10-19-2003, 05:20 AM
I forgot a couple key moves that will give you an advantage over new DM players. If these do not make any sense, just spend some time on regular DM servers (eg. THE place for FUN!!@!@!) and you'll see these moves done plenty o' times.
1. The 'Wha' Jump: Named after, you guessed it, [CAKE]Wha? who has taught many to realize that a 1st level threat can come at the 2nd level from more than one direction. WARNING: This jump does take some time to get down. It is ALL in the timing of your direction changes. It involves any corner 1st level pad and the jump that sends you to the 2nd level. The idea is to hit that jump, swing quickly to your left (you MUST not rub against the 2nd level pad or will NOT complete this jump), then swing again to your right to come head on with the 2nd level jump that sends you across to the opposite 2nd level pad (confused yet?). Make sure you're NOT holding down any directional keys the instant you hit that last jump or you'll fall into the abyss. With this jump, you can catch people waiting for you to come up the "traditional" way and fire off a decap at their feet to slice their shocked heads off (which defies all biological reasoning...but what the heck!).
2. The 'Sev' Shot: XvSeVeReDvX taught me this one; I don't know if he invented it, but I wouldn't be suprised. On any 1st level corner pad, you can use the jump that sends you to the 2nd level to jump straight up. This is useful because a target on the 2nd level CANNOT 'block' your shot; the only defence is to dodge it. As SOON as you hit that jump, jam your finder on the backwards key to counter the jumps directional throw of up and forward so, hopefully, you'll only go UP. Timing of your shot is EVERYTHING! Fire at the absolute peak of the jump (the point where you're no longer travelling up and about to start descending). The shot will BARELY skim the surface of the pad and take out your target.
3. The 'Beat Ya To It' Shot: I discovered this on my own, as did probably most regular DM'ers, so I am hesitant to name it after myself...I can do without the credit. ;) Using the same 1st level jump as described in the last two points, allow yourself to follow the "traditional" way up to the 2nd level but the idea is to fire off a shot that will come in at the same level as the "Sev Shot". It's hard to explain the right timing. The best I can describe it is: fire the shot BEFORE you hit the transitional jump (the big square one between the 1st and 2nd level pads) AND when you can make out the bottom of the 2nd level pad (that oh-so-familiar blue/red gear-looking thing-ama-thing). You can suprise most players with this who try to stay in one spot to nail you when you hit that transitional jump. This shot cannot be blocked either, but if the target is a good DM'er who knows whats coming, they'll probably know when to fire their shot to "meet" your head as you come off that transitional jump. You'll probably both be sliced, but you're victory will be bitter-sweet.
If I remember any more, I'll be sure to add them. And If you DM'ers are willing to share your secrets, by all means add them here for all to see. The only we get better is when we're challeneged. And we can't do that with players who do not know how to make us earn our kills. We've all heard the saying before, "I succeed because I have failed". Good luck all!
1. The 'Wha' Jump: Named after, you guessed it, [CAKE]Wha? who has taught many to realize that a 1st level threat can come at the 2nd level from more than one direction. WARNING: This jump does take some time to get down. It is ALL in the timing of your direction changes. It involves any corner 1st level pad and the jump that sends you to the 2nd level. The idea is to hit that jump, swing quickly to your left (you MUST not rub against the 2nd level pad or will NOT complete this jump), then swing again to your right to come head on with the 2nd level jump that sends you across to the opposite 2nd level pad (confused yet?). Make sure you're NOT holding down any directional keys the instant you hit that last jump or you'll fall into the abyss. With this jump, you can catch people waiting for you to come up the "traditional" way and fire off a decap at their feet to slice their shocked heads off (which defies all biological reasoning...but what the heck!).
2. The 'Sev' Shot: XvSeVeReDvX taught me this one; I don't know if he invented it, but I wouldn't be suprised. On any 1st level corner pad, you can use the jump that sends you to the 2nd level to jump straight up. This is useful because a target on the 2nd level CANNOT 'block' your shot; the only defence is to dodge it. As SOON as you hit that jump, jam your finder on the backwards key to counter the jumps directional throw of up and forward so, hopefully, you'll only go UP. Timing of your shot is EVERYTHING! Fire at the absolute peak of the jump (the point where you're no longer travelling up and about to start descending). The shot will BARELY skim the surface of the pad and take out your target.
3. The 'Beat Ya To It' Shot: I discovered this on my own, as did probably most regular DM'ers, so I am hesitant to name it after myself...I can do without the credit. ;) Using the same 1st level jump as described in the last two points, allow yourself to follow the "traditional" way up to the 2nd level but the idea is to fire off a shot that will come in at the same level as the "Sev Shot". It's hard to explain the right timing. The best I can describe it is: fire the shot BEFORE you hit the transitional jump (the big square one between the 1st and 2nd level pads) AND when you can make out the bottom of the 2nd level pad (that oh-so-familiar blue/red gear-looking thing-ama-thing). You can suprise most players with this who try to stay in one spot to nail you when you hit that transitional jump. This shot cannot be blocked either, but if the target is a good DM'er who knows whats coming, they'll probably know when to fire their shot to "meet" your head as you come off that transitional jump. You'll probably both be sliced, but you're victory will be bitter-sweet.
If I remember any more, I'll be sure to add them. And If you DM'ers are willing to share your secrets, by all means add them here for all to see. The only we get better is when we're challeneged. And we can't do that with players who do not know how to make us earn our kills. We've all heard the saying before, "I succeed because I have failed". Good luck all!
New computer: $1500
Optical mouse: $45
Leather chair: $250
Half-Life CD: $60
Hearing the sound of a some poor Ricochet s.o.b.'s head being decapitated: Priceless.