Author Topic: 5(+1) rules to actually be a competent deathmatcher  (Read 3567 times)

5(+1) rules to actually be a competent deathmatcher

want to be the envy of your friends? want to win, regardless of lag? want to not be made fun of despite the fact you die literally every five seconds? buy read this guide. it might help.

no promises.



want to help other people shoot you better? submit your own rules! just be warned that people are going to use the ideas against you.



Rule 1: Know your weapon
this rule is far more then just knowing which end the bullets come out of. when you find a new weapon, fire a few 'test shots' first to see if there's anything particularly special about it. alot of bits like wall-piercing bullets, reload systems, critical hits and other 'gimmicks' are very helpful in certain situations but some people are unaware they even exist.

if you can't find any gimmicks after the first go, fiddle with the buttons on your keyboard and mouse to see if anything happens. if it still continues to show no signs of interest, test it on someone

Rule 2: Head 'em off at the pass
this rule is older then radio. have you ever heard of that cowboy saying "let's head them off at the ___"? turns out that's a very very smart tactic. if you spot someone who hasn't spotted you, try to find a good place to 'jump' them: for instance, if you see a person walking through a small maze, get through it faster and meet them at the end. surprise is useful: and loving fun.

alternately you can get a buddy to 'lure' them into a spot, where you can proceed to jump the target. to each his own, i guess

Rule 3: Notice patterns- try to keep out of them yourself
alot of people subconsciously follow routines in deathmatches: for instance, they always go for the big gun, they always flank, they only use shotguns, etc: this is a weak spot. borrowing from Rule 2, it's easy to anticipate where someone is going to go and when if you recognize what they do

of course, if they don't HAVE a pattern, this rule is moot, and the topic is actually called 9 rules to actually be a competent deathmatcher. noticing your own patterns and getting out of them is a good way to keep yourself from getting nailed by this

Rule 4: Get the jump
now, you think i've already told you this: "BUSHIDO BUSHIDO YOU ALREADY TOLD US HOW TO SURPRISE THE ENEMY AND GET THE INITIATIVE!"

this isn't about that.

literally 'getting the jump' (that is, attacking from a higher position on a map) is an incredibly good tactic: should the enemy notice where the fire is coming from, you can back up and let the ledge act as cover, or hop down and letting luck and gravity do the dodging for you. this is a more defensive rule then anything else.

Rule 5: No eye contact!
the french have a term for 'fighting without tact': ironically, it's called melee, which has more tact involved in this game then most other fighting styles. in this passage i'm going to use 'melee' as the french meaning, not the close-and-personal weapon category

anyways, you remember how in pokemon games the rule was if you and another trainer's eyes met, honor dictates you have to have a pokemon battle? largely the same thing goes in deathmatches. if two players were to both notice eachother at the same time, tact is gone: a melee breaks out, and the fight becomes instinctive and luck-based. thus, avoid eye-contact at all times: merely being able to see another player's face decal is enough to know you're in his vision cone, and that he can see yours.

Related Note: How to get out of a melee
there are only 2 ways to get out of a melee (besides dying): escaping, and hiding long enough for the 'heat' between the two of you to die down. by that, i mean ducking behind cover long enough for the other guy to actually have to come and FIND you- if you have a shotgun or SMG you can easily get the jump on the enemy should he approach, or alternately, you could just leave.



Bonus Rule 1 (6): Utilize knockback
knockback is a really underlooked portion of deathmatching. here's the gist of what you need to know, what you should know, but nobody does: knockback is your friend.

generally knockback is only really useful if you're at an incredibly close range- to actually use it, you must first plow the enemy off the ground. this is easiest done by simply ducking and opening fire. use this technique to increase the gap between you and the enemy.

or blow them off a cliff. whatever.

cool first post

User was banned for this post
« Last Edit: May 29, 2010, 04:09:00 PM by Badspot »





Rule 7: Corners are good. Love and appreciate them

Use corners to your advantage when you have short-ranged weapons, Just like the TF2 Pyro can kick ass if he spins around you from the corner and you are on fire before you can shoot anything.




Corners are the worst place.
You have no room for any form of retreat.
You're highly vulnerable to radius damage.
What else could I say?

Corners are the worst place.
You have no room for any form of retreat.
You're highly vulnerable to radius damage.
What else could I say?

If the TDM is third person, you always have the upper hand behind corners, as you can peek out from them without the enemy seeing you, And if you have a kick-ass short-range weapon, you can just jump out and kill them without them expecting a thing.

Oh you mean that kind of corner.

I've been trying to use these tactics before you posted this. They don't work for me. I think that I just suck at DMs/TDMs.



Stop behind corners and go in third person to check around them without being spotted.

Always aim low. People usually crouch and jump when fighting, and if you hit them when they are crouched, you do extra damage.

Rule 10: Dont always take the chance

If you spy three or 2 men with their backs turned, haven't you always gotten the urge to knife them?
Dont.
If you kill one, the others are going to hear the death sound, and try to see what happened (unless their idiots and keep on moving forward)
However, if one is lagging behind, you might have a chance. If you see an open door near the enemy you want to knife, kill him and go through the door, the enemy might think its a sniper, and get in cover, then you can knife them too. This isn't always guaranteed
« Last Edit: May 29, 2010, 10:30:43 AM by TMAN7676 »

Rule 8: Get off your own server
Stop thinking you're so good because you kill everyone on your server. You have the fastest connection to your server. Do not follow the example of Bushido and practice on other servers.

Related Note to #10: How to cope with that kind of situation.
In this kind of situation, grenades are your best friend, if the server has them in use. Lob one in the middle, just behind them so they can't see it and they're history. As we all know, automatic instincts are to leg it back to where you came from if you see a grenade flying towards you. Try not to do this, and instead quickly see if there are any places you can run in to at the side of you. That way you can advance, while having grenades thrown at you.


Rule 11: Know the maps.
It's no use just running around maps, not knowing where anything is. A good handy addition to Space Guy's TDM mode is the spectator mode. If you run out of lives, use that to scout out items, and powerups (Evented stuff like Health kits) on the build. A thing what i most commonly do, is when I lose all my lives, I fly above the map and look down. You can see everything. And the shape of it too. Use this to your advantage. Memorize it.
If the server has lives disabled, you should try to avoid enemy players at first, using Rule 5's related note, if you get spotted, escaping shouldn't be a problem. Scout out the map like no one's done before!




Rule 9: Shoot anything moving
See something moving? Shot it with gun



Heres how I do it  :cookieMonster: