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I think it would be cool to geek out and get a discussion on tactics going so I'll get the ball rolling and talk about my thoughts on the avril.

I find the avril very useful. I probably get a third of my kills with this one weapon. I toss my grenade and rocket launchers at the start of a wave so that I have one click of the mouse wheel between the flak and avril, allowing me to switch between the two very easily.

I didn't start using the avril much until I got loaded weapons 5 because if I got a negative grenade launcher or Rocket, it was clumsy to get to the avril with the mouse wheel. Some people are much more "adaptable" than I am, though.

The conventional use of the avril, as it's used in Onslaught, is to fire and zoom-lock on the opponent (like the Manta or Raptor). In Invasion, I find it's more useful to fire a shot and track it in without zooming. This maintains your peripheral vision and allows you to instantly switch to your next target once you take out the first. It also allows you to switch targets on the fly. Like say a titan is a medium-long distance and you fire an avril, then one spawns at a short distance. Obviously, you want that shot to go to the closer titan. All you have to do is aim at the closer one and the avril will change course. I only lock when the target is particularly far away and other players don't appear too focused on it (like a gas bag up in the rafters).

And speaking of distance, in Onslaught that's more often what the avril is - a distance weapon. In Invasion, I've found it most useful as a mid and short range weapon. First, it's because Invasion is too fast-paced for the slow avril to go halfway across the map. By the time it gets there the monster is dead and you wasted a lot of time. Second, it will lock on and kill a lot of mid-tier stuff in one hit. A brute can take three or four shots from the flak, while one avril will usually do the job. As long as the bad guy goes down with one hit, the long reload time of the avril is less of an issue.

You can work around the reload time, however, even when it does come into play. For example, let's say you approach two brutes and a nali. You switch to avril and fire it at the brute. You only need to track the shot to the point that it's likely going to hit the brute. You switch to the flak and take out the nali. You switch back to the avril (which is ready to fire again) and take out the last brute. This, opposed to three or four flak shots per brute.

Against opponents that use shields, such as queens, you can fire the avril past the queen and then site it so the avril does a 180 and hits the queen from behind. I don't use this one much because I am usually in too close, but I see others use it all the time.

Another use of the avril is to set up a kind of "combo" attack. This is very useful against titans. It works because of the way monsters typically react to you. On the one hand, if you're the only player in a room and a monster spawns, more than likely it will come after you. On the other hand, if the monster is down the hall, it might just stand there. In the latter case, if you shoot at it, it will probably come after you.

So monsters typically react to you because you're either close to them or because you're shooting at them. Some do a sidestep, some shoot, some charge you, some dodge, etc. Once they start moving, they are more difficult to hit.

With a titan, the worst thing it can be doing is throwing rocks at you. At the same time, if you don't take down a titan pretty quick, another player with a triple will finish it off. So the more damage you can concentrate right at the beginning, the better, if only to collect a good amount of exp.

The first thing I do is look for titans in mid or short range, and moreover, at the start of a titan wave I try to be somewhere on the map that facilitates this. I fire the avril and only track it long enough to be reasonably certain it will hit (not hard to do). I switch to the flak and start firing. Usually the first flak shot and avril will hit about the same time and then I get one or two more flak shots before the titan has a chance to truly "react". And at that point, the titan is already half dead. This is not quite as fast as using a flak with a triple but it's pretty close.

A variation on this is to fire the avril, activate the triple, switch to flak and finish the job. Most titans will go down with one avril and one or at most, two flak shots, assuming your damage bonus is maxed. If you time it right and shut off the triple, you won't lose much adrenaline either.

The combo attack can also be used against warlords. When they are mid-distance away, you fire the avril and then switch to the flak at close range. If you have a triple, the warlords will usually go down with one avril.

So that's how I use the avril in a nutshell. I'd really like to hear other opinions and strategies out there.

[KitFox wrote:
]Fodder do you know if its possible to bind a key for a specific artifact?

Like InventoryActivate "Globe of Invulnerability" or something like this? 


I checked the Mysterial's RPG forum for it as well and confirmed it can't be done currently (although Mysterial agreed it was a good idea).
The fact is, I have no way of knowing you, but at the same time,

Good Cristmas.


As far as I know (and play), there is no such thing as kill-stealing on the DC server and I am very, very happy that is the case.

As for the deemer, accidents happen. This discussion pops up every once in awhile and some decry it as evil. The reality is that people *are* careful with it and accidents *do* happen. In every case, people have apologized and I often see players offer weapons or even the deemer to the affected players the next round. It's handled in a good way and there's another wave in a couple minutes. It's just not something worth stressing over.

[KitFox wrote:
]

The redeemer forgets who it belonged to when its owner dies and team damage somehow gets turned ON affecting anyone within the blast radius. Also, he stated that this would be difficult to change as it is seeded deeply in the core of the games programming.
 


This seems logic. However, it never hapenned in 1.74. Something changed. Right now it happens like once out of 5 redeemer. Each time i hear the sound of that dang missile i start getting heart attack


Redeemers tend to shove people around, giving them momentum.
Objects that have momentum tend to stop suddenly when impacting solid surfaces.
UT2004 possibly has a limit to how hard you can slam into something without taking damage.
Shoved hard enough under these conditions, you could lose all of your health.
 


Its not a knockback problem. Its instant. As soon as you receive the redeemer, BOOM! 


I think the incidence is coincidental with the holidays. There are a lot of new and inexperienced players on the server that don't know of the issues with the redeemer - not to mention the server is more crowded.

Chyster wrote:

{NYA}ViCorp:S wrote:
However, I don't feel that the game is really tipped that far in favor of LW. Yes, LW players get all the weapons at the start. However, LA players can "keep spinning the wheel" as it were on thier weapons until they get the desired enhancement that they want.  


I disagree whole heartedly with the latter part of that statement. Much of the time we are "spinning the wheel" I will agree that we are looking for that something special. But, most of the time we get lesser weapons, and after spending hundreds and hundreds of points to spin that wheel (100 per shot) or boosting a weapon for a buddy (150 per shot) we often settle on just a lucky +4 flack as there is nothing worse than hitting the later waves with crapola.


 


I agree with Chyster that LA players have a tougher road. I think the *ideal* would be that the LA class is perhaps more difficult to master than LW, but maybe offers a better eventual payoff.

I think when you boil it all down, the biggest advantage/disadvantage lies in vamp/regen.


I like them. I have animated ones for flak and mini. For some reason I can't set one for my Avril, though. I also set the same one Ghorkvos did for the super weapons. LOL
If you want just the settings, you should backup your system folder. If you want the maps and all that, you should backup the entire UT2004 folder. It's huge, though. Mine is currently at around 9 gigs. With compression, it might squeeze onto a single DVD.

As far as restoring, I can think of two things happening. The prefered scenario is you just copy the directory back and the program runs fine.

If that doesn't work (some funky error comes up), it might be that the installer writes certain parameters to the registry (such as the CD Key). In that case, you'll have to reinstall UT from the original discs and then copy your backup files over the new installation.




FRAGaLOT wrote:
I'm about to upgrade my PC real soon using the following goodies:

* Athlon 64 3700+ (San Diego core) 1mb L2 cache, 90mn
* Abit AN8 Ultra motherboard
* XFX GeForce 6800 GS XXX Edition video card (PCI-E)

This means I'll have to rebuild my rig, and install a fresh copy of windows again. My question is what's the best way to "back up" my settings on UT2k4? I know my stats on the DC server are saved on the server, but I want to save my keyboard binding, skins, maps, etc my local stats for single player mode (so I don't have to go through all that training for the umpteenth time).

So anyone know what folders or individual files I should copy over into a backup? Or perhaps the game has an export function? 

TheDruidXpawX wrote:
Chy, I'd give you a level for the rest of your post if I didn't think the masses would have a canary. Thanks.

Chyster wrote:

As for the topic at hand, I agree that small maps are tough, require more skill and tax ones nerves. 


When we have 20 players on a small map, my impression is that they're way-way easier. People mow through the monsters before they can do anything to harm anyone.


Dru 


I think there's two challenges in the game, particularly for higher level players. First is survival, second is racking up a lot of kills.

On the really small maps, like dismemberment (one of my faves), you can get swarmed in seconds. You have to be ready for anything at any moment. That one is not usually winnable unless some sort of team strategy is at play, like linking up or holding up in a certain hall.

On the semi-small maps, like Space Lego, we are obviously competing for kills and a victory is likely in the end. In those, I try to figure the most efficient and fast way to kill stuff. I place my mines where I believe monsters are likely to be and then cover another area not too far away. In that way I increase my overall coverage area. If I place my mines wrong, I waste time a) placing them, and b) checking up on them to see if I need to fire more. Thus, I'm not firing my flak at some other monster, potentially losing points if I don't execute my strategy correctly. I only point this out because some players think the mines are just "no skill/free kill".

Also, I figured out a way to compete with other players when playing without a triple. On those tight maps where queens/titans/warlord go down in just moments, every little thing I can do to hasten the kill helps.

My point is that even on the small maps there's an "angle" to play and a strategy, not just random shooting.
Suggestion: Artifacts players should be able to get Regen 1. Perhaps at high cost?

The main benefit of regen is as a wave is winding down and the next hasn't started. A LA player could pick up 30 - 50 health during that time, which would help. Also, what if their regen could take them to starting health + 50, like vamp does for LW players? That would be cool too.

Alternatively, a high heal artifact that also goes to starting health + 50, but can be turned on and off. Booster just carries such a high price tag...


Odd, I have entirely the opposite attitude about this. This gives the lower level players a chance to actually do damage to monsters before all the higher levels vaporize them. Also, lower level players don't often get these weapons unless someone gives one to them. 


The longer longevity of monsters definately allows lower level players a better chance to get more exp, I agree.

As for the vamp wep changes, I don't have a strong opinion either way but I can understand why artifacts players would be feeling the squeeze.
Suggestion for Rage weapons - make it so the rage weapon doesn't take you below, say, 125 - 150 health. This makes it a blessing/curse for higher level players, but a great weapon to new players.
I have a couple suggestions:

1. Since level 1 of denial isn't useful in the rpg version we play, maybe the cost could be negligible (2 points?). Make the minimum level to purchase around 20 or 30 so that totally new players don't buy it by accident and constantly request stat resets.

2. Lower the cost of Retaliation and/or make the cost equal for each level (say 10 per level for all levels). It's a marginally useful skill in the version we play, but might be worth purchasing if the cost came down.

I can understand your frustration. When I was around level 30 I used to get really frustrated with loaded weapons players and their mines. Pets, too (back when Monster Tongue players could have 5 and all that). I'd see something on the radar and before I could even spin around and shoot it, it would already be dead.

The fact is, you just to have to hustle. I learned early on that when I died and respawned with nothing I would instantly switch to the shield gun and go looking for a decent weapon. I learned to allocate my points in such a way to match my play style (health/vamp/wep speed/dmg bonus) since I play aggresively.

Eventually, things are starting to come together. I've invested in the skills and attributes to keep me alive. I know the maps fairly well now (makes a big difference). I know how to fight the different types of monsters. etc.

The coolest thing about this version of UT is that it has quite a bit of depth and you can look back in retrospect and see how all the little things you did up till now have made such a difference in your game.

Here's a few tips:

1. Download the maps/map packs. As a n00b, your best chances are in the early rounds and if you miss the first couple rounds because you're downloading the map, well...

2. On higher levels, hang out in areas with other players. EXP is based on damage, not on whether you kill the monster. Shoot at what they are shooting and even if you don't get the kill, you'll get part of the EXP. In addition, if you feel outmatched by a titan, warlord, etc., get a few shots in at a safe distance and then haul outta there.

3. Learn to use the radar and always be moving (even if it's just within a small local area - you lower the chances of getting mugged by a nali).

4. Learn to use the translocator.

5. LEARN to use the translocator.

6. You need to have a basic famliarity with the maps. That's just the way it is. It only comes through experience.

7. At low levels and on those tight maps, the shield gun is your friend. People don't realize how lethal it is. It goes through the bad guys like butter and disrupts their attacks. In other words, you hit a brute but he doesn't die instantly, he gets knocked a little and you get a second attack for free, and a third, etc. All at point blank range. A low level player that learns to effectively use the tripple damage in combination with a shield gun can be incredibly lethal. I won't kid you - it takes practice and probably a level or two of vamp, but I did it for about 20 levels and had a lot of fun.





Thanks for the link - I've been looking for something like this for a long time. The animated crosshairs are instantly discernable regardless of the lighting or map. Thanks!
 
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