ought I do?

3. Well, something I have relearnt, and more people ought to know.

Grenade early and often.

Grenade left, rocket right, their only choice is to back off or come straight at you.

Grenade left EARLY, rocket right and low - they land on the grenade, suffer two rapid direction changes, and should be either far from you, or at your side. The disorientation and damage should lead to a quick death. (obviously left and right can be switched)

4. The first quarter second of an engagement decides it. If not sooner.

5. Running out of ammo is bad. Ok, that's REALLY obvious, but it's REALLY bad.

6. When the lag gets bad, a seperate 'throw the grenade' key is good - you can hammer it without fear of priming lots more grenades.

7. A good autorifle spells your doom. Unless you started off fully armoured, then it just hurts. Really, the autorifle is almost as good as the autocannon.

8. What did they do to aim while conced? Ages ago it used to not affect your aim, just your view. Then it affected your aim, and locked your view to it - so your shots fired at the crosshair. Now, who knows what it does? Someone tell me, please. I can't hit jack while conced.

It's almost enough to make me alter the anti-conc patch to work with this version. (Yes, such a patch exists and works. Yes, I'm just kidding about using it)

9. If your first shot is even in the vicinity, then scouts bite. The thing is, your first shot won't be in the vicintity (see 'conc')

10. Four HWG are NOT sufficiently better than two. Give it up already, there are alternate routes.

11. Don't stand that near the edge on gantries, it seems way easier to fall off than it used to be.

12. Play both offence and defence. The ability to switch to a 'defending' mode of thought when the territory permits will serve you well on attack - and the ability to press your defence into an attack will serve you well when an enemy tries to regroup and you must defend.

Or, to put it in simpler terms, learn to fight both up and down the spiral, and to spin on a dime and do the opposite when you reach the end. Hey, you could make an exercise of this. We need 'actor' bots I think...

Uh, enough thoughts. So the last one. Don't think. Act.

Oh, and don't be so sure of yourself and say 'Who wants to come be 0wned' - it's embarrassing to go in and hope to pick up a few tips from a master, and end up leaving dissapointed that you were so far beyond that you couldn't have taught anything.

And then to join a semi-real game and have the same thing handed to you. And then watch those people have it handed to them...

The community maty be sparse, but the ability range is bigger than it ever was.

i

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