Master of Puppetry - Guide by Solfn |
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MASTER OF PUPPETRY - An endangered style of play Personal [P1] THINGS TO KNOW [P2] REPUTATION [P3] INTIMIDATION [P4] CAMPING [P5] MENTALITY (NEW!) Non-Conj [N1] AIR STRAFE [N2] SURPRISE! [N3] ESPIONAGE [N4] CROUCH JUMP (NEW!) [N5] PRETEND AFK [N6] RANGE [N7] UPPER VOID TRICKSHOT [N8] VERTICAL/HORIZONTAL TRICKSHOT [N9] RING AROUND (NEW!) [N10] OVER VS UNDER (NEW!) Conj [C1] SOLFN'S HOUSE (NEW!) [C2] THIN CEILING (NEW!) [C3] BOUNCING [C4] BUFFERED SHIELD [C5] V-TRAP [C6] PICKET FENCE [C7] TRACKING [C8] MANIPULATION PRINCIPLE Team [T1] CROWD CONTROL [T2] BUDDY SYSTEM [T3] DISTURBING THE WASPS' NEST [T4] COURTESY [T5] DIGGING FOR THE ENEMY [T6] PLATFORM SHOT [T7] BOMBS [P1] THINGS TO KNOW Although you are taking on a different role in your team, it does not mean you are no longer the attacking role. - You will still attack. Attacking is a part of a lot of mind tricks. - You will end up being the bait most of the time for your team. If you can't rely on your team, there's no point. - You will generally end up surviving more most of the time, so it may be a good idea to bring a medical kit. [P2] REPUTATION Having a good reputation will make tougher players attack you more often. That means it's possible to act as the bait more of the time, but it won't generally stop players from accomplishing the objective. Having a good reputation may attract unwanted attention, such as braggers. You can build up your reputation by making Fortoresse friends or playing domination frequently. [P3] INTIMIDATION It's easier to play as a much tougher player if people are scared to attack you. You may be a passive player but its possible to intimidate others. For example, being able to know the horizontal and vertical trickshots (See m40 guide) and the conj void trap can force players to stay away from you. Thus, it's much easier to move them into the spots you need. Build intimidation by demonstrating your ability to pick out holes in a player's defense, and use trickshots. Dominating (killing a player frequently with no deaths) helps a lot. [P4] CAMPING This style of play is frequently mistaken for camping. It's very sadly misunderstood, as although a lot of the tricks DO require some degree of camping, the whole style of play cannot be summarised as camping. Simply read and try these tricks and you'll see it's not as simple as it's perceived. That's part of the mind play anyway. [P5] MENTALITY The general way to go about avoiding damage is to assume this: If you think it's going to have a chance of hitting you, it's going to hit you. If you don't know when to give up your options when the enemy has a chance of retaliating against your attacks, you will take a lot of damage. If you see that an enemy wants to exploit a hole in your defense, cover it up and look for another chance to get at your enemy. Buffering your shields ahead of you is a good idea, since you will be safe from getting hit through conj lag (AKA ping). This just means you should draw shields in the intended path ahead of you before you actually go there. If you want to avoid damage from a group, find a position that defends from the majority of them if possible. Letting your enemies have a wide angle (but not too wide) is a good idea, since many parts of your shield will take damage instead of a concentrated area, giving you more time to defend against the enemy while still having your cursor pointed in the general direction of your target. Too wide of an angle, for example, is having them come at you from both sides. You will have to focus on shooting one side but defend both sides of your body at once, making multitasking quite confusing. [N1] AIR STRAFE I myself don't really understand why this works. Strafing left and right repeatedly in midair after something like a CJS seems to lag, confusing enemies who are aiming at you. It's easier to do this by tapping right repeatedly while holding left, as the right key has priority over left. [N2] SURPRISE! So you remember in games like Black Ops and CSGO, sometimes you think you're safe camping but your gun's sticking out of the wall so someone sees you? This is basically that. It's a good idea to sometimes sit just out of someone's vision without conj to get them to approach you, as conj can encourage the enemy to stop and place their own defenses before you see them. You should crouch and face the other way. Facing the other way conceals the tip of your gun. Observe the diagram below: ![]() This basically means that she has no problem moving in my direction, even though I can see her and pick her off. [N3] ESPIONAGE There are a few ways to spy on someone without them seeing you. Firstly, the simplest is if they have a gun without a scope. If you stay just out of their vision they won't even know you're there. Secondly, you have more vision above you than below. So if you stay below so you can just see someone's feet, they won't see you, and so you can follow them and lay an ambush. Thirdly, a conjuration technique discussed later. [N4] CROUCH JUMP If you do not know how to do this technique, find my guides. You can use the crouch jump to soak up damage from a single sniper shot, while using the medic kit to heal off all the damage. You can take infinite shots like this, plus it gives you time to pressure and poke holes in the enemy's shield. DANGER: Situations exist where crouch jumping can put you in more danger than simply crouching in place. For example, against a slightly inaccurate weapon like the ump-45, it has a 95% chance of dealing at least 15 damage to you at maximum range if crouch jumping, compared to 14% if just sitting still. Taking 15 damage is not ideal, as the medic perk can only heal 10 if you are using it. Crouch jumping is fine if dealing with a weapon that is already very accurate, such as Famas, AN94, M40, Steyr Aug and M4 A1. Crouch jumping should be avoided if dealing with a spammy weapon such as M60, as it has a higher chance of hurting you than crouching and propelling with conj. Be EXTREMELY careful with Mp5 -- it has an almost guaranteed chance of hitting you for at least 20 damage at max range, and can easily kill you at closer range if crouch jumping. Crouching and retreating is the better option. The same should be done with spas-12 spammers. [N5] PRETEND AFK Basically, you just stand still with your gun outstretched (by pressing G) to give the impression that you've gone afk after killing a player. It doesn't always work, but sometimes people get greedy and come close to you for an easy kill. Given the right setup, it's an easy chance to nail someone if they're going in too deep after you. Doing this in the spawn is a little bit easier, but it's still pretty risky. Don't hold out G in the spawn. [N6] RANGE If you're an M40 A5 user, it's pretty important to understand that you outrange other weapons. Sometimes you may see players blindly firing at you from the distance hoping they hit you. This is a good chance to outrange your enemy. If you see the bullet lines, walk right up to the edge of them and fire back in the direction of the bullet lines. Since you outrange your foe, you will hit them but they won't hit you, even if you can't actually see them. [N7] UPPER VOID TRICKSHOT If you see someone sitting near the top of the void and you can't get close enough, they will probably attempt to shoot you if you deliberately leave holes in your defense. In that moment, their head will pop up, ABOVE the void. This is an opportunity for you land a shot from above where no shields can go and hit the enemy anyway. Bullets travel freely above the void, and can't be blocked by shields. This will force the enemy down from their spot above. [N8] VERTICAL/HORIZONTAL TRICKSHOT If you don't know how to do this trick, look up my advanced tactics library. Once an enemy is exposed to these tricks, they'll stay away from your horizon and directly above or below you. This makes it easy to trick an enemy into going wherever you want them to go, since they'll be afraid of you indefinitely. It also stops the enemy from camping you. The more obvious you make the trick, the more likely they'll make a response to you. Sometimes, they will uzi your platform so be careful. You'll have to think of something else if they have a good spot to erase your platforms from. [N9] RING AROUND A pretty simple tactic to buy you some time and frustrate your enemy. Drop into a pit out of sight, and preferably where you can see the enemy approaching; otherwise anticipate them. When they fall down after you to chase you; for example, if they're a spaser, then you can speed climb up past them as they fall down beside you; so that you leave just as they make it to you. If the top of the pit is narrow, you can seal it off with a conj barrier to stall the spaser for some time. If you're good with your mouse, you can also get a shot in before the spaser gets into the pit with you, then run away to frustrate them. You can do this repetitively and mix it up so you don't become predictable: for example, setting a trap instead of running away. [N10] OVER VS UNDER So you may be wondering, is it better to attack an opponent from above or below? This is specifically for cases if you're up in their face having a standoff. Answer: Below. The reason this is becomes clear when you crouch. When you shoot, your gun is extended out in front of you at head level when you crouch. So, if you're just slightly below someone with a thin ceiling, with your crouching head level at their feet; you'll be able to strike them with priority, since the tip of your gun pokes into their feet/torso, while their gun appears above or in your head area. Furthermore, your head area doesn't count as a hitbox when crouching.. magic! You'll trump extreme pro snipers this way, even with an automatic weapon. This may even be possible with spasers, if you cover your head thoroughly. Make sure you time your strikes right, your head pokes upwards and begins to count as a hitbox during recoil, so you can get hit if you time your shot poorly. [C1] SOLFN'S HOUSE "Solfn's house op" Given this name because of how innocent it seems, but how deadly it really is. It's constructed by placing a two block thick roof four blocks above the feet, with slanted walls. Sniper's shield (or low shield) is also useable here [A three block high wall from the feet up, to trick people into aiming for your head when you crouch -- remember, the head does not count as a hitbox when crouching]. ![]() This house is sniper-proof. Even if it seems like a sniper might be able to hit the top of your head (even though I overbuilt it in the screenshot) they can't. Anyone standing above you can be hit with a reverse trick shot, so you have every single possibility covered. It's also very easy to escape from by glitching. Anyone who manages to get inside can't shoot you anyway, because its blocked by the walls. This house has stumped some very advanced snipers (from my experience). Anyone who steps on the sniper's shield can be picked off with an automatic weapon by shooting their feet repeatedly until death. If they're a sniper, they can't touch you. SOLFN'S TRUE HOUSE: Recently, I've found something absolutely insane. You'll have to experience this first hand to find out.. ;) [C2] THIN CEILING This is a ceiling that protects your head. It's part of Solfn's house as described above. So long as the part actually covering your head is two blocks thick (three for safety), nobody can touch your head. Extending the ceiling to a wafer one block thick wall in a big length close to the floor, it's very hard for anyone (particularly snipers) to actually hit you. In addition, the one-frame-trickshot can be performed. It may be described on other guides, but there is a 1 frame instant where if you jump up and hit a one-block-thick roof, you can poke your weapon 1 out and shoot above it without damaging the roof. Alternatively, you can just build a staircase and walk up it to the highest you can go, then shoot. ![]() The above is an example of two uses for thin ceilings. Firstly, it doesn't seem like I can cover the left or right sides -- but I can jump up and shoot through them (note the three block vertical wall a sniper can poke through). Anyone standing there not expecting to see this gap will take a hit. Secondly, there is a one block wafer above my head I can use the one-frame-trickshot on. So in fact, I have the entire top half covered in entirety, and I'm safe from fire. The cheese holes on the cheese domination map are a very good opportunity to use this trick. Catching a sniper in a thin ceiling with you is mindboggling. First, the cannot shoot you because the bullets will just hit the conj ceiling, which you can easily repair. Secondly, you know how to hit them. So, you will trump big pros effortlessly with this trick if baited correctly. Beware: If a sniper touches you with the tip of their gun and shoots, it will still hit you. This is because bullets that have just emerged from the gun will strike a player before conj. Player hitboxes have priority. Duck in your thin ceiling trap to never take damage. Level out the ground below you and cover your feet so you don't get hit by a 1 frame attack (though it's pretty unlikely, and IDK if your hitbox is lower than your collision box) [C3] BOUNCING If you do not understand how to CJS, look up my other guides. It's the best speed tech in the game. Bouncing is simply using the CJS to go one way, but letting yourself fall while sliding and immediately turning the other way to CJS with the same speed in the opposite direction. Doing this repeatedly is like a zigzag, but you can jump to launch yourself upwards in the direction you require. You will need to know the most efficient way to CJS to be able to bounce comfortably. That is, running up against the corner as you would in TFM after a slight fall, then immediately letting go of conj and the arrow keys to gain momentum quickly. [C4] BUFFERED SHIELD Although this is considered tech, its primary use should be looked up in other guides, as well as how to do it. Its other use is for manipulation. If placed well enough it can waste enemy bullets (particularly snipers) even though you're safe from fire. It's also a very good idea to use this with [N2], since you can get a shot in and instantly get into cover. Using this well enough is a good way to get enemies to become intimidated by you, especially if you land several shots and they can't even touch you when you're clearly in their vision for some instant. Getting your enemies to sharpen their timing gets them tense, and if you mix up your movements they will collapse under pressure. [C5] V-TRAP This is an extremely good way to get rid of someone instantly, especially if they're charging at you. Setting up a vertical staircase into the upper void makes it easier for you to commit suicide. Knowing this, anyone who charges directly into these stairs will probably void out. If they do not charge with conj, they will probably just walk into the stairs given you have the right bait. Then you can "complete the V" behind them and make the gap small enough so its impossible for the enemy to escape with their weaponry. Making the gap smaller may void them out or trap them indefinitely, giving you a chance to kill them. The first step is to get the enemy near the upper void, by standing near there yourself. Second, the bait: 1) SPAS-12 rushers? You don't even need bait for them. They will rush you, then they will just charge straight into the void. Placing a second staircase is probably a good idea in case they get through the first. Completing the V will annoy them greatly. Eventually, they'll just be too afraid to come to you. Success! 2) Some players will catch on and uzi your staircase or wall that you have set up. In that case, you're screwed. You need to give them an incentive not to uzi the wall directly in front of you. For example, intentionally making the top thin to get them to go there. Even if they uzi it, you can make another stairs and trap them that way. 3) Leave the top empty on purpose, while the bottom is completely clogged up by conjuration, and a thick wall in front of you. The player will approach you from above almost certainly. Given you have the right timing, it's a free trap for you, since they won't know its there until the last moment. If they try to uzi you, simply dip lower behind your wall. They will have to come closer to you to hit you, so you can get them. 4) Let your team do the baiting for you. Most of them hang out below anyway, so people will end up migrating upwards. Easy. 5) Running away. This gives the enemy a free chance to come towards you -- but wait, it's got a catch. You can double backwards towards the enemy again and trap them before they realise what you've done. ![]() The above is a V-bait with staircase already set up. Realistically, someone would probably just go below to get you. You need to maintain control of your area, and pop upwards at times to encourage them to pursue you through the thin wall. Sometimes, it's necessary to go up to entice them, and then dip lower to lure. It's like a fishing game. Go deep to bait, and wriggle away to lure. [C6] PICKET FENCE The most common hazard in domination is having a stray player go back behind your lines and picking off all your weak players before coming to feast on you through your flank. To avoid this, set up a picket fence to ensure they can't get behind you without you knowing. This involves travelling to the edge of your intended area of control and drawing thin lines (sometimes two or three in layers) to ensure that nobody can get through. You also want the wall to be quite short, to act as a choke point with minimum maintenance cost. Speed climbing is a good way to establish a picket fence quickly. You will know if someone is in your flank if the wall is broken and there is black conj entering your area of control. [C7] TRACKING You can tell where an enemy is moving by their patterns of conj. Note where it's impossible for a player to go without the use of conjuration, by first tracking the enemy from their spawn. If they're not above in a high spawn, then they probably went below. Use the conjuration to examine where the enemy had to climb upwards. Erase old tracks if necessary if everything's being clogged up. It's probably better to erase old tracks in case you come across an enemy in a clogged up area, in which case you're screwed. Like you saw in the technique titled Picket Fence, tracking is a pretty useful tool. You will need to track where it was possible for your enemy to have gone given they passed through an area. Setting up mini picket fences is a pretty good idea to see if anyone passed through an area RECENTLY. Make sure NOBODY GETS INTO YOUR FLANK. [C8] MANIPULATION PRINCIPLE The principle to manipulating enemies is to "leave holes only in the right places". When you understand this, manipulation is almost too easy. For example, if someone chases you into a pit, don't leave any visible conj above. They'll get greedy and pursue you into the pit. You can either mess them up with a cleverly placed bomb or hole to shoot them through, or you can double back upwards and seal off the pit behind you. Sometimes, revealing your location to a greedy enemy will get them to chase you into a pit. Construct a conj ceiling with a maximum of three block wide holes to shoot the enemy as they land on it. Slanting the edges of the pit so enemies CJS into the hole makes it much easier to hit them. Leaving a hole in your defense on purpose can enable you to tell enemies where to go. For example, leaving a hole near your head makes them go for a spot above you. If you have a vertical wall with the bottom covered and the sides too, with the roof empty, they'll try and go for a peephole shot on your head. Easy manipulation, if you're expecting it. [T1] CROWD CONTROL Sometimes you might be struggling to defend a heavily armed group of enemies. Taking out your secondary weapon and firing it in the direction of the enemy in many different trajectories can get them to stay back, especially if it somehow makes them think there are many enemies waiting on your end. Firing the weapon continuously will filter out the rushers from the intimidated players. Regular players will refuse to walk into gunfire, especially if weakened. Also, you can continuously fire if there's an enemy nearby into an area where you do not want them to go, thus restricting their options. [T2] BUDDY SYSTEM New or weaker players are quite timid and refuse to advance into enemy territory unless a friend is able to advance fearlessly. Unfortunately, with a more experienced group, this means that if an enemy makes it near you, it will encourage the rest of the team to come close as well, ESPECIALLY IF YOU ARE ALONE. You will need to take out the rusher quickly and try and control the rest of the players with crowd control to keep them away from you. Should they overwhelm you, fall back and pick off the rushers before they try it again. [T3] DISTURBING THE WASPS' NEST Sometimes you will encounter a situation with a bunch of strong players refusing to come out of a hiding spot like a thick fortress of conjuration. Players will usually ignore you if you're alone if you're just chipping away at the conj. However, landing a single hit or even a few hits will anger them and make them come out like angry wasps chasing after you. This is the only way you can get players to come out of hiding so you can pick them off. However beware maps with respawn times. If you can't control the fortress before the wasps come back, they'll destroy you. [T4] COURTESY Being this kind of player means that you should be courteous to other players. However they are usually not courteous to you. 1) They will block your shots. Sometimes they can block your shots by advancing ahead. Be aware of this, you're not playing a rusher anymore. Use their distraction to advance forward with your team if necessary. 2) They will team glitch you. This means that they draw over your own conj making two types of conj exist at once. Since the game only accepts that the latest layer exists, it will be your team's. Since you naturally cannot touch your team's conj, you will start falling through your build repeatedly allowing players below to pick you off without you knowing. Beware of this and renew your platforms frequently. 3) They will shoot your platforms and shields. This is extremely frustrating but you should just generally stay away from your teammates. Don't let them station behind you, shoot their feet if necessary to get them to stop annoying you. Do not get between an enemy and your teammate, you will find it impossible to shield or stay in your post. [T5] DIGGING FOR THE ENEMY At the cost of having the enemy advance more quickly at the start of a game, you will slow their advances in the long run. You should dig tunnels for your enemy that are convoluted. Weaker players will just blindly follow these tunnels. You should dig the tunnels so they are horizontally long and dipping slightly downwards with a vertical entrance to make it easy to pick off enemies that are advancing through the tunnels, while making it awkward for them to shoot you. The low shield (sniper's shield) is more effective at higher elevations. [T6] PLATFORM SHOT Known as "quick riddance" on my advanced tactics library, this is basically shooting the enemy's platform to get them to fall or focus on maintaining the platform. This is a way to get the enemy to stop shooting at you, but you'll deal net zero damage to the enemy unless you also chip at the enemy while doing this. If there's your team below you, you can do this to make the enemy fall to their demise by your team. [T7] BOMBS Being a pretty cheap and low-budget way to scare enemies off, this perk is pretty commonly associated with terrorism-styles of play. That is, simply walking up to a group of people or to their key players with no sense of danger and dealing as much damage as possible before they die. It keeps people at bay for a long time since it hurts all the players, including the key players trying to support their team. However, there are a few smart ways to manipulate people with bombs. 1) Placing C4 on top of yourself makes people less likely to just run up to you and shoot. Mines are not a good idea for this tactic, since the enemy will probably just come to you and blow it up. However, it is a pretty good way to manipulate enemies for the V-trap, I suppose. 2) Placing bombs between you and the enemy stops them from approaching you normally, unless they've got a shelter. I don't recommend this at all. It's too generic. 3) Placing Mines in inconvenient locations so the enemy has to dig around them is pretty useful. It's really creative, since you can hear an enemy coming from your flank. Dernière modification le 1456554900000 |
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Good job Solfn. This is great! Did you add how to herd people by placing a bomb on one side of them and then going on the other side, so they're more likely to run towards you rather than away, because of the bomb? Isn't that kind of manipulative? IDK, but this is great. |
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Sure. I'll add that in. There's still a few things that have slipped my mind so I'm adding them as I remember them. |
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I love to do "[T5] DIGGING FOR THE ENEMY". I often do it on flag maps, and if I have time start to shave of the wall and floor in that direction so that people going above will just drop down if they don't use conj (or if I shoot their 1 block think conj bridge out from under their feet). So long as it's not easy for people to just chill in the flag, a sad number of people simply won't. I'm always amazed just how many people won't bother to stop and create a better path. Or will choose to re-dig a filled-in tunnel (that the enemy expects) instead of going around at a different angle, which is quicker and unexpected. If I'm VIP I often keep "Digging for the enemy" in mind, and try to purposefully dig intelligent tunnels / areas for people to follow. |
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This should be selected to put into the guide of this game, but I wonder if you ignore some guns like AN94 and M4A1 (The Conj part can't prevent both for me) |
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In the middle of a firefight, activate Shelter and run into the group of enemies, no C4, just Shelter and watch them focus on you while your team shoot them. And camping behind the enemy spawn and shooting them is a good way to lure people. |
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+supergrunt a dit : I hate the tactic and don't do it (since I find I'm usually helpful elsewhere), but I'll admit I've seen a too many games lost because all the "inexperienced players" suddenly all get distracted and take a whole minute to kill 1 person while a flag or such gets taken. |
![]() ![]() « Censeur » 1455985020000
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Good guide. Since I'm a metamorph-type player, I may add this to my "Library" of playstyles. The mental gameplay is* far harder than the physical one in this game, but it's also the most dangerous one. |
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I've been doing a little research. Supposedly, crouch jumping actually puts you in more danger than just sitting still crouching would against specific weapons, for example the ump 45. The ump has a 95% chance of dealing at least 15 damage to you while crouch jumping compared to 14% while crouching at maximum range. These percentages are even higher up close. So you need to be a little careful while crouch jumping. I will add in the weapons in a section in the guide to make it easier to tell. I'm also adding more sections about mentality and how to avoid damage. You're acting as the bait so it's important that you don't die too quickly. E: Today I trolled an entire enemy team comprised of M40 and Spas with the thin ceiling. I've added a few notes to thin ceiling to describe it. It's magic against M40. Dernière modification le 1456546620000 |
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+supergrunt a dit : Lol that's what i always do, but with the mine included for mass destruction |
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solfn a dit : IT IS MAGIC!!! People fall for it multiple times, my guess is they still can't figure out how it works. |
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Teqqc its not even that they fall for it, it just makes you outright invincible even if they know how it works Dernière modification le 1456616700000 |
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![]() I managed to do this on accident. If i remember correctly you can purposely do this. How to do it? |
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That trick yields the thin ceiling trick with an indestructible roof and a floor that's immune to bombs. You do it purposely by blowing out the side of the map at the void externally with your weapon. M40 A5 has the longest reach and is ideal for doing this safely. |