A massive gameplay tips post from a beta tester

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Maxx

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Dec 19, 2003
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I started out as a ranger, and did farely well with it. As I get better at the game, I find myself using the Tech a lot more. The Tech is probably the most well rounded character.
 

Tsylatac

International Seahorse Inseminator
Apr 5, 2000
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I've noticed that the tanks and such are much better as mobile artillery than making attack runs (ie defensively), if that helps anyone. Especially on Sirocco, where you don't have any turrets to defend your base with :) (the blue jugger is very handily positioned).

Also, I've found it's usually better off to hang back and assess a situation before you rush in. Because XMP's gameplay is slower than that or a normal FPS game, you can take the time to plan your attack and go from there. I find I usually do a lot better when i have my priorities sorted (of course it also helps to know the maps, and to have teammates who co-operate with you).
 

Xaero

Who Dey!
Oct 11, 2003
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I've started to see a lot more people playing as a team on the pub servers, and its great. It looks as though I will have to up my game a little bit.

Atticbat: play the role you feel most comfortable in. If you like attacking the enemy base, playing support midfield, pure defense, whatever, but after you get the feel of it, try doing all of them. Eventually you'll find a specific area you feel most comfortable in, and that usually will vary from map-to-map. For example, in Lowlands, I stink at defense, but can get in and out of an enemy base pretty well, while in Rampant, I am an awesome defender. If you have any questions or want to know how to best help your team, ask. Us beta testers use the Beta tag to let you easily recognise us as a sorce of help and information, however, the game has been out long enough that a lot of people are understanding what needs to be done and what roles need to be filled.
 

950Ravage

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Sep 29, 2003
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The smartest place to use your turrets is defending a generator. On most maps, one generator supports 6-8 turrets before it starts getting strained. If you place your turrets at a hacked generator, the enemy will blow them up before hacking the gen. That way, if they hack the gen, you don't have the extra turrets on your power load.

Deployable turrets are largely useless on defense. You need an INSANE amount of them for any degree of success. They take a moment to acquire a target (you hear the sound), and as soon as the direct line of sight is broken they need to reacquire. In most attack runs, the enemy simply destroys anything they must to clear a path through the node and zips through before the turrets have a chance to do anything.

The better choice for defense is a pair of gunners. Leave 1 trip mine in the node... more than 1 just makes it obvious that a tripmine is present, and a single tripmine kills rangers/techs (the fast classes). Tripmines are harder to see than land mines, and are easily mistaken as part of the node. You want 2 gunners so one can always be in the room on D (and so they don't get lonely). If the enemy spots the tripmine, they have to destroy it before entering the node... and thus warn you of their approach. If they race through the node (as they usually do), you can hit them with incendiary grenades and rockets. Torch one artifact carrier, and it uses next to no energy compared to the current turret spam strategies.
 

W0RF

BuF Greeter, News Bagger
Apr 19, 2002
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Ravage - this may be the most important post anyone has ever made on XMP. You have no idea (which is to say, you probably do have an idea, but it's still absurdly common) how many maps feature a biazrre array of walls in, over and around the node, with 500 auto and rocket turrets pointed every which way... then the runner just nukes the walls and dashes off with the art before the guns have time to acquire. Or the enemy snags enough gens that suddenly the powerload is too much and your items start going offline faster than... well... stuff. I think there are good strategic places to set multiple turrets, but someone needs to get the turret/wallspam under control

(p.s., who do you people think you're helping by using 4 nodes to put a giant wall in the middle of the desert?)
 
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950Ravage

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Sep 29, 2003
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\/\/0RF said:
You have no idea how many maps feature a biazrre array of walls in, over and around the node, with 500 auto and rocket turrets pointed every which way... then the runner just nukes the walls and dashes off with the art before the guns have time to acquire.

Replace "you have no idea" with "you truly understand". ;)

Artifact node defense rarely wins the game. The game is usually won based on:

- Gaining control of at least 1 enemy artifact early in the game
- Control of the deploy points closest to the enemy base
- Denial of deploy points close to your base
- Control of the majority of generators
- Capturing artifacts

Pretty much in that order.

Games are lost by:

- Ignoring "enemy has control of/you have lost a" messages
- Camping the enemy base doors instead of actually GOING IN the base (Sunset Beach, Garden)
- Leaving doors/open or unhacked (Rampant)
- All defenders leaving the artifact node (techs dumping turrets and leaving, or everyone splits to chase 1 artifact carrier leaving the base empty for opponents to set up camp)
- Leaving your vehicles in your base for the enemy to use
 

rhakka

a.k.a. Zeus, ruler o' the universe
May 6, 2000
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I play D, and I strongly disagree that turrets and/or walls are useless. I get a lot of comments about using forcewalls around the node, and turrets, and I have to say, they are CRITICAL for good D if you don't have several players hanging back to lock the node down.

Turrets cause a little damage, which is useful, but not why I primarily use them, unless I've set up an arrangement that can actually keep invaders busy while the turrets chew them up like you can on some maps. My primary use for turrets is early warning; even if they get blown up before they cause one point of damage, now I know there is an invader near and where they are, and I can be prepared to meet them or flank them. That is *invaluable* on *many* maps.

Likewise, this game is all about timing. Force walls around the node in a box (not the two walls inside the node arrangement, but in a box around the whole node) do one of two things, or sometimes both: first, they slow down an attacker and may entice them to blow the walls. Again, now I know where you are and where you are coming from, or if I already knew that, you aren't shooting at ME for a few seconds; I can't count the number of times that few seconds is the difference between you grabbing an art and getting out before I can react, and me smoking your ass on my node platform.

The second thing that arrangement can do, and often does against players in a hurry to grab, is it makes them burn either one (if they blow one side of the wall and exit the opposite side) or both boost-jumps they have available (one to get in and one to get out). That is *incredibly* useful. I can't stress it enough. Even if you're a ranger, burning those jumps out means I can stay with you and hammer you down with my weapons before you can recharge a boost for yourself, in fact most of the time I'll have a movement ADVANTAGE as a tech with boost jumps vs a ranger without. Again, I can't count the number of times this tactic has made the difference between a player boot-scooting with my arty past my shotgun range in seconds and me sticking to them like glue to hear the glorious sound of an artifact returned.

Always remember, seconds make differences, especially when it comes to grabbing artifacts. If I can slow you down a little going in, keep track of where you are, and keep you from blasting out of town at top speed, I'm keeping my artifacts safe, if you manage to grab it at all. It's not foolproof but it works WAY better on most maps than just sitting around as a gunner.

Of course if you have multiple defenders and you're organized at all (watching separate entrances and such) the tactics you use will be different. But as a regular sole defender I have to say both turrets and walls are *incredibly* useful, even if their use isn't readily apparent to others or isn't directly related to killing the invader immediately. It's about setting up a situation where I can attack you with advantage and take you down, as opposed to getting caught with my pants down.
 

XaiLo

New Member
Sep 2, 2004
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Tactical Reply

First i'd like to thank you all for such great advice. Personally I like to have some fun for a few minutes a day and I usually accomplish that by playing XMP. I was a devote Unreal Tournament Fan. But XMP has taken Unreal to a new place for the good, now if they could just keep that master server up. There's no question that there is a science to war fair, but when employing tactics you have to play to indivdual strengths to be effective. Quite simply what might work for some may not for others. What matters most is getting all the artifacts so you can dance.

P.S. I always read my Bible before I play XMP.
 

Maxx

Bite Me
Dec 19, 2003
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Wow this is an oldy. Good ol' Ravage....chock full of useful information he is. Welcome to the boards, if you enjoy u2xmp, be sure to check out the XMP mod for Unreal Tournament 2004 when it's done.
 
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