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Assault Gameplay Rant
Assault Rank 1
Rated Assault Guide
Advanced Assault Guide
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Unreal Tournament Mods
There's basic Assault as you're used to from playing Single Player Practice
matches against bots or versus newbies. But sooner or later you'll encounter
advanced Assault players who belong to several classes. Although there are no
specialized player classes you can select in the game, all players are equal in
their attributes, you do decide what kind of role you play within your team. In
both the attacking and defending teams, there are various possible roles, it's
entirely up to you to determine which one to play. You can switch between roles
at any time simply by changing your way of playing. Here's a list of my
favorite roles. Feel free to innovate and come up with your own niches, play
whatever you want, as long as it actually helps your team to win the game.
- Fighter: The standard role. A fighter will do just that, fight, trying to kill
any and all opponents. Fighters are either stationary (defenders) or moving
around constantly (attackers).
- Runner: Only useful on the attacking team. The runner will concentrate on
running instead of fighting. Your only goal is to rush through the level and
destroy the objectives. Try to avoid any resistance unless you have an escort
of fighters. Speed, agility, and accuracy are your strengths.
- Jumper: Only useful on the attacking team. Similar to the runner, but instead
of running the regular path, a jumper will try to get past the main defense by
using the impact hammer to jump into the enemy base. Since this is often
overlooked, a sneaky jumper can be very effective, especially when unexpected.
Jumping is very useful, it will help your team's time a lot, so the skilled
players who do it properly will be awarded an appropriate amount of points.
Success usually means you'll be ranked very well on the in-game scoreboard.
To cope with this class, the defending team has to have some players at the
jumping points to intercept incoming jumpers.
- Launcher: Another attacking strategy. Instead of letting a jumper impact-jump
into the base, which would cost health and armor, the launcher will shoot the
jumper into the base by firing some rockets at the jumper's feet. The blast
damage will not hurt, normally team damage is disabled, but catapult the jumper
high into the air and hopefully on top of the base near an entrance. This
technique requires a lot of practice because you have to know how many rockets
to use and where to aim, the jumper has to know where to stand and how to fly,
and you'll both need a little luck when operating under lag.
- Camper: Works for both teams. The camper's task is to break through and into
the enemy spawning area and kill them before they can kill him. Sooner or
later, he will always be killed, but the time that the other team has to spend
fighting a camper will help your team a lot. Regarding their purpose, campers
are the exact opposite of jumpers, campers increase the time the other team
needs while jumpers decrease the time you get. Spawnkilling the defending team
is also a useful attempt to cut your own team some slack by distracting the
defense. Camping is very useful, it will help your team's time a lot, so the
skilled players who do it properly will be awarded an appropriate amount of
points. Success usually means you'll be ranked very well on the ngWorldStats
listing. To cope with this class, the attacking team has to have some players
at the spawning points to intercept incoming campers.
- Sniper: Useful on both sides. The sniper is supposed to take out any enemy
before they get close enough to the base, spawnpoints, or your teammates.
Effective snipers will be able to support the fighters and stop the
spawnkillers before they get into the spawning area.
- Spy: A spy is a stealth unit, spies shouldn't openly fight against enemies,
they should stay under cover and observe. Very useful to report enemy movement
back to your team while feigning death. Also great for surprise attacks or
attacks from behind, sneak up on your prey, then kill them before they know
what hit them.
- Master: He who masters all of the above and is able to switch between them on
the fly depending on circumstances shall be called the advanced assault master.
To be a master, you have to learn how to play all of the other styles, and how
to protect your team against them. Only then will you be an elite Assault
player.
Among those player classes, there are two that are still a bit controversial,
probably because some newbies think they might be "overpowered" or "cheap":
Jumpers and Campers. Those newbies apparently assume that kind of behavior is
against the rules, but they definitely err, both jumping and camping are very
valid and even encouraged as is obvious from taking a close look at the maps
and gameplay or scoring. There's no special spawn protection at all in the
code, so it's up to the map makers to make sure the spawning areas are secured
(e.g. by either making them one-way-only or placing autocannons in there), or
up to the players if there are no level protections in place (yes, even the
offense needs a defense, as offense might be the best defense for the other
team). Jumping is also intended, that's what the Impact Hammer is useful for,
just read the weapon description. If the designers wouldn't have wanted camping
and jumping, they would have discouraged it by protecting the spawn locations
and not providing any special entrances for jumpers. Since the spawn points of
most maps are open and there are entry points for jumping, that means both
tactics are encouraged, available to all advanced players who want to play
those roles. If a server admin wants to make sure the game only applies to
newbies, they should run the ChainsawMelee mutator (so the Impact Hammer won't
be available), InstantRockets mutator (so the Rocket Launcher can't shoot
several rockets at the same time - necessary to launch other players), and a
custom mutator (like the one I made, EavySpawnProtection, not officially
released yet) or custom maps (where the spawn areas are properly protected).
When you play on any public server where you see people spawnkill, jump, or
launch, that means it's an advanced Assault server, so you're free to use any
style you want, too. If anyone complains about the advanced tactics, both
jumping and camping, then it's probably a newbie server and you should leave
them alone. If someone complains about just one of the two, it's a semi-newbie
who has only learned one of both advanced techniques, so send them here to read
up on the expert stuff they still miss. If one is in favor of only one of the
two, the other one is automatically as valid, as the following comparison
demonstrates how balanced both are:
Spawn-Killing/Camping...
- improves your score because you get points for killing the opponents
- makes it harder for the enemy to attack because you throw off their offense
- will increase the time your team is going to have to take over the base
- can be frustrating because the players die too quickly
- when failing to execute it properly, you'll die fast
- to protect your team against it, you have to be prepared to intercept campers
- campers are easy to deal with if you're ready to deal with them
- it's the most efficient strategy against jumpers:
They can't jump if hurt and they can't launch when under attack
Impact-Jumping/Launching...
- improves your score because you get points for destroying the objectives
- makes it harder for the enemy to defend because you bypass their defense
- will decrease the time their team is going to have to take over the base
- can be frustrating because the match ends too quickly
- when failing to execute it properly, you'll die fast
- to protect your team against it, you have to be prepared to intercept jumpers
- jumpers are easy to deal with if you're ready to deal with them
- it's the most efficient strategy against campers:
Once you get past them, they are out of your way, can't block your run
Playing with humans means you'll have to be willing to adapt and learn since
they won't be as predictable (i.e. easy and boring) as bots. Human players have
different styles and techniques. Prepare yourself for the challenge, don't
whine, deal with it. Only then will you stop being a newbie and become an
advanced Assault player...
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