Quake II Weenie Tactics Site: Core Dump!
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abusing honor |
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Pathetic Tactic Alert Only the most pathetic players will use the sucker play tactic. It’s so low, in fact, that a truly good player will avoid it religiously. If you pause for a moment to type a message, most honorable frag gods will notice you just standing there and will assume that you’re either typing or lagged… and will move on. In fact, a truly high-grade frag god will actually apologize to you if he or she accidentally frags you when you’re standing still. So? Stand still. There’s a good chance that any frag god running past you will leave you alone. Once the frag god turns around you can repay the act of honor with a rocket in the back. P.S. All of this assumes that you are a cheap, soul-less, misanthropic sub-human with no redeeming virtues whatsoever. You probably pee in the sink too. P.P.S. Don’t expect this to work more than once. In fact, expect to become the frag god’s favorite target for the remainder of the match. You have been warned. “Evil Dick” |
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aerials |
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Want to pull an aerial maneuver? You can’t pull the same kinds of stunts in Quake 2 that you could in Quake, but you can definitely affect where your jump will take you. The world of Quake II enforces fewer annoying principles of physics than Real Life. For example, if you take a running leap in Real Life, once you’re airborne it’s more or less predetermined where you’re going to land. Not so in Quake II. Even when you’re in the air you retain a certain amount of control over your movement. To experiment with this find a high ledge (entering “map city1” at the console will give you a good place to play with this). Now do the following:
From a reasonably igh ledge you’ll land in three fairly different places — jump (3) may reduce the distance of jump (1) by 50% or more. Now… why would you want to do that?
If you’d really like to play with this visit a low-gravity level like the Comm Satellite (enter “map space” at the console). In fact, in low gravity you can do incredible things in the air, including changing your flight vector entirely. Try strafing in mid air and you can actually circle a large room before you land. Paul “Matchstick” Du Bois (original credit) Thanks also to Rorshach and David Chase for pointing out some Q2 differences. |
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air gib |
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Learn to aim and shoot when you’re in the air. Newer players tend to freeze in mid-flight, missing out on some prime shots. Sometimes jumping off a ledge into open air is the only way to get that really prime (and/or cheap) shot. Ever hear a battle on the floor above or below you and wish you could get a good sniping angle on it? Jumping out into open space, doing a 180, and lobbing in a couple of rockets may be your only chance. And only Frag Gods normally have the presence of mind to try whomping you while you’re on the way down. Just because your feet are off the ground doesn’t mean you’re helpless. The folks at Id chose to improve on our world’s inconvenient and limiting physical principles. With Newton’s laws out the window, there’s nothing to keep you from doing multiple 360s and racking off some cool shots while you’re on your way down into that Lava pool (oops). Tszzszszsssss… Marcus |
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alias |
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console command From the console you can define a series of commands and give them a name for use later. For example, lets say that you want to give yourself a silencer and the BFG10K. One way to do this is to type two separate commands: GIVE SILENCER GIVE BFG10K Another is to string the two commands together with a semicolon. Any number of commands can be combined in this way: GIVE SILENCER;GIVE BFG10K If we want, however, we can define our own command — let’s call it THUD — to accomplish both of these steps at once: ALIAS THUD “GIVE SILENCER;GIVE BFG10K” Once you’ve defined this alias, you can simply type the word THUD at the console to have both of these commands take effect. |
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anti-camping and anti-sniping |
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Okay, let’s assume for a moment that you’ve become enough of a Quake Frag God that you can afford to look down your nose at camping and sniping. Perhaps you’ve even taken on some Klingon-esque code of Honor that requires you to snuff any other players who Camp and Snipe on a routine basis. Well then, my friend, you face a moral dilemma. Because let’s face it, on any given level only a small number of spots are ideally suited to camping (campgrounds) and to sniping (sniper’s nests). So you’ve got to ask yourself: what’s to keep me from hanging around the obvious campgrounds and sniper’s nests… and then waxing any low-life who tries to camp and snipe? Is it camping if you’re doing it to wax a cowardly sniper? Well, you’re on your own for this one. Too deep for me. Pardon me, I think I need a drink. |
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assisted grenade jump |
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If you’ve ever tried to rocket jump with a grenade launcher, you know it’s a little touchy. You have to reach the grenade, and jump, 2.5 seconds after you fire the grenade. Don’t trust it to timing. Your opponents will be happy to do you a favor and detonate that grenade for you. So no need to wait… just fire the grenade at your opponent’s feet and jump. Trotsky |
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avoiding game-start telefrag |
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If you’re playing with a lot of people and start on a new level with a small number of respawn spots, there’s an excellent chance that you’re going to experience a few seconds of mutual telefragging. To avoid this, hold down your Forward key while the intermission screen is showing between levels. When the round starts this’ll get you off the telepad immediately, greatly reducing your chances of being on the losing end of a telefrag. deadmeat Dan Jameyson aka -Danist>[DS] |
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bait |
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In Quake II you can pull one of the lowlier camping tactics: drop bait. Use the console Drop command to drop any item you’re carrying, then go hide and wait for someone to pick it up. The sweeter the prize, the shorter you’ll wait for a pigeon. Careful though… dropping Invulnerability or the Quad is… well, sorta stupid. Visit a site with a console command listing for more details on the Drop command (see the Quake Weenie links site for ideas). Deadmeat |
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baiting campers |
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When you know where campers are hiding, you can lure them out of their shells for a fairer fight. Stay out of their eyeshot, and frag someone near where they’re camping. Leave the backpack in place — most campers will rush out and snag the ammo once they think the coast is clear. Mutilator |
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bass ackward |
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Practice running backward. With all the narrow, twisty corridors that make up Quake you need to know your terrain really well to do this, but it can surprise the hell out of newer players. If someone’s shooting at you from behind, do a full-speed spin and shoot back. |
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beginner’s guide |
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Klaus Breuer (alias Joe Cool) has put together a nice Beginner’s Guide to Quake deathmatch. Check it out. Klaus Breuer alias Joe Cool |
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belly target |
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When aiming at someone, always aim at their waste rather than their chest or head. That way if they duck you get a head shot, and if they jump you get a foot shot. SeismoGrafe |
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bfg aerial |
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Not only to things like air gibs look extremely cool, they can make a lot of sense when you’re weilding the BFG. For much of the bfg’s damage to land home, both you and that nasty green ball have to be in view ot your target when the ball detonates. If your opponent’s hidden — say on a ledge belowor above you — jumping off the ledge or jumping into the air at the right moment can put you in visual range of your quarry for a nice, messy bfg-gib. The really fun thing about this is that you don’t have to aim the orb ar your opponent. Just fire at a wall or a floor somewhere. The only constraint is that you need to aim it somewhere that’s in a direct line of sight with your opponent, and then get into line of sight yourself just as it impacts. JTR |
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BFG jumping |
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You can use the BFG for hyper-jumping in the same way that you can with rockets. Two differences:
The above applies unless you’re quadded. See x-jumping for more details on Quad issues in jumping. |
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BFG10k |
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No weapon in Quake 2 is more complex, more misunderstood, or (arguably) more fun. Thanks go to Mr. Fibble for connecting me with some information from DuvalMagic’s Quake 2 Weapons FAQ by Randy Pitchford. I strongly encourage you to visit the site for details on the BFG and… everything else. For additional information check out the BFG FAQ by Tony Fabris, the die-hard of BFG fanatics. He’s just recently updated it with BFG10K information. |
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bind |
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console command Using the console, you can redefine most of the standard keyboard keys to perform a specified action or (and here’s where it gets cool) a series of actions. To bind a key to an action you use the — follow me here — “bind” command. The bind command looks like one of the two following commands: BIND keyname command BIND keyname “command;command;command” |
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blast radius |
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definition Someplace you don’t want to be. Rockets, grenades, and the BFG10k do huge damage in a radius around their point of detonation. This is referred to as a “blast radius”. See also splash damage. |
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blaster |
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What is the blaster (besides a weapon of last resort)? Well among other things it’s a pretty decent flare. If you’re stuck in a dark corner or pool, or are wondering what’s waiting for you in that black hidey hold, pop off a few rounds. It’s noisy, but it’s bright and cheap. Another thing to consider: when you use the blaster, people nearby will hear it, and many will assume that you have nothing better. This is like chumming for sharks: a lot of people will head straight for you looking for an easy kill. If you really have nothing better, this should concern you. On the other hand, if you’re juiced up with Quad Damage this may be just the deception you’re looking for. |
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blink |
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Look, this may sound obvious but… blink. When playing computer games (or for that matter looking at any CRT display) people tend to blink less. In real life this can merely lead to scratchy eyes and debilitating headaches, but in Quake there are some really important consequences: you can get your butt fragged. If you don’t blink enough, your eyes will start to get tired and your vision will get blurry, putting you at a disadvantage. What’s more, you’ll likely start to over-blink, with those really long, hard, man-are-my-eyes-scratchy blinks. Having your eyes closed for longer than a “normal” blink is all it takes to give your opponents an easy frag. So consciously practice blinking often. Heck, use eyedrops between levels if you need to. This is particularly important if you wear contacts. If your lenses shrivel up they can pop out at an exceedingly inconvenient moment. Pour on those eyedrops. Charles Yang, Chris Roach |
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bottleneck |
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There’s nothing more corwardly than kicking your opponents when they’re down. Victimize people who fall into slime pits. There are two basic approaches: First and simplest — just pick on people who fall in. People in slime pits have just one thing on their minds: “get me out of this frigging slime pit”. Only the most level-headed Frag God can run for the exit to a slime pit while cooly returning your fire. So if you’re near slime, listen for someone to fall in, and then move in for a cheap kill. The second is even cheaper. Most slime pits have a small number of exits, and many have just one. When someone falls into the slime, head for the exit. You can either block it with your body and fire at your opponents until they sink into the slime, or “virtually” block the exit by barraging it with rocket and/or grenade fire. Mark (PeeblE) Sawyer |
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breadcrumbs |
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Use items as breadcrumbs. Respawn times are the key. Wondering where your opponent went? If you know the level and its items, notice when items are missing. For example, if it’s ammo you know someone’s been in here in the last 30 seconds. Follow your prey’s breadcrumbs and go frag you some Hansel. Blue, with permission from the now defunct Blue’s Deathmatch Strategy Guide |
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camper goosebumps |
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Here’s a fun way to get rid of campers: spook the hell out of them. When the camper frags you, don’t respawn. Just lay there on your side watching what he does and where he goes. As the camper moves around, start talking: “I’m watching you.” The camper will slowly go insane looking everywhere to find you, and firing rockets around hoping for a blind frag. It’s only a matter of time until the camper leaves, or other people follow the sounds (or your clues) to finish him off. Blorg[LW]-Enforcer |
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camping |
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definition People vary in their definition of camping. The most clear-cut form of camping is locating a respawn spot, finding a nice (preferably semi-hidden) hiding place near it, training your sights on the respawn spot, and waiting for some poor newly reincarnated player to spawn in right under your crosshairs. Most people also consider it camping if you stake out a spot near a particularly prime powerup, weapon, or ammo pack. Sniping is another form of camping. Important to know:
The most extreme definitions include a sort of “moving camping” — running a tight pattern through a level (a juice cycle). What is camping? For an example here’s a high-octane definition from Clan Monkey. Sadly, Clan Monkey has disbanded, but the creed lives on. See also sniping. |
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chain sniping |
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And if mere sniping isn’t enough… Find a nice camping spot and hunker down until you can kill someone from there. Immediately move to someplace else, concealed if possible, that has a good view of your former campground. If your opponent has any idea where you sniped from, he or she will be back expecting to find you there. Surprise. C.J. Ehley (Kaehley) |
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cheap kill |
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definition You have committed a Cheap Kill if you destroy your opponent in a way that anyone else would have been ashamed of. The best confirmation that you have committed a Cheap Kill will come from your opponent, in the form of an message just after the frag. Something like “That was really pathetic” or “I can’t believe you did that” or simply “Camper!” You are a Weenie. Every frag is fair. There is no room for pride. |
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cherry picking |
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definition Players respawn at a limited, predefined set of sites on any given level. Cherry picking is camping out near one of the respawn sites, and waiting for someone to pop into the world effectively naked. This is considered a cheap kill, bordering on the lame. You didn’t read it here. |
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circle of death |
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See dance of death. |
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circle-strafe |
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This is the fundamental maneuver in Quake, and most other first-person perspective multiplayer games. The idea is to run a circle around your opponent while keeping your opponent in your sights (presumably firing like a maniac all the while).
Clearly, if you want to you can step right while turning left instead. Once you get this move down, you’ll be able to whip around in circles with your opponent under your crosshairs all the while. This move is by far easiest if you use your mouse or joystick for the turning, and your keyboard for the stepping. Keep zipping around your opponents until they run away, expire, or pass out from dizziness. |
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config files |
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console command If you come up with some console commands you like to use, but you’re tired of typing them at the console prompt every time you play, there are two ways that you can load a predefined set of commands.
Note that there’s also a file in your quake2\baseq2 directory called CONFIG.CFG. Don’t edit this file, but it’s an interesting read. It’s the configuration file that Quake creates to store your preferences. |
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controllers (advanced) |
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A few more tips on controllersto help you improve your game…
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controllers (basics) |
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Controllers and keyboard configurations are too broad (and too personal) a topic for me to cover completely here, or anywhere. The only real rule is that you need to find controllers and configurations that work for you, and use them. That having been said, there are a few basic principles that you may find useful:
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corner double-cross |
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If you’re being chased down a hallway and you come to a crossing hallway or a turn, rather than just running away you can turn the tables on your opponent. If, for example, you want to take a turn to the left… don’t turn left. Instead step left while at the same time turning right and switching from running forward to running backward. This maneuver is very similar to the full-speed spin, but has the advantage of surprise: your opponent rounds the corner only to find that he/she is now being fired on. |
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related listings of “corner double-cross” |
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corner whiplash |
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Somewhere between whiplash and corner double-cross. If someone’s chasing you and you go around a corner, immediately turn around and run back. Stay tight against the wall to take a tight corner, since there’s a good chance your pursuer will take the corner a little wide. This is especially useful if you’re heading toward a dead end of some kind. GenghisKhan[GC] |
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cornerfrag |
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You can use the rocket launcher and hand grenade to pick off someone hiding around a corner or behind an obstacle. If you think someone’s lurking just out of sight, fire a couple of rockets at the floor near the edge of the obstacle, or at an opposing wall if there is one. The lurker will get to lap up some splash damage. Jeff Garzik |
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cross-dressing |
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definition In team-vs-team play, cross-dressing is assigning yourself the shirt and pants color of the opposing team for “espionage” purposes. Extremely cheap, and if you get a reputation for it, it’s the kind of thing that’s likely to get you banned from a server. This “cheat” is circumvented by teams which play with custom “skin” textures. |
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crouch |
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Crouching is a fundamental addition to your physical repetoire in Quake 2 vs. Quake. And it ain’t just for getting to that bandoleer on level one either.
Sean Powers |
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crushing campers |
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A note to the psychotic hot-heads of the world: don’t be dumb. Unless you’re really good (by which I mean “much better than you think you are”), when you get all bothered and start maniacally trying to take out campers you’re doing exactly what they want. Think about it. The campers ain’t going anywhere. Their only chance at getting a frag is waiting for people to run in front of their sights. The best way to make campers lose isn’t to kill them, it’s to ignore them. Stay away. Warn other people to stay away. Wait for the putz to wither and come crawling out for fresh blood before you do your stomping. Of course if you’re really good (and no, not you, I’m talking to the really good players who don’t get angry), what the hell, go for it. Hobbes |
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ctf (capture the flag) |
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CTF is a variant of deathmatch where two teams play a messy game of Capture the Flag. CTF is a world unto itself. If you’d like to find out more about it, you must (this is not just a suggestion) start at the Mother of All CTF Sites: Xenocide Flag Academy |
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dance of death |
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This is when you and your opponent are locked into an endless cycle of circling each other. Endless until one of you croaks. Also known as a circle of death. |
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deathmatch |
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definition A.K.A. multi-player mode. Being a Weenie, Deathmatch is the place where other people humiliate you. You can enter a deathmatch against other players via a modem, network, or the Internet. If you want to try out deathmatch by yourself, to learn how it works without having to face other players, you’ll need to brave the Quake console. |
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deathmatch (console) |
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console command To go into deathmatch mode, pull down the console and enter deathmatch 1 Now jump to a new level for deathmatch to take effect. Why would you want to toggle deathmatch mode on when you’re playing with yourself (so to speak)? It will let you simulate the environment in which you’ll be playing against other people, but without the humiliation of actually doing that. With deathmatch mode on,
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related listings of “deathmatch (console)” |
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defensive rocket jump |
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Usually when people talk about rocket jump they mean the kind where you decide when and where to jump. Sometimes, though, your opponent will give you a rocket jump for free. If you’re playing against someone who’s bright enough to fire rockets at your feet, you can take advantage of their little rocket “presents”. Just as the rocket is about to hit, jump. Depending on your reflexes (or your luck, if you’re a Weenie), you may either
The latter possibility is not only surprising (and more than a little annoying) to your opponent, but if you’re toting the rocket launcher, being in the air gives you a better line of fire to lay a rocket at your opponent’s feet. Worst case: you both alternate trampolining in the air a couple of times until one of you finally succumbs to the damage or nausea. |
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desecrate the dead |
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Be a ghoul. If you hear an explosion and then see a message that someone’s just self-fragged (something like “Player just tripped his own grenade”), run don’t walk to the place where you heard the *boom*. Same goes when you see messages saying that two players have just fragged each other. If you get to the scene of the suicide before anyone else, snag that backpack (or, for a mutual frag, “them backpacks”). Now you have a choice.
Tim Hall |
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DFA |
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“Death From Above” (with apologies to MechWarrior). Note: this is a move that even the most menacing evil frag god will pull off only a few times in a lifetime. But oh that tingly feeling when it works… Quake is a true 3D engine, and players’ locations are defined by a “bounding box”. The box is effectively flat on top. If you play your moves right you can drop from above and actually land and stand on another player’s head. You’ll have your best chance with campers since they spend most of their time standing fairly still. Jump off of a ledge or (more likely) grapple above them and drop. If they don’t use MLOOK, they may not even realize you’re there. Before they figure out what’s happening you’ll have a chance to axe them in the head a few times, or fire a grenade straight up in the air and jump away as it passes through your body and onto their skull. Dan Jameyson aka -Danist>[DS] ramon ^*^M@$E$^*^ |
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DFA Aerial |
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If you’re on a ledge above your opponent, practice jumping off the ledge and getting off a shot with your power weapon of choice on the way down. Not only is it a great surprise attack, it looks cool, so anyone watching will worship your fragglyness. The rocket launcher‘s great for this; the railgun‘s great if you’ve got incredible reflexes; and the BFG will puddlize them pretty good if you start the shot before you jump. Sire404″>Sire404 |
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die well |
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When you die, you leave behind whatever weapon you were using. So if you’re about to bite the big one anyway, take yourself out. It’ll cost you a kill, but you may find a small silver lining: If your health is so low that you don’t think you can survive out there, find a nice quiet place and kill yourself. When you come back to life, run to the place where you died and pick up your pack and your favorite weapon. Get there quick: your pack will disappear shortly. Note that you can also kill yourself with a console command if you prefer. |
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dog the gods |
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You can learn from other people by following them. Hide in the shadows until someone runs by, and then quietly tail them. Note that most good Quake players turn fairly frequently to see whether they’re being followed, so this is a good way to get gibbed but quick. But in the mean time you’ll get to see them pull their tricks and turn up secret doors. Of course, once you feel you’ve learned enough you can always rack up a cowardly frag with a railgun to the back. Voyeurism is, of course, another way to learn from experienced players. It’s less specific to the levels and players you’re up against, but the potential for humiliation is also greatly diminished. David “Crimson Tide” Palmer |
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drive-by shooting |
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Think of it as a full-speed spin, but with a quaker in the middle. As with any charge-based move, you should really only try this with some kind of shotgun or nailgun. Charge at your opponent guns ablazin’. Just as you’re about to collide, spin 90 degrees left or right and side-step past your opponent, still firing. Once you’re clear, spin another 90 degrees in the same direction and run backward, still firing. Jumping as you run backward will reduce your chances of getting hit — and of getting stuck somewhere since you can’t see where you’re headed. P.S. Do scavengers annoy you? Try squashing scavengers. Forlorn |
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duck |
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That duck key isn’t just for scooching into tiny little crawly spaces and hiding your cowardly butt. It can also be an effective move in combat. Dropping from your opponent’s view can be disorienting, particularly if you’re up against an inexperienced player. This is best done in close combat. You can also use ducking to avoid an incoming rocket or grenade if you have the reflexes. Remember, though, that when you duck you move much slower, about walking speed. So if you go down, down’t stay down. You certainly wouldn’t want a frag god to catch you circle-strafing from a crouch. Ian “A Little Girl” Hart |
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duck call |
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Before going into a room, if you suspect someone’s waiting fire a few shots first (something obvious like the grenade launcher or rocket launcher are optimal). Then aside to the wall beside the door and see what comes out. If they’re someone in there, they’ll more than likely pop off a few shots in your direction. Of course, you’ve also just given away your position to anyone else who happens to be lurking about… john fares |
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faking out plats |
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A “feature” of doors, plats, and the like is that they must move their entire course before resetting. For example, if you jump onto an “up” plat at the top, it’ll come up and meet you half way, then carry you back up. If you step off at the top, it goes back down. But it has to go all the way down before it can come back up again. So while it’s dropping, jump on and go through to the bottom. This move is especially sweet since, if someone sees you go down and comes after you, they’ll probably get slowed down by the elevator as it comes back up at them. Dent |
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falling |
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There are two ways to negate falling damage in Quake II:
MuuMuu (Shun Yamamoto) Xodiak |
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fear wisely |
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Look at the score list. See that name at the top? See the skin? That’s the person who’s fragged the most other people. Here’s a tip: when you see that color in the game, go the other way. If you don’t think you can ditch the frag god, run in the direction of other weenies and get lost in the fray. Sure, the frag god will get another frag anyway. But at least it wasn’t you. CB5-Section8 |
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fire-fight scrape-off |
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Can’t shake that loser who’s pumping hyperblaster rounds into your back? Hear a wild fire-fight going on nearby? If you’ve got the maracas for it, head for the battle and run straight through the middle of it. If you survive the crossfire your odds are fair to midlin’ that your opponent will get caught up in the fun and lose track of you. Warmonger |
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FOV |
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console command The FOV command sets your Field Of Vision, or how wide an angle you can see at one glance. By default your FOV is set to 90 — you can see 90 degrees of the available 360 degrees in the horizontal plane. If you want to go into a sort of sniper mode, try decreasing your FOV: FOV 30 You best bet here is to bind a key to take you into sniper mode, and then another to take you out. miRAGE, Joe Branson FOV 120 It’ll take you a while to get used to the perspective this gives you of the world, but it’ll give you a bit of an edge in seeing people before they pound you from the sides. |
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frag |
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definition What you’re supposed to do, i.e., destroy the computer-rendered image of your opponent. In deathmatch you gain one frag each time you kill someone else, and lose one each time you kill yourself. Frag is both a noun (“Whoaaa duuuude, way to rack up those frags!”) and a verb (“Oh man, you’re toast now, I’m gonna frag you til your mouse melts!”). “Frag” was actually a military term before the 3D gaming world borrowed it. You can visit Tony Fabris‘ BFG FAQ on Doomgate for the “real” definition. See also: gib, thork |
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freelook |
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console command In Quake this was known as “Mouselook” or “MLOOK”. In Quake 2 it’s “Free Look”. Free Look changes your control setup so that moving your mouse or joystick forward/backward makes you look up/and down instead of moving you forward/backward. FREELOOK 1 turns Free Look on;FREELOOK 0 turns it off. You can also toggle Free Look on the “Options” menu. I can’t possibly recommend this setting highly enough. No wait, let me try: If you don’t use mlook, you’re an idiot and you deserve to stay a Weenie. There. Maybe that’ll do it. |
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full-speed spin |
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An important maneuver to master. If you’re running (and you’re always running, right?), it’s possible — not to mention a very good idea — to periodically turn around while still running in the same direction. Once you really get this move down, you can spin around to face backward, rack of a few rounds behind you, and spin back around to face forward again, all without losing any speed in your original direction. It’ll be worth the time you spend to practice this one in a big empty room without the distraction of someone fragging you over and over. Basic Full-Speed Spin: while running forward, turn around. When you’ve turned by 180° (i.e., you’re facing backward) reverse your direction so that you’re running backward. Studly Full-Speed Spin: for the obsessive-compulsive Quake player who can’t bear the idea of anything short of perfection. You can make the Spin even smoother, and maintain almost all of your forward speed, as follows:
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full-speed spin antics |
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If you’d like to look even more studly with your full-speed spins, try these tips:
Jon |
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getting pushy |
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Bear in mind that weapons aren’t good for damage only — they also let you push people around. Weapons with a single big punch (railgun, BFG10k, grenades, rocket launcher, super shotgun) tend to be the best for this. Why push people around? Besides the fact that they sometimes get in your way, sometimes you can push them places where they don’t want to go. Like off that ledge, or down that lift shaft, or into that bubbly pool of lava. MsWas |
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gib |
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definition Where thork is a value judgement (how badly did you humiliate your opponent?), and frag is a matter of record (you get a frag or you don’t), Gib is somewhere between. There’s a technical definition of Gib: when you cause enough damage to a player or monster, instead of merely dying they explode into a nasty pile of giblets. But some people also use “Gib” to mean they dominated another person or team. See also: frag, thork |
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go against the flow |
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Some of the water currents in Quake II are very strong. Strong enough to get you killed by pushing you in a direction that you don’t want to go. What’s more, sometimes there a keen thing to be had if you can only beat the current. But how? Don’t head straight into the current, move forward diagonally. For example, turn 45 degrees to the right, then move forward and strafe left at the same time. This will let you mvoe against an otherwise unbeatable current, albeit slowly. Necromancer |
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good moaning to you |
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Each weapon has strengths and weaknesses. For example, the railgun does a pile of damage, but it’s hard to land a hit. On the other hand, the machine gun does relatively little damage per hit, but it’s hard to miss. Listen to the sounds your opponent is making when you decide on your weapon. As someone gets weaker and weaker, their *pain* sound changes from an angry grunt to more of a pathetic moan. If your victim is near death don’t whip out one of your monster weapons that’s likely to miss. Pick something light-yet-sure like your shotgun or the machine gun. Coupland |
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related listings of “good moaning to you” |
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grenade and rocket flailing |
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If you want to rack up some “casual frags” and have the grenade launcher, just start lobbing in a few hand grenades or grenades wherever you know or suspect there are people, and then move on. No need to wait and see the results. Whip around enough of these suckers and sooner or later you’ll accrue some easy kills.
You can also use this technique with Rockets if you’ve got a few to spare. Heading into a room? Fire a rocket just as you come around the corner, before you even have a chance to see whether there’s someone in there waiting for you. At best you’ll frag them, at worst you’ll surprise them. |
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grenade backlash |
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If you’re being chased, head for a corridor that has a 90° turn in it… and whip out ‘dat hand grenade or grenade launcher. Just before you round the corner, fire a grenade or two at the wall directly in front of you. Your grenades won’t hurt you (in fact, they’ll fly right through you), but they surely won’t make your pursuer very happy. You can also pull this off if you’re being chased down a stairway and there’s an overhang. Even if the grenade doesn’t nail your opponent, it may buy you an instant as they try to dodge it. Use this to slip around the corner, do a full-speed spin, and start lobbing grenades in their direction as you run backward. Dave “Flailer” Moore “DaBuzz” |
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grenade interference |
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What if you’re tearing down a corridor with some goon on your butt, but there’s no corner up ahead for you to pull a grenade backlash? Don’t sweat it. Just start firing grenades into the air over your head as you run. Even if you’re pursuer doesn’t actually take any damage, you’ll leave a trail of obstacles behind you. Or for that matter, pull a full-speed spin and start slathering grenades all over the ground. It’s hard to run backward for long, but it’ll give you a better aim at your opponent. If the hoser’s a little further behind and out of sight, try dropping the grenades in non-obvious but lethal places… say, just to the right of that doorway there. Remember that the grenades give you almost 3 seconds before they go off, ample delay to thork someone who’s quite a ways behind you. Tom Kleinpeter Clegg |
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grenade launcher backlash |
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Stand in place, aim your sites straight up, and lob a grenade into the air. What happened? Yep. Your grenade launcher chucked the grenade about 50 feet behind you. It appears that the grenade launcher in Q2 imparts some vertical force to the grenades as it launches them, presumably to conteract gravity and help their range. But when you point your launcher straight up this has the effect of throwing them way the hell back yonder. And when might you fire your grenade launcher in the air? Yep. When some rocket-breathing yahoo’s hot on your tail. This makes the Q2 grenade launcher different, and in some ways trickier, than Quake’s. You can’t expect your grenade to come down where you were when you launched it, you’ve got to account for the back-kick. Of course, this makes it more against for pursuers who are a good ways back, since they’ll have less time to dodge your grenade: it’s not just dropping out of the sky, it’s also heading toward them. And it makes them more useful in general in a room or hallway with low ceilings, since your opponent gets to dodge a wildly bouncing grenade. But in area with high ceilings it makes the launcher much less effective against someone who’s close behind you. Sean powers |
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grenade surprise |
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If you’re being chased and are near an elevator, jump in. Once you’re at the top and hop off, the elevator goes back down. Now wait to hear it start on its way back up, and chuck a few grenades down the pipe. A few seconds later your pursuer will realize what an error it is to chase someone up an elevator. As a variation. leave a couple of grenades on the elevator when you hop off, they’ll be waiting for your pursuer when he or she tries to jump on the elevator after you. Bryan Coffey |
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hand grenade |
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Some tips on the Hand Grenade:
In general the hand grenade’s a nice little weapon to use against campers:
Sire404 |
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happy camping (and sniping) |
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A few rules of good camping and sniping (if there is such a thing as “good” camping and sniping):
Stefan “Twoflower” Gagne, acidviper, Enforcer, Hobbes |
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hide |
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Nothing better than hiding when you’re feeling cowardly. If you don’t plan to shoot at anyone, head for the shadows. If you want to shoot at people, being in the dark doesn’t help you much, since firing from the shadows is a questionable proposition at best. All weapons but the hand grenade give off a muzzle flash, illuminating the area for several feet around you. In addition to muzzle flash, some shots leave a trail of particles behind them. Some observations:
Since firing from the shadows is so risky, you may need to take another tack. One decent bet is to stay in a lighted area, but to get a look at your opponent through some obstructions, so that you’re firing on your opponent but only a small part of your body is directly visible. Of course this means that your opponent doesn’t need to move much to get out of your line of fire. |
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hot foot |
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If you have the rocket launcher or the BFG10k, fire at your opponent’s feet. You don’t have to hit someone directly to frag them with a rocket — you just have to catch them in the blast radius. If you try to hit your opponent directly, there’s a good chance they’ll be able to dodge the rocket and take no damage. But if you fire at the floor, a wall, or another nearby structure, there’s an excellent chance that they’ll taste at least a little bit of your rocket even if your aim isn’t so hot. Note that if your opponent is standing next to a wall, you’re better off firing at the wall than at the floor. Due to line of site considerations, you’re somewhat more likely to hit a wall than you are to hit the floor right near your opponent. See also: rocket dodging and defensive rocket jump |
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hothead |
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If you’ve got a rocket launcher or the BFG10k you probably already think to hot foot your opponent. Broaden your mind (and torch your opponent’s). If your opponent’s in an area with a low ceiling you’ll get a similar effect by firing at the ceiling overhead. And since Quake2 has more hidey-crawley-claustrophobic spaces scattered around than Quake did, you’ll want to especially keep this rule in mind during Quake2 matches. Godfrey B.C |
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hpb |
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definition The opposite of an LPB. HPBs who routinely frag LPBs are to be worshipped and emulated. |
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human timebomb |
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This one won’t net you any frags. Or friends. But at the end of a long Quake match when you’re brain’s getting a little mushy, it may at least give you a pathetic little chuckle of self-destructive glee. Switch to your hand grenade. Now run around until you pick up a pursuer, then go hide somewhere obvious with them tailing you. Bide your time, counting away the ticks as your pursuer grins and whips out a shotgun for a nice close range kill. Step out and rush in at an appropriate moment. Boom. Sean Powers (DeMeNtIa) |
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hurling (backward) |
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Being chased and low on weapons? Don’t ignore the hand grenade. If you’ve got a bit of a clear run ahead of you, do a full-speed spin and start lobbing hand grenades in your opponent’s face. Not only may you get a frag, you may unnerve your persuer enough to get away. Sire404″>Sire404 |
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ice skating |
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definition If you’re deathmatching over a slow connection and your ping times start going up (over 300-400), you’re going to experience Ice Skating. The Quake server you’re playing on keeps track of where you “really” are in the game, and shows that position to other players. Let’s say you’re running forward and you have the misfortune to start experiencing a network slowdown (high pings). The server knows exactly where you are, and keeps you moving at the same speed, but it takes a while for the information to get to your computer so thatyou can see where you are. What’s more, it takes longer for the network to relay your commands to the server (like “hey, stop running”). Result? Embarrassment. Even when you try to stop moving, you keep moving. The server has actually had you moving at full speed the whole time, so when you stop moving it takes a moment for your screen to catch up with where the server knows you really are. You run into walls, fall of ledges, take a dip in lava. In short, you thork yourself. JiMBoNe |
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juice cycle |
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definition In deathmatch mode weapons, ammo, and powerups respawn wherever you picked them up. Juice Cycle is the art of snagging juicy items just after they respawn. Setup: you need to understand for stuff to respawn; and you need to know the level you’re playing on. Develop a pattern through the level so that you repeatedly visit places with the toys you love. The best way to do this is to practice the levels in deathmatch mode without any other players running around humiliating you. Because the Pentagram of Protection and the Ring of Invisibility have such a long respawn cycle (5 minutes), if you’re playing a level that has these, head for them first. Keep in mind that in a net game, lag can change the dynamics of your maneuvering and even your speed. So if you’ve layed out a juice cycle based on the idea that “if I’m running at full speed, when I get back to point X I’ll find goody Y waiting for me”, nasty lag will hose your cycle. Blue (with permission from his Doom Deathmatch Strategy Guide) |
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jump |
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Jumping isn’t just useful for getting out of lava pits. It’s also a very useful combat maneuver.
Assuming you have freelook turned on (and you do have freelook turned on, now, don’t you), you’ll still be able to aim at your opponents reasonably well even when you’re hoppin’ around like an idiot. DeathNite TWIST |
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jumping fool |
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Like the full-speed spin, but more insane. Jump, turn 180° while in the air, hit the “reverse” key, and start firing. This is fun, and a little surprising; and if the person on your butt has a rocket launcher, it gives you a shot at a defensive rocket jump. This can be particularly effective when jumping off a ledge. See also air gib. QuakE |
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kamikaze |
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If you’re short on weapons and health and someone’s shooting at you with the rocket launcher or BFG, rush in at them with your blaster. The rocket launcher or BFG may take you out, but at close range the blast radius is likely to take out your attacker too. What if your attacker frags you without fragging himself? Since you switched to your blaster before rushing, you won’t be leaving behind any goodies for the hoser. jEnS “STARK” Wessling |
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kill |
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console command Kills you immediately. If you can’t imagine why in the world you’d want to do this (after all, other people are more than happy to help you out), you should check out the entry on dying well. |
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lag |
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definition Another term for “playing with a high ping.” Commonly used in sentences like “oh man, am I lagged.” |
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LANtastic scouting |
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When playing over a LAN (local area network) where the workstations are situated near each other, take advantage of your opponent’s physical proximity for some Real World scouting. You can use your own weapons to find other people. Listen to the sounds coming from the other computer. Can’t find anyone? Use rockets as probes to explore other areas. Fire one off toward the end of a long hallway or the other side of a big room. Did you hear an explosion on your opponent’s PC? Well, don’t just stand there… If you know a level really well you’ll know where the lifts and doors are on the level. Listen to your opponent’s computer, and when you hear a lift or door sound you’ve got another homing beacon. Robbie |
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lava Hot Foot |
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A special-case variant of the hot foot principle. If you see someone negotiating a ledge or walkway above a lava pool, immediately switch to your rocket launcher and wail one at them. Possible outcomes:
If you don’t have a rocket launcher, but are playing against a Weenie, any old weapon will do. Weenies panic (and spaz) easily. Go for outcome #3. Don’t trust the lava to finish off your opponent if you use this tactic. Someone with good health will flail in lava for a second or two, enough time for you to fire in another rocket to finish them off. Not only do you have the fun of seeing them bob in lava, but you get the frag credit that you so richly deserve. Mark (PeeblE) Sawyer, Torben Giesselmann |
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lava jump |
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If you fall into a lava pool that’s not too deep, and the ledge you fell from isn’t too high, you can rocket jump your way out of the pool and back to safety. Or relative safety, depending on how good the other players in the match are. Keeper.CP.KoD |
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leading shots |
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If you’re shooting at a moving opponent (and unless you’re playing a bigger weenie than you, your opponent is moving), don’t shoot where your opponent is now. Shoot where your opponent will soon be. Um… unless you’re toting a shotgun or the railgun. These weapons deliver their damage instantaneously, so with them you can shoot right at your opponent. But other weapons. Deadmeat |
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learn the levels |
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One of the most fundamental of tips for any multi-player game: learn the levels. One way to do this is to do a lot of deathmatching. Another is to explore the levels in single-player mode. Neither one by itself will serve you as well as doing both will. You can explore the standard deathmatch levels that come with Quake 2 by using the map command from the console. |
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leave a present waiting |
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If your opponent is in the air, take a guess at the floor where they’ll land and rip loose with a rocket. By aiming at the floor you’re likely to detonate somewhere near the landing spot — this is damage that’s nearly impossible for your opponent to avoid. Much wiser than trying to skeet shoot folks out of the air. Chris (a. k. a. Ender or Camir) |
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lie |
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If you want some cheap fun, accuse someone of cheating. Broadcast a message like “HEY DETHGOD ARE YOU CHEATING? I JUST HIT U WITH 4 BFGS!” The other players will either ignore you or, if they’re curious, run and try out their own rockets on DethGod. You can’t try this very often or people will get tired of hearing you whine and will come scrag your sorry butt. Which serves you right for doing something like this in the first place. Shame on you. Note: recent versions of GameSpy (formerly QuakeSpy) let you filter out servers that allow cheating. So if you do try this weasel-like tactic it may backfire if someone knows cheating is impossible. deadmeat |
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lift camper probing |
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One of the lowlier campers is the Lift Camper: one who waits at the top of a lift, raining down death on you as you come up. Sometimes you can probe for a lift camper though: step on a lift to trigger it and immediately step off. Now listen. Whatever happens up there is what would have happened to you. If you do hear something nasty happen, get the hell out of there fast. The quick-witted camper will figure out what you did — but quick — and dump a sackful of grenades on your head. NecroMancer |
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lift shaft surprise |
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Some lowly campers lurk at the tops of lift shafts, warming up their trigger fingers as soon as they hear the lift coming up. One way to deal with this is with lift camper probing. Another is to let them have it. If you suspect a camper is waiting, prime up a hand grenade. Hop on the lift. When you’re near the top, shortly before you come into view, let fly with the grenade. If you time it right your present will go off in the camper’s face. You can pull similar shenanigans with the grenade launcher. Even if you don’t time it right it’ll usually make them step back from the edge, giving you a fighting chance when you get to the top. If you’re feeling really slick, and your grenade drops back into the shaft with you, jump just before it goes off. You’ll pop out of the shaft like some kind of superhero thanks to the lift from your own grenade explosion. [Q98] Popeye |
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lift snap-shot |
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If you’re on an upper level and hear someone board an “up” lift from below, you have a couple of options. You can chuck a grenade over the edge for them, or you can wait and give them a very special surprise when they arrive at the top. The problem with the first option is that you’re really just hoping that your grenade will land home; the problem with the second is that you’re, well… waiting. If you’re an aspiring or accomplished frag god you can add a little pinache. Take a running leap over the top of the shaft and send a present straight down the shaft onto your victim’s head. That way you’re not standing still, which we all know is asking for trouble. Or for extra style you can do this in the middle of a rocket jump. Preferably a manual one, not one of those weenie macro-bound ones, please. Rorshach |
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line ‘o death |
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Don’t stand still while you’re firing the rocket launcher, blaster, or hyperblaster. As you let loose with a string of pain either slide to the side, or strafe forward diagonally (by moving forward and sidestepping at the same time). The net result: a horizontal line of death headed straight for your opponent. E Lee |
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llama |
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definition You. Synonym: weenie. Scott Dega |
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long-jumping |
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Well… actually that should probably be “slightly longer jumping”. If you jump while facing diagonally you can slightly increase your jump distance. The increase amounts to only the equivalent of a foot or so, but it may make the different between making that ledge and not making it. You don’t need to do the lead-up run diagonally — just turn to the side just before you get airborne. Coupland |
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long-range grenades |
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Ever lobbed a grenade or a hand grenade at an opponent… and then gotten your butt fragged because the grenades fell just short of your target? You can do better. You can give your grenades a bit of a range boost by jumping in the air before you fire them. Those extra couple of vertical feet will give you a nice little range bonus. Cadmann |
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lower your ping the hard way |
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That’s “hard” as in “hardware”. If you do your Quaking over a modem there are lots of hardware and network reasons that you’re getting a higher ping than you truly deserve. Danist has provided a bunch of suggestions for people so intent on lowering their ping that they’re willing, in extreme cases, to tear holes in their walls to do it.
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lpb |
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definition LPB stands for “Low Ping Buzzard” (hey, this site’s rated PG… you can substitute your own obscenity). Someone who intentionally victimizes people with higher pings is clearly an LPB. If someone’s winning and they happen to have a lower ping than you, you can still call them an LPB if it makes you feel better. See also hpb. Scott Dega |
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lumberjack |
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definition Lumberjacks are people who get so annoyed with campers that they sometimes play the game not to win, but to hunt down campers. In other words, their goal in Quake is to “clear campsites”. Whenever possible lumberjacks will use an axe rather than another weapon, simply for the annoyance factor. The camper kills you? Respawn and head right back for more annoyance. Sooner or later the camper will change his ways or leave. Angel “Paul” Bunyon |
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lumberjacking the railgun |
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Campers love the railgun. But if you’re a lumberjack, the railgun may well be your fantasy weapon too. Think about it: the railgun is ideal for long-distance shots against a stationary opponent. Which would describe your typical garden variety camper. Duck out of cover long enough to get off a single shot and listen to the sweet sound of gibbage. Coupland |
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lurking |
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definition Definitions of lurking vary. In general it means skulking around in an untoward way, which may mean hiding, sniping, or camping. Upshot: if you accuse someone of lurking, don’t assume they’ll be offended for the same reason that you were trying to offend them. Blorg / Enforcer!ande1498@maroon.tc.umn.edu Tony “Monkey Brains” Fabris [Tony’s Home Page] |
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map |
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console command If you want to jump to a particular map, enter MAP mapname where “mapname” is the name of the level you want to go to. To do this you’ll need to enter a name from this list (courtesy of Blob:
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related listings of “map” |
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milking a co-kill |
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Not that I’d encourage this kind of behavior, but… If more than one person dies in battle at the same time (e.g., you and another player kill each other), when you respawn take a quick step backward. If you’re lucky, you were the first to respawn and the other player will respawn in the same place as you did, letting you give them a couple of cheap shots from behind before they know what’s happening. If more than two die at once (e.g., a bunch of you are playing in the water when someone decides to rip loose with a thunderbolt) and/or you’re on a level with a small number of respawn spots, your odds of pulling this off improve. Edan “Amoeba” Scriven |
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mind games |
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The setup: an opponent at long range; a wicked weapon; and maracas of steel. The mind game: take a few shots at your opponent with your wicked weapon of choice, blaster or the shotgun. Heck, maybe you even run away a little bit. “Ah-ha,” your prey thinks, “out of the good stuff! Let’s move in and smoke the shmuck.” Keep firing with your pea-shooter until your opponent gets in close enough for an easy frag with your big gun. the rocket launcher. If you’re using a weapon with splash damage don’t wait too long, or your opponent will be close enough that you don’t dare use it (or risk whomping yourself with splash damage too). Of course, you don’t actually have to get so tricky (i.e., pulling a double-switch). You don’t have to start with the wicked weapon. Just run around taking potshots at people with your pea shooter until someone decides to victimize the weak you. When they close in, switch weapons and victimize them. “the same guy” |
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muzzle flash |
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definition When you use any weapon but the hand grenade, and explosive flash will emit from the end of the weapon. This “muzzle flash” will illuminate an area of several feet around you. If you’re in the dark and trying to figure out what’s near you, this can be downright keen. If you’re hiding, this can be downright tragic. |
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noise bluffing |
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You know that good players will use sounds to figure out where you are and where you’re going. Why not use this to your advantage? Bluff with sounds:
In the same vein, keep sound in mind when moving around if you want to avoid detection. Don’t use doors or platforms unless necessary, and only jump when you have to. Onyz, Pubert |
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open-minded fragging |
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Notice that weapon balance is better in Quake 2 than it was in Quake. “Who Snags the Rocket Launcher Rules the World” is no longer true. Keep an open mind, and particularly watch for special situations where a given weapon will really shine — if you use the super shotgun for sniping and the railgun for close combat, you’re sort of missing the point. Just because you have to hit a higher number key to select a weapon donesn’t mean you’ve selected a radically better weapon. The “big guns” typically do more damage, but have associated costs (slow recharge/reload rate, high rate of ammo use, etc.). Godfrey B.C |
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over-eating |
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Here’s some extremely bad sportsmanship for you to have fun with. Let’s say you’re at maximum health, ammo, armor — whatever. You see some tasty little trinket lying around that you can’t pick up, but you also don’t want anyone else to get it. Fire off a round or two, or fire a rocket at a nearby wall (not too nearby) to take a little splash damage, then snarf the goody. A note from Ritchie Mudge, who submitted the tip: “NB. I’ve seen John Romero do this.” Ritchie Mudge anonymous |
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paranoid corners |
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Imagine you’re in a hallway that takes a sharp turn to the right, and you’re about to take the corner. Now also imagine that there’s someone waiting for you around the corner. If you take the corner the conventional way, you’ll be visible to the “lurker” while you’re in the process of turning to face them. Instead, take a “paranoid corner”. Before you reach the corner turn to the right and side-step to the left. Don’t stop to do this — just turn and sidestep. You can make this move while maintaining your original speed. This has you running sideways, so that by the time you reach the corner you’re already looking down it. Of course, that may not save you, but at least you’ll see your desctruction coming. |
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ping |
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definition Originally a sonar term (a short “ping” of sound to determine the distance to an object), “ping” has been appropriated by the networking world. The meaning is very much the same: a ping sends a packet of information to a specified computer and measures the time for the packet to return from the target computer. It serves as a simple measure of how good/fast your connection to the target computer is. This is an important concept in network Quake, since the quality of your connection to the Quake server you’re using will determine how smoothly your game runs. A high ping value (“lag“) indicates a poor connection, and will lead to choppy performance. Net result: you’ll probably get fragged more than you deserve to. You can determine your (and other players’) Ping times in deathmatch by pressing the F1 key. Please, use this information only for good, not victimize the slow. |
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ping bug-out |
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Be aware that your ping times will often rise as more and more people access a given server. Before you know it those LPBs have gone from 120 to 220… but you’ve gone from 300 to, like, 550 or something. You’re history. Monitor ping times periodically as the user count goes up, and be ready to bug out to a less crowded server when your pings get too high. JiMBoNe”>JiMBoNe |
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plat impatience |
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There are a number of levels where you need to ride a sliding platform to get from one point to another. This violates one of the cardinal rules of Quakeing: don’t stop moving unless you want to camp (or die). Don’t take a slow ride. Wait until the plat is already a jump’s length out, then take a running jump onto it. Then wait until you’re a jump away from your destination and bail. Even on a very wide gap you can cut your transit time down enormously. Rorshach |
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portable home |
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People get attached to their configs, aliases, and other settings. If you’re heading to a Quake Party or someone else’s house for a match, you’ll either spend a lot of time getting your PC set up to suit you… or you’ll lose. Avoid the pain. Put your config file on a floppy disk and carry it with you wherever you go. –=[NightmarE]=– |
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power shield |
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Energy armor is one of the most important powerups in the game, but also one of the most difficult to understand. The upshot: it uses energy cells (ammo) to absorb damage that you would have taken. With the energy armor and a few cells you can take a ton amount of damage. The powershield directly absorbs 1/3 of the damage, and the rest is evenly divided between your energy cells and your health. Since the power shield uses energy cells, don’t go nuts with those cool energy weapons (BFG and the hyperblaster) when you’re using it. If you pick it up when you don’t have any energy cells, you’ll have to wait until you have cells and then manually activate it. Learn where the power shield is on each level… and head there first. See DuvalMagic’s for complete details. Coupland |
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practicing safe frag |
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Always try to have an elevated position above your opponent when you’re flailing around with the hand grenade or grenade launcher. Physics will kill you: grenades roll and bounce before they explode, and that means they’re more likely to roll and bounce down. Which kind of sucks if you happen to be down. Christian (Keyser Soze) Schmidt |
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quad wisely |
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When you’re quaded in Quake 2, choose your weapons wisely:
Coupland Deadmeat |
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quadgasm |
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definition One’s loss of dignity when one comes into posession of the Quad Damage artifact. If you’re on a crowded level, then quad damage, a super shotgun, and a backpack full of shells can add up to one of the most pleasurable experiences you can have with your clothes on. You can almost see Honor flying out the window when someone picks up this kind of Gib Kit. On levels with lots of rockets and multiple Quads, you can have “Multiple Quadgasms”. Warning: illegal in 12 states. Tony “Monkey Brains” Fabris [Tony’s Home Page] Doug “Meldroc” Holland |
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Quake server |
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definition Clearly, if you want to you can play Quake by yourself on your computer. But playing against others requires one computer to act as a “server”. The Quake Server keeps track of where all people and things are at any given point in the game, and communicates this information to any players who are using the server. There are two types of servers: “dedicated servers”, where the server is doing nothing but serving players; and “listen servers”, where one of the players is playing directly on the server. A listen server is fine if you have a very fast connection (several people playing on a local area network), but it with slower connections it gives the person playing on it an extremely unfair advantage. Unfair even by Weenie standards. The reason you can sometimes experience lag when you have a slow network connection (high ping) is that the Quake Server is the ultimate authority of who is where, so if your connection slows down the server may have a much better idea of where you are than you do. See ice skating for details. |
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Quake2 skulking |
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The default multiplayer skins that come with Quake2 are more hiding-friendly than the Quake1 skins were — some more than others. You select your skin by choosing Multiplayer | Player Setup. If you’re a weenie and looking for every edge, try out one of the sneaker skins and hang out in the dark a lot. Sniper and Viper are both good for this. Bear in mind that frag gods will routinely fire into dark spaces (like long, dark hallways) for insurance, so be on your guard. The same rules apply as for hiding in Quake 1 — for example, the blue corkscrew makes that railgun a pretty bone-headed weapon to use if you’re hiding. Sean Powersspshadow@macomb.com”>Sean Powers (DeMeNtIa) |
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related listings of “Quake2 skulking” |
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railgun |
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If you’re a sniper, the railgun will find a special place in your heart. It’s the sniper’s dream: massive, instantaneous damage at long range. Well, it’s perfect except for that nasty little trail it leaves behind it. You might as well plug a blue neon “I AM HERE” sign into your butt. In a sense the railgun forces snipers to be slightly more honorable by keeping them moving. So if you plan to snipe with the railgun, plan to dust off frequently too. The railgun it extremely difficult to use against moving opponents (except for those moving directly toward you or away from you). Someone trying to plaster you with the railgun? Just keep side stepping back and forth erratically. The poor schmuck doesn’t stand a chance. If you’re a lumberjack, the railgun may well be your fantasy weapon too. Think about it: the railgun is ideal for long-distance shots against a stationary opponent. Which would describe your typical garden variety camper. Duck out of cover long enough to get off a single shot and listen to the sweet sound of gibbage. |
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related listings of “railgun” |
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railgun waiting |
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The railgun is powerful but tricky. You’ll have your best chances with it if your opponent is stationary or you know exactly where he or she is headed. A camper is a good example of a stationary opponent. But when can you predict someone’s destination?
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related listings of “railgun waiting” |
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respawn |
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definition In deathmatch, when you pick up an object, after a specific time period it will reappear where you picked it up. This is called “respawning”. After you die, when you reincarnate somewhere in the maze that’s also referred to as “respawning”. When you respawn, you will have no armor, a handful of shotgun shells, a single-barrelled shotgun, and your axe. And a lot of adrenalyn, unless you’re too confused to know how bad a situation that is. |
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related listings of “respawn” |
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respawn spot |
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definition On any given level there are a limited, predefined set of places where players respawn after dying. These are referred to as “respawn spots”. |
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related listings of “respawn spot” |
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revenge of the respawned |
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Players respawn at a limited, predefined set of sites on any given level. Learn where these are, and don’t stand immediately on them. If you’re standing there when someone respawns, it’s not going to make a bit of difference that you’ve got every weapon, max ammo, 200% health, quad damage, and that pretty red armor. You’ll be telefragged. Once you learn the locations of the respawn zones, you will of course never take advantage of this knowledge for cherry picking purposes. Because that would be wrong. Wouldn’t it? Ed Cope |
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related listings of “revenge of the respawned” |
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rocket dodging |
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If you hear someone launch a missile, three things should go through your mind:
#3 is a hard one to remember, but an important one. The blast radius from a rocket will take you out as well as a direct impact will, so if you’re standing near a wall or another impact surface you’re increasing the odds that you’ll be caught in the blast radius when the rocket detonates. The best place to be when someone’s shooting rockets at you is somewhere else. The second best place is in an open area where you can dodge the rockets. You don’t care if they whiz past you and detonate on a wall twenty feet away from you. Note that if your pursuer has figured out the trick of hot foot, you’re hosed no matter how you slice it. Unless you remember to jump. |
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related listings of “rocket dodging” |
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rocket jump |
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To rocket jump is to inflict damage on yourself for a good purpose. This idea is to give yourself an unnaturally high jump by firing a rocket at your own feet just as you jump. While this may sound stupid, it can get you out of some tight places and into some keen ones. The idea:
The first several hundred times you try this you will either (a) crisp yourself, (b) not jump any higher than usual, or (c) most likely, both. But after a while, this can be a very useful special-purpose manuever. This move is tricky enough that most people define console scripts to automate them. For more tips on rocket jumping than your mind can even conceive, visit The Rocket Jumper’s Guide to Quake. See also x-jumping. |
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related listings of “rocket jump” |
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rocket sidestep |
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A good rule of thumb: when someone launches a rocket at you, strafe diagonally forward (run forward in the direction of the attacker while side stepping). This will not only move you to the side, out of the rocket’s path — it’ll also avoid splash damage by getting you away from any walls or objects behind you that might detonate the rocket. Deathnite |
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related listings of “rocket sidestep” |
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rocket vaulting |
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Rocket jump over peoples’ heads. It’s a simple idea, but once you’ve mastered it you can impress the frag out of your opponents. A big room or long hall with a high ceiling are the ideal setting for this move.
Warmonger, Doomhammer, Stormer |
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related listings of “rocket vaulting” |
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run and jiggle |
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There’s just no excuse for walking in Quake, ever. On the options menu, toggle “Always run” to “ON”. Go do it now. I mean it. Flip that switch. You want to be a weenie forever or something? There’s also no excuse for running in a straight line in Quake, ever. Get in the habit of always zigzagging, jumping, jamming it into reverse suddenly — in short, be erratic. Remember that Quake is fully 3D, so you can never be sure when someone’s about to do a sniper number on you. Running erratically won’t protect you from shotguns much since the shot from a shotgun lands home immediately. But it will help you against most other weapons, which are positively glacial (relatively speaking). No matter what weapon your opponent is using to victimize you, though, an erratic flight path will help you a little bit since it’ll be harder to keep a bead on you. Ed Cope, Terata |
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related listings of “run and jiggle” |
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run away |
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If you’re about to die… run away. It may sound obvious, but it’s surprising how many people completely miss this tactic in the heat of battle. Oh sure, there are times when you should keep shooting even though you’re gurgling your last breath. But in general if your health drops below 25 or so and you’re evenly- or over-matched, leave. Get more health. Then come back for revenge. Too many people get cranked on the adrenalyn rush of battle and do stupid things. Like die, for instance. |
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related listings of “run away” |
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scavenge |
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If you see two other players going at it, you can take advantage. The idea: let the other two bozos duke it out, then take out the winner. It’s cheap, but it’s fair. There are two basic approaches:
If you’re feeling particularly wussy today, go for the shrapnel attack. Do not shoot at the poorer of the two players. That will leave you to face the Quake God all by yourself once you’ve help to waste the other Weenie. Dumb. |
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related listings of “scavenge” |
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scuba diving |
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This is an under-water form of camping. Stay under water as long as possible, shooting at peoples’ private parts as they swim along the surface. This works especially well when you’re playing a level that has underwater tunnels, since they give you an escape route when someone comes after you in righteous wrath (you wus). Keep in mind that in Quake 2, if you’re hanging out in a big open pool it’ll be relatively easy for people to spot (and eliminate) you. Slayer |
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related listings of “scuba diving” |
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scuba sliming |
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Some weenies hesitate to dive into a slimepit unless they’re wearing the biosuit. Fortunately, that ain’t the only way. Megahealth does nearly as good a job, since that extra hundred health will keep you grinning in the slime for a spell. Diving in with megahealth can also surprise the hell out of other players — say, for example, that llama who just grabbed the biosuit and jumped into a slimepit to get out from under your crosshairs. Chris Schumann (Torgo)”>Chris Schumann (Torgo) |
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related listings of “scuba sliming” |
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sensitivity |
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console command This command defines your mouse’s sensitivity, i.e., how much your player moves for a given movement of your mouse. By default most people play with a sensitivity under 10, but there’s nothing to keep you from building up your tolerance and pushing it up toward 80. Playing with a low sensitivity can get you fragged. SENSITIVITY 20 Bear in mind that fine aiming becomes difficult if your sensitivity is set too high. Jin “Time Traveler” Kim Joel “lemurboy” Baxter |
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related listings of “sensitivity” |
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shotgun |
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Pros: The shots reach your target instantly, which is great at long range. Cons: It does relatively little damage. Since the shot’s scatter pattern determines the amount of damage, and the pattern gets looser at long range, there’s even less damage at long range. Sometimes you’re not an idiot for using the shotgun. Since its shots land home instantly it’s a decent weapon for distance shooting. For that matter, it’s not a bad weapon at any range if you’re very accurate, since your shots will land home even if your opponent is running full-speed. (Thanks to Rorshach for a Q2 correction.) |
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related listings of “shotgun” |
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shrapnel attack |
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If you see several players duking it out and you’ve got the rocket launcher, grenade launcher, or hand grenade — lay down some major chaos in the middle of the melee. Just keep firing into the middle of the fray until they’re all dead, you’re out of ammo, or somebody takes you out from behind. As with scavenging, this is generally considered to be non-cowardly behavior even by those who frown on camping. Sometimes life’s ironic, ain’t it. Of course, the BFG is an optimal weapon for these sorts of melees. Not only will you probably take everyone out, but the noise of the ruckus they’re making will somewhat mask the sound of the BFG firing. |
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related listings of “shrapnel attack” |
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sidestep |
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If someone’s chasing you and you’re headed for a doorway to a room or another hallway, try to lose them with a sidestep. Just after you run through the door take a quick sidestep right or left. Best case: the loser runs right past and you fall in behind. Worst case: your pursuer sees what you’re doing and turns to attack you; at least you’ve got a face-to-face fight now. Mika Hirvonen”>Mika Hirvonen |
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related listings of “sidestep” |
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single-player cheats |
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console command Thought Quake 2 doesn’t have any cheats per say, with some of the console commands it’s pretty hard to tell the difference. Two you’ll want to remember in helping you to learn Quake 2:
For a more complete list, visit Fahrenheit 176. weenie man |
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related listings of “single-player cheats” |
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sloppy circle strafing |
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So you like circle-strafing but you’re just not that good at it? If your aim is weak, switch to the super shotgun. Its wide field of fire will help compensate for your shortcomings. Arsenic |
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related listings of “sloppy circle strafing” |
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sniper pop-ups (yum) |
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Is there some low-life in that pillbox-in-the-sky, occasionally peeking out to take potshots at the rest of you? Rocket jump (or X-jump) and, while you’re up there, toss the hoser a rocket to keep ‘im company. Warmonger”>Warmonger |
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related listings of “sniper pop-ups (yum)” |
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sniping |
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definition Finding a nice safe spot (well, as safe as anything can be in deathmatch), typically above other players, and taking pot shots at them as they run by. Sniping differs from camping in that you’re doing it to frag people, not to keep control of weapons, ammo, or other powerups. Why sniping is stupid: besides being cowardly, sniping is generally a losing strategy. Hiding and waiting for people to run by is a strategy designed to minimize the number of times that people frag you. But remember that winning at Quake isn’t about staying alive — it’s about getting frags. Even if you’ll die more, you’ll get more frags in a fire fight than you will hiding in a corner. |
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related listings of “sniping” |
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sound masking |
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If your opponents are using their ears, you give important information away every time you pick up a juicy power-up. Powerups have distinct noises, and nothing will make a savvy player run like the sound of a Quad getting picked up. Fortunately you can use one sound to mask another. If you see something juicy next to an ammo or health pack, pick up the juicy item first. The sound of the trach item will mask the sound of the one you really care about. Or, jump onto the item to mask the pick-up sound with the sound of your landing. Or… you get the idea. Baggins |
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related listings of “sound masking” |
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specialize |
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This one goes along with learning the levels: pick one or two levels and specialize. Learn them inside and out and play them constantly in deathmatch. You can use GameSpy or another Quake front end to find servers that are currently running your favorites. –rOt– |
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related listings of “specialize” |
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splash damage |
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Definition Something you don’t want to experience. Rockets, grenades, and the BFG10k do huge damage in a radius around their point of detonation. This is referred to as “splash damage”. See also blast radius. |
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related listings of “splash damage” |
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squashing scavengers |
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So there you are, calmly blowing the hell out of your opponent in a nice fair duel, when you realize some dweeb’s firing at both of you from the sideline hoping to do a little scavenging. What’s a Quaker to do? Try a little drive-by shooting. Once you’re on the other side of the annoyance he or she will be pinched between you and your former opponent, who will probably be annoyed enough to assist you with the extermination. A classic weenie-grade scavenger will just stand there stunned while it happens. Once you’ve eliminated the dweeb, you and your little friend can go back to blowing the hell out of each other. Stalker”>Stalker |
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related listings of “squashing scavengers” |
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squeeze play |
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If you’ve got the rocket launcher you can pull a “Squeeze Play” (a “pickle” to those who are afflicted with baseball fandom). When a rocket detonates, most people will react by running away from the impact, expecting that another will be incoming there in short order. You can use this fact to drive your opponent in a desired direction, by laying down a rocket blast in the opposite direction. Maybe you want to run them near a lava- or slime-pit so you can knock them in with another shot. Or maybe you want to get them headed toward a wall or a narrow corridor where it’ll be easier for you to nail them with splash damage from the rocket’s blast radius. No matter what the reason, this gives you the ability to (briefly) herd your opponent. |
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related listings of “squeeze play” |
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stealth |
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Assume that other good players will use their ears to find you. Avoid doing things that will unnecessarily make noise. This includes jumping and picking up items that you don’t need. Onyx”>Onyx |
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related listings of “stealth” |
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sucker play |
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Pathetic Tactic Alert I’m reluctant to include this one. Very reluctant. This is really, really cheap. I didn’t think of this, and I’ve never done this. You shouldn’t do this either, if you have a shred of human decency. But as I noted on the first page, the Quake Weenie reveals all. If you have an idea of where your opponent is, send them a message that requires an involved response. I don’t know, something like “Wow, you’re great. How did you learn Quake?” Then, while they’re replying, sneak up and nail them. Oh, man, it hurt to even type that. Wow is that low. I’ll be back in a minute. Gotta go wash my hands. Ick. |
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related listings of “sucker play” |
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suicide switch |
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Hope springs eternal, but sometimes you need to face the facts: you’ve got about 5 health left and a couple of snipers are whipping rockets at you. If you don’t think you’re going to be able to get away or take out your opponents, switch to the blaster. It may make you feel a little better to know that the folks who took you out won’t get any of your good weapons. This is a tricky call to make, but occasionally it’s the best option. Deino”>Deino |
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related listings of “suicide switch” |
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suit up |
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Once you respawn, try not to do anything else before you pick up some armor. Power shield is your best bet if you can get it. In learning the levels, pay special attention to where the health and armor are. If you charge into combat with 20 health and no armor, it ain’t gonna matter much that you’re toting a rocket launcher. Ed Cope |
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related listings of “suit up” |
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super shotgun |
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In Quake 1, the lower a weapon’s number the more hosed you were if you held it. Not so in Quake 2. In Q2 the formerly-somewhat-chuckle-worthy double-barelled shotgun is a seriously butt-rocking weapon. At close range a single shot can take out an unarmored player if all goes well — the maximum damage if all of the pellets hit is 120 points. As in Quake 1 it’s a poor long-range weapon due to the wide shot dispersion. But in tight corners it’s hard to beat. This all makes it a great weapon for a whole new kind of mind game. While you’re in the open, sucker your opponent with your blaster; then run into a tight area, and let loose with the super boomstick. Brian Knox |
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related listings of “super shotgun” |
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sweaty palms |
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It’s 4am. You’ve been fragging and getting fragged for six hours. For the last three your game’s been slipping off. Why? Because your hands are slipping off your mouse and keyboard. Nothing’s as slick as Fragsweat. If you’re really a dedicated Quaker, you’ll want to use a little cloth tape (e.g. hockey tape) on the top and sides of your mouse, to improve the feel and cut down on the slickness. You may also want to tape a few of your keycaps. Hell, while you’re at it just tape up your hands and be done with it. ThAnAtoS”>ThAnAtoS |
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teamplay static |
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Want to really get on peoples’ nerves? Create a file static.scr that contains dozens of lines of garbage characters, for example: say “^%$^%$^%$^%$$#%$#$$%$#%$#%$#%$#%$#%$” Now bind a key to exec the file. Hit the key frequently throughout your team play match to prevent communication between members of the other clan(s). Naturally this screws up your team’s communications too, but at least you’re the one who gets to decide when everyone will be annoyed. Ginzberg[FTM] Important: Ginzberg notes that neither FTM nor any other clan with a shred of self respect would even consider using this tip. |
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related listings of “teamplay static” |
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telefrag |
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definition If you teleport on top of someone else, you win — they explode into a grisly pile of giblets. This kind of frag is a mighty hard thing to arrange for, unless
If that’s the case, your opponent may linger a moment after teleporting, which is enough time for you hop in and mush his/her molecules. Which, frankly, is a lot funner than you’d think. Keven “Sandking” Kronenber |
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the boonies |
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Two points to note:
As you probably know if you’ve played many of these levels, this means these levels tend to have a lot of backwater areas. Some of these areas have decent toys, they’re just not high-traffic areas. Learn the levels well enough to identify one or two of these areas on each level you commonly play. Them use them as resupply areas after heavy fire fights, and as power-up areas when you respawn. See also: weenie hunting Angus[B5] |
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the golden rule of Quake strategy |
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The next time you deathmatch, notice that some people play offensively while others play defensively, i.e.
This brings us to the Golden Rule of Quake Strategy: in standard Quake winning isn’t about avoiding death — it’s about fragging. Your frag count doesn’t go down when you get fragged (unless you frag yourself). To put it another way, playing defensively
Weenies sometimes think that avoiding humiliation is the best they can hope for. Hiding in the shadows won’t get you the practice you need to become a Ruthless Frag God. Caveat: these rules are more true the more people you’re playing against. A Quake Duel is a completely different game: every time you get fragged, your only opponent’s frag count goes up by one, so defensive playing is a perfectly valid strategy. But in a mad fire fight with 10 other players, get out there. |
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the great camping debate |
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To camp or not to camp? Opinions on this… uh… vary slightly. In the interest of balance I present here two editorial opinions, in their own words: Stefan “Twoflower” Gagne Tony “Monkey Brains” Fabris [Tony’s Home Page] Edan “Amoeba” Scriven Lemon_Man |
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thork |
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definition A fundamental concept in the Zen of Quake Weeniedom. To thork is to destroy another player, particularly in a humiliating way. Since you are reading this page, you are a confessed Quake Weenie and surely know what I mean, for you have been thorked many times, and often in parallel. Examples:
Thanks to Scott Ostrander and Kyle Gasser, the thorkmeisters who architected this term. See also: gib, frag |
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related listings of “thork” |
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thorking a circle-strafer |
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Fighting a circle strafer? Reverse your circle rotation to strafe toward him, then walk straight back. Your opponent will often keep circling for a moment… putting him directly in your sights. Coupland |
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related listings of “thorking a circle-strafer” |
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thorking a lift camper |
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Annoyed by that camper at the top of a lift? Don’t hop on the lift for payback. Chuck a grenade or a hand grenade onto the lift and then trigger it. If you time it right and the loser’s up there waiting for you, you’ll get to educate a camper by remote control. Raistlin |
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thriving on ice skates |
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If you’re often badly lagged, you’re intimately acquainted with the concept of ice skating. In a fire fight, lagged players will often stand still for fear of ice skating or simply losing their aim. Two HPBsgoing at it will often stand there slugging each other… until whoever has more armor or the rocket launcher gets the frag. Don’t do this. Instead, strafe just a few feet to the side and adjust your aim to account for it. That way by the time you both catch up with your lag, you’ll have moved unexpectedly out from under your opponent’s sights but you’ll still be pounding your opponent. Even if your opponent has the level head and nerves of steel to adjust aim without ice skating, by the time they’ve adjusted their aim just make sure you’ve moved slightly again. Note that for this to work,
Phalanx |
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thriving on lag |
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Unless you’re an LPB, you normally deathmatch with lag. And no matter what other skills and knowledge you have, if you can’t beat lag you’re beat. A few tips for living with lag…
Sean Powers (DeMeNtIa) |
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timecamp |
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Note to the Righteous: if your code of honor prohibits camping, think of this one as “reacquiring powerups through skilled observation and knowledge of respawn characteristics.” There, isn’t that better? If you see or hear someone snag a juicy powerup, you can arrange to be in the right neighborhood when the powerup respawns. It’s not really camping, just leveraging your knowledge of the game. Check your status screen (by hitting F1). Look at the “Time” value for your player. Now you can “time camp”. For example, do a time check when you see/hear someone pick up the Quad Damage. Trot on back to the Quad’s respawn spot 30 seconds later (on standard Quake servers, the Quad respawns in 30 seconds). Of course this requires your knowing default respawn times for items. What, did you think Quake was going to be easy or something? Joel “lemurboy” Baxter |
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to kill an LPB |
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Suspect you’re playing against the worst kind of LPB — the kind that victimizes the slow? Try for some therapeutic pay-back. This kind of LPB need to pause periodically to check for players with high pings. Checking generally means stopping for a moment to check the console. So follow the LPB around for a while from a safe distance, and wait for that Achilles’ Heel of a pause. Then get some. You won’t rack up many frags this way. But damn, will they feel good. Mutilator |
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undead surveillance |
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Many people forget that you can keep looking around after you’re dead. Sure, you want to get back into the game to pay back whatever lowlife just fragged you. But wait. Just because you’re a pile of giblets doesn’t mean you can’t gather some intelligence. Watch for a few seconds. Are your opponents camping? Maybe that’d explain why you just got whomped for the 34th time in the same place. Are they running patterns? What weapons are they using? And perhaps most important, where did they go after they fragged you? Can’t get payback if you don’t know where they went. See also zombie spy and camper goosebumps. Deadline |
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undercut |
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In swordplay you have an advantage if you’re positioned slightly above your opponent. In Quakeplay, it’s generally an advantage to be slightly below your opponent. For example, when you can, try to get below your opponent on a stairway. This is particularly true if your opponent’s freelook is a little weak: your opponent will be slinging rockets and grenades over your head while you gnaw away at his legs. Be careful though. If you’re below your opponent it’s awfully easy to plow a rocket right into the stairs or wall in front of you, reaming you with splash damage. Paul “TBB” HampsonPaul.Hampson@pobox.com |
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use your ears |
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Those sounds ain’t for nothing. Some ideas:
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use your eyes |
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Illumination in the world of Quake acts… uh… a little differently than in our world. It goes through solid objects. So use it. If you see periodic flashes along a wall (accompanied by the sounds of gunfire), there’s fighting on the other side of the wall. Since your job in Quake is to get frags, try to get to the other side of the wall where the people are. Unless you’re hurting. Or a truly dedicated Weenie. |
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related listings of “use your eyes” |
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using the pentagram |
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Got the pentagram? Enjoy your unfair advantage. Normally you take a lot of punishment when you use grenades, rockets, and the BFG from short range. Not when you’re protected. Get in real close to your opponent and let a few fly. |
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related listings of “using the pentagram” |
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victimize the slow |
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Pathetic Tactic Alert Yet another tip I’m ashamed to include, but a tip’s a tip, especially when you’re so lost that you need any help you can get to make a single frag. In a network game, a player with a high ping time has a disadvantage. Typing “ping” at the console will show you ping times for all connected players. Look for the couple who have the highest ping times and pick on them. You’ll have an unfair advantage. Look, pal, I’m only listing it. You’re the one who has to live with yourself if you so much as think of actually doing this. Ake Wallebom (who was suitably ashamed) By the way, anyone who pulls this stunt can’t whine when all the other kids start chanting “LPB, LPB, LPB…” |
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related listings of “victimize the slow” |
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victimize the weak |
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Despite the distasteful title, this one really doesn’t belong on the Cowardice page (the line between strategy and cowardice is a very thin one sometimes). Listen for shotgun blasts. The shotgun is a great special purpose weapon, and sometimes players will choose to use the shotgun even though they have more “advanced” weapons available. But statistically speaking, if you hear someone firing the shotgun there’s a very good chance that they respawned fairly recently and have limited armor and weapons. This is the kind of opponent you’re much more likely to be able to kill. Ed Cope |
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related listings of “victimize the weak” |
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voyeurism |
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Learn from the masters. There’s a universe of Quake demos out there, so you can watch Frag Gods frag, and lowly Weenies get gibbed. Not only can you see how they do what they do, but you can see it without having it done to you. Visit Demoland for a start. If you’re feeling braver, you can always dog the gods to learn more. Shane Guise a.k.a. William Wallace |
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related listings of “voyeurism” |
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walk |
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Though it’s generally a big advantage to run at all times, running does have one downside: your footfalls make noise. If you walk you won’t make any noise, which can be an advantage in one-on-one stealth mode battles. Warning: even if you’re walking, you’ll make footstep noises if you sidestep. Andy “Blaze” Chase |
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water, slime, and lava |
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You can be under water for 12 seconds before you start taking drowning damage. Initially you take 2 points of water damage, with the damage increasing by 2 points per second; there is a maximum of 15 points in any given second. Or to simplify, you’ll take 4 points the first second, then 6, 8, 10, 12, 14, 15, 15, 15… Slime damage is 1 times your depth, 10 times per second. Depth is 0=on land; 1=ankle deep; 2=waist deep; 3=submerged. With the biosuit you take no slime damage. Lava damage without the biosuit is 3 times your depth, 10 times per second. Lava damage with the biosuit is 1 times your depth, once per second. |
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weapon info galore |
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If you’re looking for weapon stats and other gritty info — well, stop reading this ya big dope. Go straight to DuvalMagic’s Quake 2 Weapons FAQ. Now. Stop reading this. I mean it. Go there right now. What are you, stupid or sumpin? P.S. I link to very few sites, and almost never use a link as a tip. But jeez, when I think of all the work Randy saved me by figuring this stuff out it only seems fair. |
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related listings of “weapon info galore” |
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weenie |
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definition A pathetic loser who can’t really beat other Quake players in a deathmatch, but who can smack into walls or explode into a grisly pile of giblets like nobody’s business. Synonym: llama. |
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related listings of “weenie” |
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weenie hunting |
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On a high-traffic server (with 8 or more people on a level), most levels will develop hot spots — places where the powerups are concentrated, or nice open areas that are fun for insane firefights. By and large, really good players will head straight for these areas since they know they have a prayer of surviving. Weenies, on the other hand, will often avoid these areas, not needing additional frag-borne confirmation of their inadequacies. So pick up your favorite weapons and armor, then head for the boonies. You may find enough sheep wandering around to rack up the easy kills you need for a win. See also: the boonies HyperLogic |
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when to railgun |
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The railgun‘s tricky to use against a moving opponent at tight quarters so some people tend to holster it in these situations. But don’t overlook the fact that it’s an exceptional weapon in tight, narrow hallways. Think of it as an essentially instantaneous rocket launcher, but without the risk of splash-fragging yourself. Fighting a circle strafer? Reverse directions to strafe into him, then walk straight back. Your opponent will often try to rush in to close the gap… putting him directly in your sights. Fighting a jumper? Give up on picking the hoser out of the air. Time your reloads so that you’re ready to fire when the jumper lands, not when he’s airborne. Coupland |
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whiplash |
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If someone’s close behind you, this move gives you a shot at getting behind them. Step left or right as you jam it into reverse. If all goes well, your hapless opponent will end up running ahead of you, with you in hot pursuit. Even if things don’t go so well, you’ll end up slamming into your opponent, which can make for a frantic disorienting jumble and a cowardly getaway. If things go really poorly, your opponent will see it coming and will start backing up at the same time as you do, allowing ample time to continue waxing you from behind. Then you’ll die. But that was going to happen anyway, so what the heck. |
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winning the dance of death |
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Ever been in a dance of death? If so, here are a couple of suggestions for breaking up (and thereby winning) the the dance:
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related listings of “winning the dance of death” |
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x-jumping |
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In Quake2 you can not only rocket jump and grenade jump, but hand grenade-jump abd BFG jump as well. But the funniest thing… If you’re not quaded, a rocket jump will send you roughly as high as a grenade jump. A BFG jump will send you a lot higher (though you’ll take more damage). But if you are quaded the story’s different. You go no higher with a quaded BFG than with a normal one. Why? Because the BFG isn’t affected by Quad. But a quaded rocket or grenade will send you SAILING. We’re talking orbital here. So lay off the BFG when you’re on the Quad. You won’t get to look half as cool as you think you’re going to look. Or something. Godfrey B.C |
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your friend gravity |
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Gravity is your friend when someone’s on your tail.
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related listings of “your friend gravity” |
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zig |
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Don’t run in a straight line when you’re being chased. Only the shotguns and the railgun have instantaneous shots — for other weapons, the shot takes a few instants to catch up to you. If you’re moving erratically, you make it less likely that you’ll be there when the hurt arrives. |
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zombie spy |
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If you’re in any kind of a team play game, camp from beyond the grave. You died near the enemy base? Stay dead and watch the field, telling your team mates where the enemy is (and when they leave). You died near your base? Let your mates know when someone’s coming — ideally just before they’d normally be visible. You can set up some extremely cowardly traps this way, positioning one player in a “blind” area with a ton of grenades, and another player in an open area to tell the grenadier when it’s time to let fly. I’ll leave you to decide for yourself which variations of this tactic are honorable, and which are cowardly. Chuck Cochems |
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related listings of “zombie spy” |
http://www.weenie.com/quake2 |