Dec 112010

Hey there qtpies. Just another update as I’m having difficulty remastering some of the more crucial jumps and rollouts and I don’t want to put a jump out without being consistent with it myself. So basically another teaser video with a couple jumps today. I’ve got a list of 10 more things that I want to accomplish before the end of December so look forward to that. I’ll probably get the rollout video out last. If there is interest I’m thinking of adding an actual hopping tutorial with keypresses in the future, seeing as these are mostly examples. I might also put in some pug clips where I absolutely shit on people with some of these :P .

And the video:

Dec 062010

Welcome back. Being pretty lazy here a rehashing an old post on community fortress. I won’t link the thread because there’s mostly incorrect advice in there (save Sigma who is of course pretty much a genius).

Projectile

For projectile dodging, generally if you look at their rocket launcher you can see if they are leading you or are going to flick to you. If they’re leading you, it’s quite easy to see that they are doing it and change directions. If they’re not tracking you with their mouse (aka: flicking to you) generally you can time your dodge with the cooldown on their rocket or they won’t be as accurate anyway. Generally you never want to jump unless you’re trying to reduce splash or ride a rocket away (excellent if you can time it right against bombers). If you’re getting solo bombed and the Soldier or Demoman is going above you directly, if helps your survivability if you move forward, assuming someone is there to protect you from a push, even if don’t have someone forward if you have uber it opens up a lot of possibilities if you walk forward a start a dodge. An example would be BLands choke. If someone jumps you and goes long going forward will cause at least 2 of his shots to miss and he has to turn around to hit you. If someone is still watching choke you’re pretty golden. On an unrelated note, if you’re retreating with an uber take any chance to rj off their rockets. Sticky dodging is a bit different, take longer dashes and be erratic and unpredictable. After he realizes you’re not backing into stickies he’ll probably lay down some at your perimeter, can’t do a whole lot about this unless you just outsmart him. Keep track of their ammo because if for whatever reason you’re trapped it’d do you good to dodge out their ammo and make an escape when they’re forced to reload.

Hitscan

Hitscan dodging is tricky. Note if your LOS is perpendicular to the Scouts LOS you will take less damage from Scatter shots. A ground airstrafe is very effective. If you’re confident enough with your stutter step facing the opposite direction of the Scout will throw him off as your Medic cape is not part of you hit box and will be very misleading. Also something to note you sometimes will internally mimic a Scouts movement if looking at him giving him an easier shot, another advantage to the method above. Generally I switch between looking at him to readjust a body block and then back to the method above. Generally you want to judge his position by his tracers. For Snipers abusing crouch twice while in the air and looking down and spinning is fairly safe if you can air control well. I occasionally flick my mouse back and forth giving the effect that I’m constantly turning; this will screw up his shot.

It’s a little bit old and not very well worded so the next post will be a couple videos explaining a lot of these theories. Bear with me :) .

Dec 032010

Hey there this is just an article intended to help beginner Medics get into 6v6 and flourish.

Firstly, you’ll have to decide on a good sensitivity. I would greatly recommend disabling mouse acceleration for Medic as it will make airstrafing much easier. For PC players go into your control panel run mouse options and go to the pointer options tab and deselect enhance pointer precision. The next task for you is to find a sensitivity where you can comfortably look around while at the same time you are able to turn 180 degrees quickly and easily every two seconds. This will be important in holds and in general can be applied in spam fights as well.

The next thing you should concern yourself with is your autocall option. Basically autocall will cause your teammates to automatically call out for Medic when they reach or go below a specified percentage of health. Go into advanced options under the multiplayer tab and adjust your autocall. I don’t use this option because I generally have a good gamesense and I find it clutters the screen with useless calls. For example if someone is going to do an impulsive push they’re probably smashing their Medic key. I can react more quickly to their decisions that way. At any rate I wouldn’t raise the percentage higher than 50%.

That’s pretty much all for Medic settings. As long as you have your net settings fine then you’re pretty much off to a good start. m0re’s FPS config has very good net settings and reduced graphics that many people enjoy. Stay tuned for more.

Dec 032010

Just a quick update with another couple easy jumps. In the next video I’ll get in to some relevant rollouts and a couple more complex jumps. And perhaps sometime in between that I’ll do a freestyle cp_granary video where I string everything together. After I’ve got hopping out of the way I might make a couple instructional videos on dodging as Medic as well. If anyone knows how to record key presses I would appreciate your help :) . Anyway that’s about it just an update.

Here’s the video :) .

The first jump requires a decent hop and can be done by 300 vel classes. The second one is pretty simple. And the third jump requires a hop from the very edge of the railing on Granary last. All in all fairly simple and nothing too complicated yet :) .

Nov 262010

This article is part of a series. I’ll be introducing that bunny hopping in TF2 is still noticeable and still viable. Now, I’m not saying I use these jumps and hops in every scrim. They are very situational, however, I use a couple of these every 1/10 scrims as Medic and they have saved my life countless times. I’ll go over the jumps in the video in order and give a description of how to do them and when they’re applicable. Something that is important to note is that you shouldn’t perform some of the riskier ones without knowing your accuracy. I’ll put a risk warning  along with each description as well. At the end of the second article I’ll give some links to some other useful jump videos. I have been compiling these jumps for a year or so now. As far as I know, I’m the first to use bhops in a competitive context and put them in a video so hopefully the community welcomes it :) .

The first thing to establish is that the speed cap on bunny hopping is 170% (prior to the bunny hop fix in 2007 you could bypass this, now if you go over the cap it brings you back to base speed that’s why you can’t hop off of a rocket jump or sticky jump). That said a Medic can achieve 544 horizontal velocity from a base of 320. This value is misleading because people often confuse velocity for displacement. When you bunny hop  you’ll be strafing left and right on an angle of approximately 60-90 degrees. You can argue you can maintain a decent speed with circle hops instead of strafe hops (a circle hop is a bunny hop where as you land you hit the opposite direction key and strafe the other direction for a split second until you jump again), however, my results still indicate approximately the same displacement slightly above Scout speed (400 velocity). There are a couple maps where you can abuse this to roll out faster. The most vibrant in my mind right now as I write this is Granary where I have clocked 2-3 seconds faster than walking. With an 80% success rate you can get Scouts to middle with around 170 and the Equalizer soldier can get to mid about a second earlier. There’s a couple other maps where you can benefit from bunny hopping during your rollout and I’ll go over those in depth in the next article.

Alright let’s get to the video :) . This one focuses more on situational jumps rather than bhops but be patient. I also apologize for the black border I’m still working out some quality issues.

1. This jump is pretty simple, although the latter part is kind of tricky. You have to get used to strafing out for a split second and then back inward.

2. It’s just another strafe jump, pretty simple.

3. This is the only bhop in this collection. You bhop from 2 on GPit B to the pack. You start from the top of the ramp and hop about two thirds of the way down towards the small pack.

4. This jump is really easy. Approach the window from the right, go out the left side, and strafe.

5. This jump is probably the most difficult as it requires a lot of precision and a maxspeed strafe jump from a small platform. I’ve managed to get it to 50% accuracy and have used it to escape a couple times.

6. This jump is very similar to the first jump as you have to strafe out and in precisely. It’s basically a safer version of 5 and the Blu team version of 7.

7. This one is easy. Just strafe out and inward once to avoid the sign and then once again to land on the machine.

I’ll be doing a lot more in depth instructions (perhaps even key presses in the video) when I actually do difficult stuff. This is just a taster with jumps that really don’t require too much practice. The only one I left out is the A tunnel jump on GPit which I’ll probably add in the next video. Until then enjoy and happy hopping.

I was watching this video recently and I had so many thoughts that I had to stop only 15 minutes in and write it all out. It’s Jaeger’s analysis of the badlands mid fights in a Blight vs. EG game.

At the beginning of the video, we see Blu pulling off a strat that orz likes to call “ravine jump”. On rollout, the soldiers and medic go through ravine rather than house. The soldiers jump onto the enemy train when the combo reaches maintanence. The medic makes his way to the point to pick up the scouts and demoman, and hopefully through all of that, a lot of enemies die. It can be a useful strat for catching people off-guard, since you’re throwing your soldiers at the enemy combo. The tricky bit, though, is (usually) what the medic should do during/after the jump. It seems foolish for him to lose seconds of charge walking up alone and unprotected, so last year we tried working on getting a scout to escort him up to the point. I was thinking about this decision as I watched this video, noticing that Blu didn’t do it, and wrote up a bit of anlysis on the situation:
Continue reading »

Teaching someone to play better individual TF2 is a tough task. There are certain things that simply require practice, and significantly improving one’s talent at a particular class is one of those things. However, having played Competitive TF2 for a while now I’ve picked up a few pointers about playing each class that I feel are all important points for any newish or lowish player to consider. It’s also difficult to measure your own performance because it’s such a team oriented game, and sometimes doing something right doesn’t show up as much in the end result. Still, improving your own game will ultimately improve your team’s game, if only by relieving the pressure on your teammates by creating more opportunities through your own play.

Most importantly, when reading the following, keep this in mind: It’s not necessary to actually do all of these things in order to become better at a certain class. However, I feel that all of these things are important to at least try once or twice to see if they’re a change for the better. Read on after the jump!

Continue reading »

Came across this video when browsing TLR’s youtube channel, which I highly recommend going through (he has some nice rocket jumping videos in addition to all the flashy frag vids of course):

He’s also provided his hud/cfg, which you can download as well.

It’s titled ‘badlands push’, and there are definitely some good things to learn from the vid about pushing out from badlands last (read on!):

Continue reading »

So despite all the scheduling and scrimming for the past week (no, we didn’t scrim well a single time to be honest), we ended up with two forfeit wins last Friday, which was kind of a bummer. Our opponents for our CEVO match didn’t show up, and the other team we were playing for ESEA couldn’t get enough people, in part due to client issues. So, our first week passes by rather uneventfully, but we get our first real test of the season this Tuesday against Businessmen for viaduct (2nd out of 4 viaduct matches!), with two more viaduct matches possibly on Thursday (since it is the map for CEVO this week as well). We will keep you updated once we have those matchtimes finalized.

Interesting to note – it was brought to our attention by Sigma that the captime for viaduct mid has been recently (in a ninja patch last week actually) cut in half when you only have a single person standing on it. By making the captime much, much faster, it leads to more frenzied defenses. Some of the strategies seen in the ESEA finals of last season, such as holding in the house on defense, are now much less viable because it takes too much time to get back to the cap point.

In other news – someone decided to blatantly use a autoaim hack in an ESEA server, which was recorded and posted on GotFrag. The person in the video has been subsequently banned, leading many to marvel at the first actual hacker caught by the ESEA client…? or was it?

Interestingly, another guy was discovered and banned by ESEA as well – who happened to be on the roster of the newest invite team, Mobility-Eleven. Whoops. Quite unfortunate for the team which has already been ridiculed extensively for taking up the last Invite spot over teams which may have a better chance at doing well in the division. Will be interesting to see how the season turns out for them, but I wouldn’t exactly hold my breath. But best of luck to them!

I don’t know how I missed this (well of course I know how I missed it -- no one ever goes to GotFrag for actual articles or news) but rk apparently compiled a bunch of nice introductory youtube videos done by various members of the community, including some of Jaeger’s tips and tricks that he put on his website (including some of Loaded/Complexity’s match comms and other little tidbits) before he ragequit on doing them because he was disgusted with the community (hmm sounds like a certain mapper ;) ). I’m putting this up because apparently some of you finding our site have done so by googling for rollouts and such.

In any case, even if you have done competitive TF2 for a while, take a look especially at the rollout videos of badlands and granary by platinum, which I’ve embedded here. Enjoy! And as usual, let us know in the comments if you’ve come across any other good useful videos that you learned from.

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