I...beg to differ, but then he played on a euro server, where XeneX was usually the one popping most heads. It was fun to see the two play on lavagiant. I remember rev saying 'xx owns me' once.
Ahh.. the old days.
Ahh.. the old days.
Sir_Brizz said:good gosh they need to get rid of those never ending citadel servers. I know that stupid map like the back of my hand.
And yes, Rev is MUCH worse than those people. Think seeing an enemy dot and being dead immediately following and IMO he isn't nearly as good with the LG as he was with the SR, which stands to reason since it's ROF is lower.
IIRC, the Sniper only did something like 35 damage for a non-headshot, so it took at least 3 hits at 100 Health to kill. Throw in a little dodging and it was fairly easy to avoid the headshot/anyshot long enough to frag them at short range most of the time. If you had the sniper at short range if the first hit didn't kill, you usually were at the mercy of the other players skill level with their weapon in hand. (If they were fair you were dead....if they weren't you could have the Hammer in hand and probably have the same chance of coming out on top.) At long range suppressing fire, anti-sniping, and the trans were the easiest ways to counter a sniper.edhe said:*cough*.
Sniper rifle, instant hit weapon of massive damage and rate of fire, personally favoured as it needed to be for success. This weapon is of the 2 domensional nature.. the only prediction and calculation it required was of the player's movements.
I think compared to getting a headshot with the sniper, a combo is much easier to do, although I think it takes a bit more to learn. Since given the huge radius of the combo and it's instantaneus effect, all you have to do is get the ball in the general area and pop it. Just fire in the general area the enemy is heading and when the ball is close pop it. At short ranges it's almost impossible to counter or dodge. And if they have a timing rythm going you may never even get a single shot off. They don't even need to dodge much, and can probably take any minor damage you might do if they get you with the first ball.edhe said:'Ninja combos', now i don't wanna sound like i'm blowing a tuba or anything but i was good at them in my time. A combo is a 3 dimensional weapon. In order to do some fancy AND EFFECTIVE movers you had to:
predict the target's movements.
fire (a) shock ball to the target's percieved location..taking INTO ACCOUNT the period of time that shock ball will take to move.
gain a good aim
time the explosion.
hit the ball(s).
edhe said:During this you'll be avoiding all sorts of fire, specifically a rain of sniper hail, you'll also take into account that the enemy may see this and change moves.
imo this takes far more skill than a headshot.
Sir_Brizz said:The general impossibility of training yourself to do moving combos makes it less lethal in UT1. The balls moved too fast and had such a tiny collision radius for the explosion, you couldn't just pull off a moving combo at will being a general player. And standing combos get you sniped most of the time.
Like he said though, moving combos take more skill. Anything that takes more skill is harder to do. There were only a few exceptional players in UT1, afaik, that were that good at them.
On the other hand, the sniper wasn't hard to master at all...unless you were Revs skill and higher...
Sir_Brizz said:Small collision radius: The tiny area that you had to pop the combo in with a primary shot. Combos were SIGNIFICANTLY harder to hit while moving because you had to nail almost the exact center. The UT2k3 shock balls pop from just about anywhere