Hook's UT Place - {CMM} 68.232.184.58:7777

Originally Established 8/11/2001 - Home of DIE-HARD UT99 Fan-Atics! UT99 will NEVER DIE here!!!
Home Page Play games in the arcade * * Home Page Home Page Home Page
  Register
Login 
View unanswered posts View active topics

Delete all board cookies

Contact Us | All times are UTC - 6 hours



Welcome
Welcome to Hook's UT Place!

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. Registration is fast, simple, and absolutely free, so please, join our community today!
If you do Not receive the Activation E-mail after registering, please e-mail the admin "Hook" at -> hook8@msn.com


Home Page Home Page  [ 15 posts ] 
 
Previous topic | Next topic 
Author Message
Offline 
 Post subject: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Tue Sep 08, 2009 12:10 pm 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
This is a great start on Tactics Discussion to help Average Redeemer Players improve their skills against the Best of the Redeemer players or Any players for that matter!
(By the term Best Redeemer players I mean that are STILL playing on Our Redeemer Servers: CMM, CG, MRS and RVH anyway.)
(There are some GREAT redeemer players that aren't around or at least aren't around as much anymore.)
This is ALSO over at Hermskii's Place!

Here goes MY (Hook's) addition as what I have observed when playing Klownz or MEAT and advice.
Hermskii can remember playing much better than myself (I'm getting Old) so I used his post (above) as an Outline to "jog" my memory!
I have played (and still play) MEAT quite a bit and I totally enjoy it, but I have played Klownz only a couple of rare times...(he doesn't play CMM either)
OK - HERE goes it...

Hermskii:
Klownz is fun to play. If he knows you have seen him then he drops one to your left and one to your right while he back-pedals away. He'll then put one behind you and in front of you. Pretty hard to get away unless you are on low grav.

Hook:
I have only played with Klownz 2 times I believe and Both times he has left quickly.
(I am not saying that he left because of me - don't know why he left actually)
Also, Both times were with just Klownz, MEAT and myself (Hook) - no others.
In the small amount of time he was there, he didn't seem too bad to play.
Much more of a conventional and predictable player than MEAT - at least for what I saw in the time we played.
He seemed to keep his distance for the most part.
We have LOW Gravity at CMM so I suppose you could get away from the "Klownz Kross" more easily there.
The Klownz Kross (I'll COIN it) is a technique that I myself employ at times, although a bit differently in a design to be more confusing to the victim.

Hermskii:
If he (Klownz) thinks you haven't seen him then it is a hole different story. If he thinks you haven't seen him then he will sneak in and telefrag you just like that!

Hook:
Maybe on HIS server or CG or MRS - but of course we do not allow the transloc at CMM.
PS: Telefragging Hook USUALLY means YOUR death also or maybe JUST Your death!
(Exception: MEAT I gotta say is a sneakier and faster telefragger than most so he gets away with it quite a bit more than others do!)

Hermskii:
If you get into a good fight with him, he comes back to the exact spot where he died last which is awesome because I hate hunting all over on those massive maps some people here use. I like that he comes right back to where the action is. Kudos for that Klownz.

Hook:
Yes, I noticed that! I kept seeing him inch in to where you can actually see and fight him!
However, he did disappear at times and did the hide-N-glide also.

Hermskii:
MEAT is very different. He always takes the high spot. He always moves and does so in circles. He always leaves his translocator somewhere first so he can teleport away to safety. MEAT is faster than Klownz in movement due to better use of the translocator.

Hook:
I gotta totally agree with this statement about MEAT's play.
If you find his transloc somewhere, send a missile into it for a kill.
The best way to Frag the MEAT is to surprise him!
Run around and soon you will run smack into him!
I have done this quite a few times, although not on purpose.
I really should practice this myself because he DOES move around a lot - and in general circles - kind of like when playing regular DeatMatch.
Another MEAT advice - once you DO frag MEAT, don't let up.
When MEAT gets fragged, it is usually a BIG surprise to him and he gets quite rattled.
I have on several occasions (when my adrenalin kicks in) fragged him 3, 4 or even 5 times in a row or in short succession because of him being rattled and confused when first fragged.
Don't give him time to recover and find a hiding spot.

Hermskii:
I still want to call bloody foul in that you can actually translocate away in a straight line from my Deemer. It should not even be close. The Deemer should always be much faster. Makes me sick to think about it.

Hook:
Oh well, I guess that is why some Redeemer Arenas have it - to use as an escape from facing the nuke! LOL :lol:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Wed Sep 09, 2009 2:55 am 
User avatar
UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
I love to hide-n-glide thats always been my style
and IMHO the transloc is a n00bish way to gain kills with out being killed
yet another reason why i prefer CMM


{CMM}Paradox
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Wed Sep 09, 2009 11:41 am 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Paradox_aus_act wrote:
I love to hide-n-glide that's always been my style
and IMHO the transloc is a n00bish way to gain kills with out being killed
yet another reason why i prefer CMM

Yeah, I am pretty much in your court also Paradox. :wink:
Ideally, I like to hide-n-glide also when it is a good thing to do! (sometimes it is not a good idea)
I also like what I call "Strategic Firing" where you Fire and "Place" missiles in certain targets in order to confine and kill your intended target(s).
Never liked Translocs!
Only thing I DO like about them is the ability to Get Around to places that are difficult to reach in a map.
For Nothing else do I care for them!
Without the telefragging, you are much more Free to hide-n-glide and concentrate on actually Playing REDEEMER Arena!!!
(Not TranslocDeemer Arena LOL) :lol:
I AM thinking of adding the transloc to CMM but ONLY for getting around - NO Telefragging!
That would be pretty good - at least for the players that feel "naked" without one! Ha :lol: :P :roll:

I have even rolled the thought around in my head to add *ahem* Spawn Protection", but I just can't see changing a Redeemer Arena Tradition of NOT having spawn protection. :shock:
It just would Not be Right - Soooo, I probably won't add that! :wink:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Wed Sep 09, 2009 5:41 pm 
User avatar
UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
will be best to keep it old school thats what your server is all about :)

im sure some place on the web there would be a non telefrag mod


{CMM}Paradox
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Thu Sep 10, 2009 7:18 am 
User avatar
Mate
Mate

Joined: Fri Mar 30, 2007 10:00 am
Posts: 398
Location: Minnesota USA
Paradox_aus_act wrote:
will be best to keep it old school thats what your server is all about :)
im sure some place on the web there would be a non telefrag mod

Not so much that it is Old Skool, but that it is a Better way to play.
You can actually PLAY REDEEMER and not have to use ANY other weapons!
Using the transloc MAY be OK just for getting around though. :wink:
(No telefragging!) - That would be another "Arena" altogether! :P
See :arrow: real-redeemer-server-doesn-t-use-the-trans-t611.html


{CMM}JackO
Honorary Pain-in-the-Ars! :lol:
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Thu Sep 10, 2009 10:26 pm 
User avatar
Smee (Old Hand)
Smee (Old Hand)

Joined: Fri Mar 30, 2007 10:03 am
Posts: 142
Location: Monterey, CA by where Hook was born
Hook wrote:
Never liked Translocs!
Only thing I DO like about them is the ability to Get Around to places that are difficult to reach in a map.
Without the telefragging, you are much more Free to hide-n-glide and concentrate on actually Playing REDEEMER Arena!!!
I AM thinking of adding the transloc to CMM but ONLY for getting around - NO Telefragging!


I've said this a million times...
You currently have a ton of maps/locations that are not being utilized because they are
unreachable without a translocator. Not that the maps/server are unplayable, it's just that the maps
are not being played to there fullest.
It's a waste, in my opinion, to add maps that are not being played the way they were designed.
Most stock maps are designed for fast action/no time to think reactions.
A non-translocator server, again in my opinion, play best with stock/generic maps.
Now with that being said...gravity or the lack of can only do so much.
So for you to add a non-threating translocator is a step in the right direction.

Hook wrote:

I have even rolled the thought around in my head to add *ahem* Spawn Protection", but I just can't see changing a Redeemer Arena Tradition of NOT having spawn protection. :shock:
It just would Not be Right - Soooo, I probably won't add that! :wink:


Again, in my opinion, adding spawn protection would be one of the smartest mods
you could add to your server. Especially if you keep running smaller maps.
I don't think you want to be called a spray/spawn killing server like another
server we know. Then again maybe you do?

Anyway, with all that you have said or plan to do it seems that you are headed in the direction
of a server similar to MRS or RVH...?


Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Fri Sep 11, 2009 7:46 am 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Well, Thank you for your opinion! :P
Now - I don't want to be TOO much like MRS and RVH (especially RVH :twisted: ) but SOME of the things there I am considering.
Your points you make above are good ones and ones I have thought about (wrestled with) for years. :roll:
I really want to make some decisions soon on this!!! :| :)
Maybe I'll give it a TRIAL Period in the coming weeks. :P


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Fri Sep 11, 2009 8:48 am 
User avatar
Smee (Old Hand)
Smee (Old Hand)

Joined: Fri Mar 30, 2007 10:03 am
Posts: 142
Location: Monterey, CA by where Hook was born
Hook wrote:
Now - I don't want to be TOO much like MRS and RVH (especially RVH :twisted: ) but SOME of the things there I am considering.


The whole purpose of me building MRS was because there were certain things about
CG that I didn't like. Basically I didn't see the Redeemer mod evolving.
So I added bigger and newer maps to accomodate the bigger weapon.
Added spawn protection to make the game fairer for those just entering.
Added more aggressive bots...I hate lame bots that just stand there.
I use the bodenX mod...because not all maps are created equal or should be played as such.

Anyway my point is my server became different or unique as I see it, and that's what attracted players.
Your non-translocator old school server was different but in my opinion was boring and has already been done.
I think you need to make something different from what is already out there...something that will catch peoples
attention and say "I haven't seen this before, I want to play it".
Not more of the same but more of something else...Am I making any sense?


Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Mon Sep 14, 2009 11:36 am 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Yes, it makes very good sense.
I have been kicking around some ideas and will most likely make some changes with CMM very soon! :P
This will work with CMM as I already have another Server to take the "OLD SKOOL" Slot! :wink:
This other server is the long awaited rebirth of the SRA (Schwantz's Redeemer Arena) server I have been promising!
It is nearly ready! 8)

So, that said, I will have a :new2: , Revamped and Progressive server - CMM !!!
AND
The OLD SKOOL Server - SRA (Schwantz's Redeemer Arena) on Occasion! :thumbup:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Mon Sep 14, 2009 7:39 pm 
User avatar
UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
Hey hook remember that mod i sent you?

why not have that on the weekends or something after all its a great mod :)


{CMM}Paradox
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Mon Sep 14, 2009 8:41 pm 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Paradox_aus_act wrote:
Hey hook remember that mod i sent you?
why not have that on the weekends or something after all its a great mod :)

I'll have to look into it and maybe do a test or two!
I also have another mod I want to try.
Maybe both. :P


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Tue Sep 15, 2009 3:05 am 
User avatar
UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 649
Location: HalliDays Point NSW
sounds good hook :)


{CMM}Paradox
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Fri Nov 27, 2009 11:30 am 
Special Guest Member!
Special Guest Member!

Joined: Fri Nov 27, 2009 10:25 am
Posts: 9
One day im going to take out Meat out of his own server time and place...


= BoMbErX =


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Tue Dec 01, 2009 6:35 am 
User avatar
*Adiministrator*
*Adiministrator*

Joined: Thu Nov 05, 2009 6:38 am
Posts: 255
Location: Kuwait(DEPLOYED) NorthDakota
Highscores: 18
Well you can probably take him out with normal weapons! He doesn't stand a chance there! LOL


Image
Image
Image


Top
 Profile E-mail  
 
Offline 
 Post subject: Re: REDEEMER PLAY - Tactics Discussion to help Redeemer Players
PostPosted: Tue Dec 01, 2009 8:46 am 
User avatar
*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1748
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
{CKD}KiLLaKeLLeR wrote:
Well you can probably take him out with normal weapons! He doesn't stand a chance there! LOL

He is very good with redeemer (his passion) but he is fair to good with normal DM.
MEAT is currently out of town I believe - probably in Japan! :P


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
Image
Image
The NEW Forum Directory at: www.forumdirectory.freeforums.org


Top
 Profile E-mail  
 
Search for:
Display posts from previous:  Sort by  
Home Page Home Page  [ 15 posts ] 

Contact Us | All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  
cron