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 SHH OFFICIAL WAR GUIDE

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*SHH|HomerBalboa
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PostSubject: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyMon Nov 01, 2010 1:59 pm

SHH WAR GUIDE

Being a good team leader


Learn how to be a good leader. Good team leaders provide direction and inspire confidence in their team. When a leader moves they move thinking about their team members, stopping to make sure people are following okay, and issuing plenty of clear orders. A good team leader can turn a bunch of players into a single and virtually unbeatable combat engine.

Being a better team member

Learn how to be a better team member. Being a member of a team means more than simply shooting the bad guys. You need to think about your companions and if someone's leading the team, to follow their orders. An effective team member realizes that the goal is not to get frags but to win the round. Sometimes providing cover fire or drawing fire can do more for your team than getting a kill. Remember the old clich' there is no "I" in team.

Grenades are not a toy


Grenades are not toys: Make a bind to warn team members that you're throwing a grenade or you'll do as much damage to your team as you will to the opposition. In games where team damage is on, be extra careful with grenades as you can easily take out your team.

Responding to medic calls

Respond to medic calls, and heal your teammates. You can spot a gamer in need of assistance, by the pulsating yellow and red caduceus over their head. Even players without medkits can heal a teammate up to 40% of their total health. With a medkit this goes up to 80%. Accurate?

Help Your Teammate

If you're not very good in combat, then grab the medkit as an item and be your team's medic. A great medic on a team can be ten times better than another gun. If you've got a high ping, stay away from the sniper rifles and go for autos that deal more damage or which have larger magazines. Spamming (shooting lots of bullets) helps account for the accuracy you lose because of lag, at the cost of ammo.

Charging the enemy


Don't charge in. This is an effective strategy in Quake III, but in Urban Terror you are a lot less accurate when moving. A player charging and firing at a player who is standing still and firing will usually come off worse.

Jumping and running

Keep your feet on the ground. Quake III players are renowned for jumping; in fact, a Quake III player who does not jump is probably a newbie. In Urban Terror jumping reduces your stamina, which has numerous negative side effects. In addition, players who are airborne are predictable: a skilled sniper knows precisely where an airborne player is going to land, and can thus pick you off like a duck in a shooting gallery.

Using cover fire


Use cover fire to suppress and pin enemies. You don't always need to aim your weapon at a player; sometimes firing a weapon can be a tactical decision, and might be targeted at a wall or doorway. For example, if you know an opponent is behind a crate, firing around the crate will keep them there while another teammate moves around to flank them. If the boot's on the other foot and someone has you pinned, wait until they run out of ammo before emerging. If they're close, listen for the ominous out of ammo "click". If someone yells out "cover me" and starts running towards a doorway, lay down some fire on the doorway so anyone who's thinking of coming through thinks again.

Taking cover

Stay away from open areas. These can be fatal. Try moving from one area of cover to another, and limit the number of direction enemy fire can come at you from. Staying close to walls and corners is a good idea. When you need to cross an open space, do it as fast as possible using the sprint feature, and don't run in a straight line: try to be as unpredictable as possible.

Using stealth movements


Use stealth. Walking or crouching and walking is much slower than running, but it is also silent. Experienced operatives can use this to devastating effect by creeping up on unwary opponents. Use of a silencer can enhance the stealth affect by extending your stealth well into the attack envelope. Some players will not even realize they are under attack until it is too late, and those that do will have greater trouble locating you.

Use the radio to communicate

Use the radio. The radio is a highly efficient way of communicating with team members. In a combat environment, you cannot read all the messages that flash up on the screen, but you can hear radio calls. Using the radio, you can communicate most simple combat requirements.

Use binds effectively

The best players bind. Use key bindings (see Section 4.0.0) to bind your most frequently issued commands to a key. Common radio commands or chat messages can then be accessed at the touch of a button in the heat of combat.

Extended variables

Use the extended variables. In combination with binding, use the extended variables to create chat messages that convey detailed information to your teammates at the stroke of a key. For example: /bind z say_team "Help me out, I'm $health and under fire at $location." Would print out your current state of health (eg: badly wounded) and would also let your buddies know where you are.

The skill of listening


Ears are real important too. Sight is the most detailed of the human senses, and most people rely on their vision to the exclusion of other senses. The best operatives learn to use their hearing as a second set of eyes. Running people make a big racket, and people who are tired breathe heavily. By listening carefully for these telltale signs you can ambush careless opponents as if you could see them coming.

More equipment is not better


More stuff isn't always better. If you decide not to load out with kevlar, you will be able to achieve faster in game running speeds, than if you took the kevlar vest. The only weapon that has an effect on your stamina is going to be the IMI Negev. Due to the size and number of rounds this weapon has, it has been penalized by increasing your stamina drain.

Stay out of the way


Don't get in people's way. If you are moving down a narrow passage, try to allow enough room for the guy in front of you to turn and run if he needs to. There's nothing worse than seeing a grenade come at you, turning to run and finding some idiot blocking your path so you both die. Even the best players block others sometimes, it's just a fact of the game... but it can be minimized through careful play.

Sniping versus camping


It's not true that snipers are campers. A sniper who finds a cozy hole and waits for someone to come into their sites may get off one good shot, but is more often an easy kill for an experienced player. Sniping is a matter of firing, moving, firing, moving; keep your enemies guessing where you are. The best snipers seek out their prey; they don't wait for them to come to them.

General Team Tactics

Stay together and move as a team. The team should move with one member out front on "point" and the rest of the team covering them. At least one team member should also cover the rear, to stop ambushes from behind. If your team comes across a blind corner or needs to check a room for hostiles, send one member in and provide them with cover.

Field Medics

All soldiers in Project Urban Terror teams have basic medical training. This allows them to render aid to wounded comrades in the field. A teammate can restore a teammate to around 40 percent of their maximum health. For more extensive medical aid, a medic pack is available for selection as an item. Players with medic kits can heal their teammates back up to 80 percent of their total health, which makes medics extremely valuable assets if you protect them and know how to use them (remember, a medic has probably had to sacrifice some firepower or defensive item to select the medkit). When in battle and wounded, a player can use the medic radio command to call for assistance. A pulsating red and yellow caduceus will be displayed above the head of the gamer that called for assistance. This icon can only be seen by teammates.

Always do your best to protect and defend a medic who is healing you, and stand in between the medic and possible danger.

A good medic will notice health bar and heal you with-out request, so don't go demanding one every five seconds.

Don't stand out in the middle of a battle zone and expect a medic to heal you right there; it is most likely will both be killed. Instead move to a safe corner out of the line of fire.
Works Cited( urbanterror.net )

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*SHH|HomerBalboa

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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyTue Nov 02, 2010 5:20 pm

Nice guide , it help me alot Very Happy , keep the good work Fallen afro
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*SHH|xandaxs
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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyWed Nov 03, 2010 1:08 pm

that aint good work, he just copied it Very Happy

and FYI, that never, or almost never works, that's why only some teams are god,because they play for long enough to know what the teammate is gnna do and or follow them or prevent him from doing that..

Still, you can all try to follow it, but i believe it'll be better if you do your own way of playing as a team, you just need to uncover it Very Happy
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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyWed Nov 03, 2010 1:14 pm

Quote :
Works Cited( urbanterror.net )

*SHH|Fallen

I said that
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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyWed Nov 03, 2010 1:27 pm

lool , but i think we can do it , going to practices
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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyWed Nov 03, 2010 2:40 pm

.
Quote :
Jumping and running

Keep your feet on the ground. Quake III players are renowned for jumping; in fact, a Quake III player who does not jump is probably a newbie. In Urban Terror jumping reduces your stamina, which has numerous negative side effects. In addition, players who are airborne are predictable: a skilled sniper knows precisely where an airborne player is going to land, and can thus pick you off like a duck in a shooting gallery

That wont work for me Very Happy
I'm a jumper bro, but im a lot unpredictable, and i think that jumps make you harder to hit, if yu know what you0re doing of course...
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*SHH|Sureshot

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PostSubject: Hi   SHH OFFICIAL WAR GUIDE EmptyThu Nov 04, 2010 10:59 am

Fallen Good job with the guides must combine wars between us!
Fallen more work: p Laughing
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*SHH|c0ke

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PostSubject: Re: SHH OFFICIAL WAR GUIDE   SHH OFFICIAL WAR GUIDE EmptyThu Nov 04, 2010 6:08 pm

Not the jump makes u be hardly hit, its the speed u gain by jumping and its much more difficult to aim while jumping l0l, conclusively u have to know how and where to jump or not.
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