Advanced Tactics Library |
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This is an advanced techniques guide, complete with gimmicks and technicalities. Some of the content is now on the Fortoresse Wiki, since I have no space left here. Thanks to TheTylerLee for the original idea. I just wanted to extend on his topic. Present this guide if at any time, you are called a hacker while using these tricks. Thanks for reading! Use the navigation above to read the rest of this guide. ---INDEX--- TO GET TO THE SECTION YOU WANT, USE THE NAVIGATION, WHICH IS LOCATED JUST ABOVE THE HEADER IMAGE. (1) Basics of Bullet Trajectories [1.0] THE GUN FOR YOU [1.1] NONE OF US KNOW HOW TO USE A GUN [1.0] YOU CAN POKE GUNS THROUGH WALLS [1.3] YOU CAN POKE GUNS AROUND WALLS [1.4] PEEK SHOOTING [1.5] CALIBRATION (2) Guns can fire backwards [2.0] HOW??? [2.1] CRAZY DIGGING ANGLES [2.2] PROTECT YOUR FEET [2.3] SLIGHT ACCURACY IMPROVEMENT (3) Conjure blocks bullets [3.0] IDEAS [3.1] CIRCULAR SHIELD [3.2] LONG SHIELD [3.3] THE ONION [3.4] S BEND [3.5] SNIPER LONG SHIELD (4) You can propel yourself with conjure [4.0] IDEAS [4.1] SPEED CLIMBING [4.2] SPEED WALKING [4.3] THE SPARTAN CHARGE [4.4] PUSHING OTHERS AWAY [4.5] CLIPPING THROUGH WALLS [4.6] VOIDING [4.7] SPAWN BLOCKING [4.8] SWEETSPOT CLIMBING --REMOVED SECTION-- [4.10] ROOFING (credit Fewfre) [4.11] AIR STALLING (credit Phobosin) (5) Mindgames [5.0] PRINCIPLES --REMOVED SECTION-- [5.2] HERDING [5.3] CAMPING [5.4] FALSE CAMPING [5.5] DIGGING FOR THE ENEMY [5.6] ISOLATION [5.7] SUDDEN ADVANCE [5.8] INTIMIDATION [5.9] DIZZYING TACTIC [5.10] FIGHTING FROM ALL ANGLES (credit Techtriostep) [5.11] TEAM GLITCHING [5.12] INVISIBLE BUILDS [5.13] PHANTOM BULLETS (6) Strafing and Parkour [6.0] WHAT IS THIS?? [6.1] STRAFE JUMPING [6.2] STRAFE WALKING [6.3] CORNER JUMPING [6.4] BOOST BUILDING [6.5] CORNER JUMP SLIDING (PENGUIN SLIDING) [6.6] EAGLE NOSEDIVE [6.7] DUCK SLIDING (7) Perks [7.0] WE'RE FORGETTING SOMETHING [7.1] BLOCKADING [7.2] CEILING BOMBS [7.3] PITFALLS [7.4] KAMIKAZE [7.5] LAND MINE VICE --REMOVED SECTION-- --REMOVED SECTION-- [7.8] LANDMINE HITBOX CHEAT --REMOVED SECTION-- [7.10] LANDMINE TROLL (8) Other skill based tech [8.1] MOUNTAINEERING [8.2] APPROACH FROM BELOW [8.3] STALKING [8.4] QUICK RIDDANCE (some contribution by +Laurent) [8.5] ARTIFICIAL SPREAD --REMOVED SECTION-- --REMOVED SECTION-- [8.8] BUILDING OUTSIDE YOUR ZONE --REMOVED SECTION-- [8.10] SPAWNPOINT MEATSHIELDS AND BLOCKS (credit Istudent) [8.11] SPRAYING --REMOVED SECTION-- [8.13] PRIORITISING KILLS [8.14] PARRYING [8.15] GUN SWITCHING LATENCY --REMOVED SECTION-- [8.17] VOIDING [8.18] CROUCH LOCKING [8.19] BUFFERING [8.20] FLASH CALIBRATION [8.21] CROUCH JUMP/BUNNY HOP (Partial credit Cheddarfist) (9) Reduntant tricks [9.1] SHOOTING THROUGH WALLS AND PEOPLE [9.2] TUNNELING THE VOID [9.3] AUTOWALK AND AUTOFIRE [9.4] FRUIT NINJA [9.5] INVISIBLE (BANNED) --REMOVED SECTION-- (10) Patched Tricks [4.9] ABSEILING UPWARDS [5.1] JUMP SCARES [7.6] INSTANT KILLER [7.7] UNLIMITED HP RECOVERY [7.9] GIFT OF HIGH PING [8.6] VOID WALKING [8.7] SKIPPING TO THE BOTTOM OF THE MAP [8.9] INSTANT WALL AND INSTANT BRIDGE [8.12] CLINGING [8.16] MORTING [9.6] PLAYING DEAD (BANNED) (11) Gimmicks [11.1] ENDLESS FIRING ANIMATION [11.2] AUTOMATIC CROUCH RAPID [11.3] NO FIRING ANIMATION [11.4] THE FLOP ------------------------------------------------------------------------------ (1) BASICS OF BULLET TRAJECTORIES [1.0] THE GUN FOR YOU Before starting out, it is extremely important to know which gun works best for you. You might prefer a heavier or lighter feel. You might prefer the highest damage. It's therefore important to know every single gun in careful detail, in order to have the best advantage over your opponents. Fewfre calculated the exact stats of each weapon, and posted it on the fortoresse wiki. You can view each weapon stats by scrolling down the page. In addition, you can sort the weapon by ascending order depending on what stat you want to look at. I personally checked the stats, and they were all consistent and correct. Please visit this page by clicking here! Raw Data Here. [1.1] NONE OF US KNOW HOW TO USE A GUN Have you found that you've been unable to return fire because a wall is in your way? Have you found yourself in a situation where you can't shoot an enemy without hitting a wall because your character doesn't listen to you? The truth is, none of us know how to use a gun. (well, we do, but not in the way that we think we do) When we shoot an enemy from long range, we make the incorrect assumption that the bullets come from the centre of our characters. This is wrong. The bullets come out of the tip of your gun. Not only that, the tip of your gun is some distance from your character (we call this the inner range). We find that the bullets radiate out from your guns like this: The red line represents what we would think happens, while the green line shows where the bullets really go. The yellow dot is the target. The red line will trace out a circle given that a target is the same distance from the character. The green line will trace out an ellipse. This seems technical but trust me, it's going to matter and we're going to bend the rules. [1.2] YOU CAN POKE GUNS THROUGH WALLS This means that the hitbox is the character and the gun does not count. What if we had the space between the character and the tip of the gun filled up by a wall? The bullets will go through it without any problem and we'll have a protective shield. There is a certain hierarchy amongst the guns that depicts how thick of a wall you can poke your gun through. Note: The width of one block is 12px. Click here to see the Hierarchy. [1.3] YOU CAN POKE GUNS AROUND WALLS This means that you can fire at enemies above or below you without putting yourself in danger of being shot. [1.4] PEEK SHOOTING A rather uncommon trick. You must dig a short wall in front of you. You can jump and then fire above the wall at the enemy to sneak in a few shots, until they blow out your wall when they realise what you're doing. [1.5] CALIBRATION This is particularly useful with snipers. When building a wall, it is important that you do not block your own fire. To make sure you aren't blocking yourself, use G on your keyboard to get into the firing position, and examine the tip of your gun and what's ahead of it. This can also be use to determine WHERE you can fire, rather than IF you can fire. (2) GUNS CAN FIRE BACKWARDS [2.0] HOW??? There is a gap between the character's hitbox and the tip of the gun (the inner range). What happens if we click in between that space?? The bullets go backwards out of the tip of the gun without the character turning around to shoot backwards. This changes the angle of the bullets a lot. This is the approximate area you should click as well as the trajectory: VIDEO DEMONSTRATION IN [2.1] The red area is the hitbox. The blue line is the effect of firing backwards. The green line is the normal firing trajectory. The grey line is the central line, or what we thought was the direction of each bullet. Note that the hitbox actually extends all the way down the screen, it doesn't stop where i've marked it, and it's still a rectangle. We also get a nice symmetrical pattern, but we're not concerned about that now. YOU CANNOT DEMONSTRATE THIS EFFECT TO ANYONE BECAUSE THE GAME SHOWS YOU TO OTHER PLAYERS AS FIRING FORWARDS REGARDLESS OF POSITION. YOU WILL KNOW IF IT'S CORRECT IF YOU ARE INDEED FIRING BACKWARDS. [2.1] CRAZY DIGGING ANGLES This is just an extension of [1.2]. It doesn't work shooting backwards and downwards because you'll shoot out the ground beneath your feet instead. VIDEO DEMONSTRATION [2.2] PROTECT YOUR FEET This is the opposite of [1.2]. You can actually counter it by firing backwards through the hole created by the enemy instead of digging out an overhead tunnel to get a clearer shot. The red line is what you would get if you just fought back normally. The green line is what you would get if you fought it backwards. See the difference? Issues: Hard to aim. The time to aim is less than the time taken to dig out a new tunnel. You don't have to do this. You can just do [1.2] instead. But you'll get better vision if you do this trick. You can also use it as a temporary scare tactic. Not only that, but to get a clear shot on you an enemy has to come closer to the hole to fire upwards -- so fighting backwards will draw them close until you start landing hits. Ty to Anthonyjones for helping me demonstrate. [2.3] SLIGHT ACCURACY IMPROVEMENT This is an application of [9.1]. If you want to see why this happens, go and read [9.1]. It's quite interesting. Basically, there is an area around the tip of your gun where you can click and you can (at most) double the gun's accuracy. You have to hit as close to the edge of this area as possible to get the best results. Right at the centre of the area you will get infinite inaccuracy, i.e. you will probably hit nothing. Definitely a difference!! I'm firing the gun from the exact same spot, at approximately the same spot. WHY DOES THIS WORK?? Examine the picture below, taken from the normal adaptation above. Do you notice how taking a half segment of this range is exactly the same width as the trick method above?? That's what's happening. Issues: Requires godly aiming abilities to perform in the middle of battle. But maybe just maybe someone might try to exploit this. I have mapped out this range for every gun in a bar graph. Please have a look. It's exclusive information (nobody else knows!) [img]http://i.imgur.com/CGFLeaz.png [/img] (3) CONJURE BLOCKS BULLETS [3.0] IDEAS The main thing to note is that builds of every type will block other bullets on contact. The only time when this will not happen is if you have a high ping and build just before you die. The build appears for you but not for other players. There is a trick you can exploit with this but we will cover that soon. [3.1] CIRCULAR SHIELD This is creating a shield in a circular motion around yourself to block all-around fire. You shouldn't be trying to tank hits when you're like this, so back off. [3.2] LONG SHIELD This is drawing a shield backwards and forwards in the direction that the enemy's bullets are travelling towards you. You will tank a lot more hits than by drawing a vertical shield, because a long shield is thicker but will still protect your body. Note that if you are ducking, you do not need to use a long shield to protect your head, because you cannot be "headshot" in the ducking stance. [3.3] THE ONION Is a structure that you would usually build in a base. It's made up of a core, which is the part that defends you from fire, and the outer layer, which alerts you to enemy fire. However, make sure you are careful to give yourself enough space to move around to avoid enemy fire. [3.4] S BEND When you have to reload and you are under fire, you can back away by running away from the enemy fire and drawing a quick S bend behind you as protection. The S bend appears when you attempt to draw a circular shield. The S bend is usually easy to break when you're ready to return fire, and acts only as temporary protection. [3.5] SNIPER LONG SHIELD Note that while ducking, your head doesn't count in the hitbox. This is a mind game. People (particularly snipers!!) will try to fire in vain at the exposed part of your body, making your blocking more efficient. You can fire back at the enemy without worrying about a vertical shield or annoying other snipers. Note that if an enemy comes close enough to walk on top of your shield, you are extremely vulnerable. Why? Not only is there no barrier between you and the bullets, but players are typically reluctant to move forward on their own unless a team mate does so first. Good luck handling that stampede. (4) YOU CAN PROPEL YOURSELF WITH CONJURE [4.0] IDEAS The main ideas to get here are: - You can step on your own builds - You can step on enemy builds - You cant step on team builds - The ground acts to push you out of it if you get stuck inside it [4.1] SPEED CLIMBING To do this you hold the mouse pointer slightly higher than your character's feet, then hold Spacebar/Shift/Ctrl. YOur character will ascend rapidly in a repeating process as follows: The single block of conj will move the character upwards, which will displace the screen by one unit. Since the mouse has not moved relative to the screen, it has moved relative to the playing area, and it will draw again. VIDEO DEMONSTRATION IN [4.2] [4.2] SPEED WALKING This is an application of [4.1]. While walking forward, you can instead put the mouse pointer to the lower rear of the character and hold the build button. They'll be propelled upwards and forwards more quickly. This allows you to cover more ground quickly than by walking on foot. (Traversing an entire map like this will be approximately twice as fast) VIDEO DEMONSTRATION If you run out of conjure, then you can jump and then build and then jump and build and keep repeating this instead, so that you keep moving faster while going upwards. [4.3] THE SPARTAN CHARGE Do this only if you have the SHELTER perk. This is an application of [4.2]. Normally if you try to run into a field of bullets you'll be pushed backwards. You can resist this force by pushing yourself straight through by building. That way you can get to the opposite team say, if you want to plant a bomb. Make sure your framerate is PERFECT. This trick is impossible if you're lagging. If you start to lag late in your game, restart the game. This will erase all of the stored data in the game and it should run at optimal speed. [4.4] PUSHING OTHERS AWAY You can use your building to move enemies away from they are to where you would rather have them. For example, you can push them out of the base sometimes like this. This is the most important thing a defending team can do to get in incremental parts of the flag. [4.5] CLIPPING THROUGH WALLS This is a way to use a build to force yourself inside a wall. The game will throw you in an unstable arc tending to the bottom right of the map, inside the wall until you escape. It can either kill you or move you to a new location. You can do it more easily by building a small tunnel and then pushing yourself inside it. You'll glitch off in the general direction of the tunnel, until the game forces you to travel to the bottom right. One of the things to note here is that clipping has a tendency to throw you to the bottom right. It is much more difficult to glitch yourself left and upwards. If you happen to glitch in a direction somewhat different to the bottom right, you will loop off in an arc. Here is a trajectory diagram showing what might happen. This is just a theoretical representation and things might happen differently because of the unknown parameter. The lines on this diagram are less steep than what they actually are. The change is much more dramatic and sudden. "kv" is actually a binomial generated by the physics engine. It is highly likely to send you to the bottom right but not guaranteed. Sometimes, the binomial will not activate, and it will send you perfectly vertically or horizontally instead. [4.6] VOIDING This is an application of [4.5] but instead you do it to others hoping that you kill them. Note that people take this quite badly if used to turn around a game, as it can be seen as extremely unfair. VIDEO DEMONSTRATION IN [4.2] [4.7] SPAWN BLOCKING An application of [4.4]. Basically, you block the spawn of your enemies if they are coming down in a huge mass in order to slow them down. It is a critical move in the canyon map as the defending spawn is directly above the flag. However, once the barrier is broken, the enemy will pour down in a much larger mass and will be much harder to take down immediately. You can do the same in a flag zone in order to buy yourself more flag capture time. Note that this is also taken in bad taste as newer players will become more occupied in killing the player closer to the spawn, while the attacking team overwhelms the flag leading to a win. [4.8] SWEETSPOT CLIMBING This is basically a little further improvement on [4.1] If you start to speed climb, but move your mouse a little further up the character to the specified area below, you will suddenly gain a lot more speed. You will need zero lag for this. If you did this while travelling upwards slowly it would result in [4.11] If you did this while falling it would just push you down, it wouldn't make you climb. If you did this while standing on the ground it would just stick you in place or push you to the side or kill you. If you put the cursor too high you would trap yourself in your own build as shown in the picture below. Certainly, looking at a character's crotch is much easier than remembering a single pixel? Just remember: Only use this when travelling directly up. If you start to move sideways while using it you'll just screw up and frustrate yourself. [4.10] ROOFING An application of [4.4]. It's not really advanced as so, but I felt the need for people to know about this. You can draw a roof over your enemies to stop them from escaping upwards. This is especially useful in attacking enemies from above, in cases where they cannot escape sideways or downwards. This is especially useful in VIP rounds. You can also do this sideways to stop people who are trying to run past you to get to a VIP camping behind the team. It is much more effective if the left is blocked off than the right (recall [4.5] - it's easier to glitch right than left) Credit Fewfre for suggesting this. [4.11] AIR STALLING Presented to me by Phobosin with the name "Spider Descent" as the technique resembles the motion of a spider descending from a single strand of webbing. This technique is performed while hovering the mouse over the same area as the sweetspot climb (i.e. the crotch area). Jumping upwards and then conjuring one block at that specific location will reset your animation into a standstill pose so that you are able to jump again. Repeating this technique over and over would cause the effect of going downwards much more slowly than just letting yourself fall. It gives you enough leverage space to see traps underneath you if you fall. A disadvantage of this trick is that in narrow tunnels you can't go back upwards because your conjure is blocking the way. (5) MINDGAMES [5.0] PRINCIPLES Now we'll get onto the really interesting stuff -- how to manipulate people into doing what you want. There's two principles involved: - Players want to avoid as much damage as possible. - Digging brings a strange satisfaction to people, and if a tunnel is started, people are inclined to help you dig. [5.2] HERDING This comes from the idea that people want to avoid damage as much as they can. You can fire your gun without the intention to hit anyone in order to keep them away from a certain spot, or move them from one spot to another. It doesnt always work, however it works best on the VIP. Example: A mine is placed to the left of the VIP and they are trying to avoid it. Fire your bullets to the right of the VIP to pressure them into going left. There's a fair chance they'll hit the mine. Second variation: You can fire your gun at distant enemies in order to keep them from advancing closer to you. [5.3] CAMPING This is just the act of waiting in the distance until the enemy comes within firing range before you start shooting, usually while crouched behind a shield. Its there as a pressure tactic and is usually done as a team. [5.4] FALSE CAMPING This is just [5.3] without a shield. This needs to be done sometimes because your enemy knows to fire when they see your shield, without getting in your range of fire. This is a surprise tactic. This is better for people with lower pings. People with high pings will have a delay for other players and will be killed more easily. [5.5] DIGGING FOR THE ENEMY Sounds stupid. But it isn't. You can open tunnels in convoluted paths or create a large enough indent on the other side of a wall that an enemy will follow. You can trick the opponent team into taking inefficient pathways or into walking into cleverly placed landmines in indents. This follows from the idea that people want to take the easiest possible paths to their targets. People are lazy, aren't they? [5.6] ISOLATION This means that if there is a big skirmish with multiple players, you want to get into a position away from everyone else, usually a slightly elevated position to the bulk. What happens is people want to eliminate the biggest threat -- the mass of players. So you can pick off the enemy from your position without taking much fire. You might want to have a little space behind you in case they realise what you're doing. Disclaimer: This trick will not work if you are a pro. [5.7] SUDDEN ADVANCE This is an application of [4.1]. If you're locked in a standoff with another player with a small wall between you, you can just suddenly pop over the wall and start shooting to scare the other player. Pick your moment though. The best time is when the other player decides to start firing at you. You can tempt them to do this the smaller the gap between you is. If you pick your moment while just standing there, you can shoot through the wall too. Beware of taking too long, as backup may arrive and screw you over. [5.8] INTIMIDATION Just the mere sight of you can make an enemy more careful or force them to waste your bullets trying to hit you. You don't have to fight back, you can force an enemy to blow out their own shield as you hide behind obstacles. This will be combined with [6.2]. [5.9] DIZZYING TACTIC This is just you walking back and forth while standing virtually on top of the enemy. This allows you to take advantage of the gap between the tip of the gun and the character. Lets you tease snipers pretty badly. Note: Actually fire back when you're doing this, there's no point trolling and not doing anything else. [5.10] FIGHTING FROM ALL ANGLES Application of [5.6]. This basically means that as a team you are better off fighting against an enemy while firing at them from multiple angles. This is effective because this forces the enemy to make a decision as to where to fire and also might cause them to panic making it easier to take them out. Thank you to Techtriostep for suggesting this!! [5.11] TEAM GLITCHING This is one of the only skills on this guide that actually requires another player to complete. You must have a friend on your own team that also knows why this works. To begin, the glitcher should be standing on a block of their own conjure. It can be as long or thick as they like, so long as it does not give way easily. The friend then comes over and fills in the platform space under the glitcher player with their own build. What happens is the following: The game thinks that the only existing conjure in that location belongs to the second player (i.e. the last player to draw in that spot), which is untouchable to the first (since they are on the same team), when in fact the first player's build is still there. So the final result is the player falling through the build repetitively on everyone's screens. This is basically the big flaw of the conjure priority system. Since the player has priority over their teammates, and the game can only accept one player's build as existing, then this glitch will also exist. Step-by-step: 1) Player 1 on platform they built themselves 2) Player 2 draws over Player 1's platform 3) Glitching commences. Best used when fighting enemies that are off to the side, or above. Below will lead to death by unknown means. VIDEO DEMONSTRATION [5.12] INVISIBLE BUILDS To do this trick, you have to kill yourself. In the short time it takes for you to type mort and for it to kill you (PING), you can draw a little. This building will not appear for anyone but you, so is completely invisible. Nobody else can destroy it (unless it is drawn over, or a block beside the invisible block is destroyed). You can stand on it and glitch like in [5.11] without any help. NOTE YOU HAVE TO DO THIS AFTER YOU ENTER THE COMMAND TO MORT, OR THE BUILD WILL STILL SHOW IF YOU DO IT JUST BEFORE. Issues: Not useful in domination or if you are the VIP. Really time consuming. This trick is obviously much harder if you have a low ping. You can create structures like a platform with a wall behind you to make it impossible for enemies to push you backwards. Experiment! WARNING: If you build a non invisible build beside the invisible one and the non invisible build is destroyed, the invisible build can be taken out as well!! Leave at least a one space gap between visible and invisible builds. VIDEO DEMONSTRATION [5.13] PHANTOM BULLETS Read Trivia. Shoot your team's conj to reproduce solid ground. Stand on it. You have just performed [5.12]. (6) STRAFING AND PARKOUR [6.0] WHAT IS THIS?? Strafing basically means that you move around a stationary enemy while they fire at you and you return fire. The moving character has the advantage of exploiting different obstacles and being able to track the stationary enemy as the screen moves. [6.1] STRAFE JUMPING While firing an automatic weapon, you can press the jump button to jump in place repeatedly while firing at the enemy. This works as according to the screenshot. This works extremely well if the enemy is firing at your feet or from below. It will not work well if you are being attacked in the head area. The red area is the enemy's range of fire (assuming they have an inaccurate weapon not the M40 shown in this picture) and are aiming at me in one spot only. The blue area is my area. You can clearly see that some of their shots are going to miss. Ty to Funnytummy for helping me demonstrate. [6.2] STRAFE WALKING Is usually done overhead, but can be done from the side as well. You will need to build a very long and fairly thick wall, or have your enemy build it for you (usually at a base). You can then just walk back and forth along the shield applying [5.8] and fire back when you get the chance. Continue rebuildng the shield as well to keep yourself safe. THIS IS A MUCH BETTER WAY OF AVOIDING LARGE AMOUNTS OF GUNFIRE THAN JUST CROUCHING AND TANKING ALL THE HITS WITH A LONG SHIELD. [6.3] CORNER JUMPING If you don't know what a CJ is, it's a result of your hitbox being circular. Think of it as having the same effect as a ball rolling off a corner. This is the same as in tfm. It is possible in this game but only if you hit the ground hard enough. It's easiest to do on a clean slope (ie perfect staircase formation) You must let go of forward after hitting the corner. You will lose your momentum quickly if you continue walking after the CJ and you will return to normal speed. This is because the game is programmed to return you to a fixed speed when you walk. I have studied the corner jump in fortoresse a little more, and to get it to happen you have to hit the corner fast enough for it to propel you to at least walking speed (any less than walking speed and your walking speed will cancel it out). This will be important in [6.5]. [6.4] BOOST BUILDING Is an application of [6.3] and [4.1]. You must fall from quite a significant height for this to work. You can then set a small amount of conj at the back of the back foot of your character to perform a corner jump. You will acquire a significant amount of momentum at the base of the jump, and it will carry you a significant distance. If you dont move while performing this trick, you will not lose your momentum until you start walking or you hit the ground. This is the method we will use to perform a corner jump at will, and we will use this next. The green line shows the boost jump distance. The red line shows the normal distance. It is possible to chain together separate strings of staircases to continue increasing your momentum more and more. This way you can cross ground quickly without requiring large amounts of conj. The physics work exactly the same as in tfm: Walking into the edge and then letting go the moment after you hit the edge will carry you further and faster. Are you ready for the most fun application of all? Here we go. [6.5] CORNER JUMP SLIDING (PENGUIN SLIDING) Is just [6.4] in some application. You continue building as above and the momentum from the jump will keep carrying you down the slope of your build like a big frictionless slide. If the image below is unclear, the point where it resets to a blank background is where the corner jump starts. You can jump while doing it to travel uphill. You can do [4.1] while corner jumpsliding (cjs) and you'll still be travelling forward at the top, but do it too long and you'll lose speed. You can shoot out obstacles that appear in your path as you slide, but it's really difficult even for me to do. Like it is in tfm, you will get more momentum if you run into the corner. Release the forward button immediately to get a maximum boost. You can improve the CJS even more by doing [6.6]. Just make the initial path a little longer than usual when you corner jump -- it'll have the same effect without you seeing the quick fall. Note though: it only works if the initial penguin slide is fast enough. VIDEO DEMONSTRATION PS: IT'S REALLY FUN!! Step-by-step representation below. Second way to find the sweetspot: See [4.9] You can be fancy and slide backwards if you just click once while maintaining the sweetspot. It'll automatically turn you around. [6.6] EAGLE NOSEDIVE An extra development on [6.5]. If you apply [4.2] and push yourself forward while falling fast enough during a penguin slide, then you can cheat the game into increasing your falling speed without changing your vertical distance. Not only that, but if you corner jump again, you will achieve the maximum velocity in the game!! Unfortunately, the screen moves too fast for you to do a double corner jump with your conj, so you will need to hit a corner on the map accidentally. To give you an idea as to how fast it is, I got across a full length of a map with speed walking in 18.5 seconds, and with near-full-speed CJSing I made it in just 8.5 seconds, excluding the startup jumping time. Issues: Needs A LOT of space to do. VIDEO DEMONSTRATION [6.7] DUCK SLIDING Nothing to do with the animal. This is an application of [6.5]. If you are sliding across a map expecting to be shot or shot at, you can hold the down key or S key (arrows or WASD?) while sliding. Your character will duck whenever they are not travelling upwards. This works because: - You will take less damage from shots - Your hitbox is much smaller (head doesn't count) and so you are much harder to shoot down. - [8.21] permanent 40% extra defence There was an instance of this in the gif image on [6.5]. It occurs twice, so have a look. (7) PERKS [7.0] WE'RE FORGETTING SOMETHING You can switch perks in the middle of a game. You have to wait out the refresher time to use them though. Other perks will not disappear if you switch them out before they're finished being used. [7.1] BLOCKADING You can set a C4 or landmine in the middle of a tunnel to scare people away from approaching or digging through. [7.2] CEILING BOMBS This is done with a landmine or C4. You can set a bomb on the upper side of the roof to a base or a place you are trying to protect. Anyone who lands there will be blown up by whatever bomb is sitting waiting for them. [7.3] PITFALLS This is an application of [8.4]. What if the ceiling bomb failed with a landmine? What if the landmine is in the base and an enemy is standing above it? You should shoot out the ground underneath them so that they fall into the landmine. It'll take them out faster than by shooting them. You don't need to shoot the ground if the mine is behind the other player, just push them into it. [7.4] KAMIKAZE Is an application of [4.3]. Run into a well guarded base or VIP camp with a bomb, place it in there and just run away. It should take out a few people or scare them away from the spot. There is an upcoming skill named Kamikaze. Hopefully, it's not super broken. [7.5] LAND MINE VICE Is a continued application of [7.4]. Instead of hoping it will kill someone, you can (almost) guarantee it hits if you build a barrier around the enemy before they can move away from the mine. They won't be able to escape unless they push themselves out. [7.8] LANDMINE HITBOX CHEAT This is an application of [4.1]. When you have zero lag you will ascend at the fastest possible speed. Check your ips (60/60 best) or your cips (no wavy patterns) If you stand a moderate distance below a landmine that belongs to the enemy, then zip up through it, then the landmine shouldn't blow up. This is because the game can't detect your rapid speed increase. However it eventually will, and this is why you can't stand too far away either. Note that this idea is critical when avoiding sudden advances by enemies (especially spas 12 users) from above. Since you move so fast, the game will keep you in place on the enemy's screen for a moment, making it easy for them to hit you. [7.10] LANDMINE TROLL This is basically running into an enemy's mine when the person who set the mine is close enough to it to be damaged. This is usually done with a shield and can be used to kill them quickly if necessary. It doesn't always work. You can use it when the time comes though. (8) OTHER SKILL BASED TECH [8.1] MOUNTAINEERING You don't have to rely on conjure to climb big cliffs if you dont have to. If you walk into a one square bump with your character, he/she will float up slightly. You can then jump again to get an extra boost on your jump. Although it doesn't look like it, this height can actually be scaled without building. I'm jumping normally on the screenshot. [8.2] APPROACH FROM BELOW Your vision above you is better than the vision below you. So if possible you should approach from below. It's fun sometimes to watch what your enemies are doing, even if they don't see you. :P [8.3] STALKING Is an application of [8.2]. You dont have to fire at the enemy immediately if you dont have to -- you can pick your moments. Just don't get spotted. You'll never be seen otherwise. [8.4] QUICK RIDDANCE If you've got too many enemies in your base but you've got a lot of your team below you, just shoot out the ground below your enemies and let the team below swarm them. In addition, it can be used as a disruption tactic as to prevent falling, the enemy will spend a little time drawing more ground underneath themselves (credit to +Laurent for saying this) [8.5] ARTIFICIAL SPREAD This is just a way of making your gun less accurate without buying a less accurate gun. You can achieve this by waving the mouse pointer up and down rapidly while firing an automatic weapon. It's used to slow down your progress as you dig, while giving you more movement space. You don't want to dig in too far sometimes as it may tempt enemy response. VIDEO DEMONSTRATION IN [2.1] [8.8] BUILDING OUTSIDE YOUR ZONE This is achieved by hovering your mouse pointer in the void, holding space as you drag it back up into proper space. A conjure line will start to form coming towards the spot you dragged into, starting from the top left of the map. (Top left is known as point zero. Particles with no assigned coordinates will appear here) Your conj bar will instantly disappear when this happens. Keep doing this trick over and over in the same spot and you'll see the line come. VIDEO DEMONSTRATION [8.10] SPAWNPOINT MEATSHIELDS AND BLOCKS This is basically using AFK players at the spawn point as cover. In addition to this, you can use the blue or red colored spawn block as cover because it is totally indestructible. Thus, you will take less damage overall. Thank you to Istudent for suggesting this!! [8.11] SPRAYING This is an application of [8.5] and [7.4]. Instead of running away completely, you should stay close and spray down your opponents in a wider range right before the landmine blows. This way you can get something like at least 5 damage on each of your opponents in order to successfully kill them all when the bomb does go off. Better used with double bombs, or with snipers. [8.13] PRIORITISING KILLS If you are caught in a crossfire such as inside a flag zone that you are supposed to capture or defend, then it is important that you know who to kill first in order to survive as long as possible. The tree below gives a rough guide as to how you should do this. If you find that you are unable to do this, then defending is your best option. It is more important to reduce the risk from high damage players and keeping your life preserved than to blindly shoot at players hoping you kill them. SUBTIERS: INSIDE THE FLAG, PROS, SPAWNBLOCKERS, GLITCHERS, VIP Keep moving around. Staying still will greatly decrease your chances of survival. [8.14] PARRYING See [8.19] [8.15] GUN SWITCHING LATENCY This is probably the most helpful thing that an M40 A5 user can know. You cannot cheat the slow firing rate of the M40 by switching to a secondary weapon in between its cooldown. When you are firing a primary weapon, it is very quick and efficient to switch to a secondary weapon to start firing it. An M40 user can equip a more powerful secondary to deal out higher damage at a quicker instant rate if they switch to the secondary after landing the first M40 shot. However, when you are firing a secondary weapon, the cooldown suddenly becomes extremely huge when switching to a primary. There is no way around this. If you are planning to use a secondary, give yourself enough room to avoid enemy fire until the massive cooldown expires. This is why you cannot really abuse a uzi to clear a path for an M40 shot when the opponent is continuously shielding. The cooldown is quick if you do not fire the secondary weapon. The extended cooldown on the primary only begins the second you fire one bullet from the secondary. [8.17] VOIDING [8.16] But much slower. High risk of getting stuck and being forced to mort. [8.18] CROUCH LOCKING Crouch locking is having the character crouched while not holding any keys. It can be performed by crouching, then; right clicking (freezes the game temporarily), clicking in the text box (prevents any other inputs unless you click a weapon/perk on the bottom right) or by inversion. Right clicking to crouch lock is disorienting because it prevents you from making an input other than a gunshot to escape the drop down menu. Clicking in the text box prevents other inputs because they will register as typing into the chat, until you click a weapon manually or left click on screen. Both of the above leave you vulnerable to 100% shots and larger hitboxes which is heaven for snipers. Inversion locking allows you to make other inputs. Hold down, press J, let go of down, then press J again to reset your controls. Then, you can use a perk. [8.19] BUFFERING Google definition: To reduce the impact of something. Buffering in fortoresse is the act of performing acts instantly after each other so that delayed outputs depending on ping do not get in the way of your playstyle. For example, I have 350ms ping, and I shoot a sniper shot, and I wait for damage to register before making another move. This puts me in danger for 350ms of time. If I act instantly after shooting and put up a shield, the shield will always come after the damage registers, so I have buffered any excess damage to myself. [8.20] FLASH CALIBRATION See [1.5] and [11.2]. Using [11.2] puts you in danger for only one frame. The human eye registers the position of the weapon in a subliminal way, so it is surprisingly easy to remember. [8.21] DUCK JUMP/BUNNY HOP Click here and scroll to "Airborne position". I don't have any space left on this page. Demonstration on Videos page. (9) REDUNDANT TRICKS [9.1] SHOOTING THROUGH WALLS AND PEOPLE Just as it says. It's completely harmless and won't hurt anything. There is a one pixel sweetspot on the tip of your gun (right at the start of the bullet lines) that you can click to fire harmless bullets. You will know if you get it correct if you shoot a perfectly straight line of bullets that goes through walls. It is only harmless if you fire to the right -- the left does not work. It works with any gun. There is a variation of this trick that goes through walls and causes damage to players. However, it is a banned trick. Click here if you still insist on investigating it. I mapped out the behaviour of the bullets around the sweetspot just out of interest. It might also help you locate the spot. The white lines are lines of symmetry, the pinks are semi-tolerant on the SPAS-12 (three directions, third not shown) and the dark pinks are outside the precision radius of the SPAS-12. NOTE: The semi-tolerant zones are NOT the same for other weapons. This map applies to SPAS-12 only. Also, depending on how accurate the weapon, you can keep going further out and it will actually improve the accuracy progressively (as shown by the same pattern on the grid above). However, at some point, the game will stop you from going any further and just default back to the original settings. It doesn't seem that useful though: e.g. the An-94 is more accurate on its own than with this trick. In my opinion, I believe that the trick method cannot get any more accurate than the weapon itself (ie that the law of the game takes over right at the edge of the weapon becoming more accurate than itself). In addition, I think that what's actually happening is the bullet's trajectory begins spinning faster and faster as it approaches the sweetspot (kinda like gravitational movements) until when it gets to the sweetspot the game becomes so confused about where it's supposed to fire that it loses its hitbox and just defaults to a straight line to the right (infinite inaccuracy). VIDEO DEMONSTRATION [9.2] TUNNELING THE VOID Just as it says. You can create tunnels inside the lower void. On certain maps (all domination except jungle, canyon [flag], toxic [VIP], ruins [VIP], forest [flag], hill [flag], space [flag], wilderness [VIP], desert [flag] ALL LISTED AS ON THE FORTORESSE WIKI) the blocks below the void are actually destroyable. Read the red section to find out how to shoot it out in the new fortoresse. Then you can walk down into the void and start digging.. but you won't know where the walkable spots are unless you check -- they are invisible. If you dig more than 8 squares down into the void, you will die. If you duck at the lowest point where you will not die, then players will not be able to hurt you at all from above. It used to be something that I would get a VIP to do before perks were introduced. You can still do it, but you will be harmed by C4. C4 will not blow up your tunnel, so you are safe in that way. In this screenshot I have tunnelled more than halfway across the map. VIDEO DEMONSTRATION IN [8.7] You can perform this trick on the new version of fortoresse. It is best done with an m40 a5 as it has the highest horizontal reach of all guns. Simply fire one or two bullets backwards into the destroyable spot, and it should create an indent large enough for you to safely step into. The hardest part is glitching out the side. Leave a section of the map for you to glitch sideways into, do not destroy it all. [9.3] AUTOWALK AND AUTOFIRE To perform an autowalk, hold the forward button and click the chat menu as if you are about to type a message. The character will keep walking forward without any player input. To perform an autofire, hold the left click button and right click on the browser version. On the standalone version, right-click anywhere outside the window. The character's bullets will still follow your cursor. [9.4] FRUIT NINJA This is an application of [9.3]. While holding down left click, you can conjure one block in front of you and repeatedly mash the conjure button. The particle animation for destroyed blocks will keep appearing as if you are cutting up fruit, hence the name. This is purely for entertainment value. You may have to trial and error every block on the map to see which blocks display the particle animation. There are specific spots on the map that do. It is totally useless, I am not being serious about this being a trick. [9.5] INVISIBLE (BANNED) Banned glitch that allows you to become invisible and totally indestructible. Reasons: a) Invisibility in the flag makes it impossible for the other team to win b) Invisibility during domination makes it impossible for the other team to win c) Possible for sudden reappearances and ambushes making it completely unfair for other players This is a known glitch in transformice and is the cause of afk mice being unable to be killed by cannons and dying in the pit, causing spawn deaths. The implications of glitch or how to perform it should never be disclosed to anyone, ever. (10) PATCHED TRICKS [4.9] ABSEILING UPWARDS This is basically holding down the conjure button at a certain sweetspot while holding a directional key in the direction of the cursor so that you walk vertically up the side of your build as it comes. This is particularly useful if you have a thin amount of space on the side of a cliff and a void and you want to travel up without having to shoot out too much. Interesting side note: This is actually the tip the same sweetspot that will get you the corner jump slide output. You just have to move the cursor slightly into your character to get a solid sweetspot for it. You can jump while performing this trick to avoid places that are already filled in. The image below shows approximately the size of the gaps you can skip at maximum. Patch notes: Void sealed. [5.1] JUMP SCARES Application of [8.2] which you can skip ahead to read. You want to pick your moment when you can see the VIP but they can't see you. The VIP is standing in the upper void. If you attack from below with enough ferocity, you might be able to tempt the VIP into a "jump scare" causing them to kill themselves. [7.6] INSTANT KILLER The skull perk + Land mine is an instant killer. Combined with [7.5] and given that you somehow survive without a shield, I can't imagine what this is going to do if it works. Patch notes: 1.4*25 < 40. [7.7] UNLIMITED HP RECOVERY Normally a medical kit will stop healing you after it heals 10 HP. But the healing process will get reset if you are shot again. If you take 0 or 1 damage, then place down another medical kit, you'll heal an extra 10 HP. You can keep repeating this to recover completely if you are nearly dead. Patch notes: Scarring mechanic. --REMOVED DOESN'T WORK-- [8.6] VOID WALKING You can walk in the upper darkness (known as the void). You can walk above all of the structures in the map without death, so long as you don't jump. You will skip digging entirely. The highest point at which you can jump in the void is shown below -- two spaces below the darkness begins. Patch notes: Void sealed. [8.7] SKIPPING TO THE BOTTOM OF THE MAP It is an application of [8.6] on the right and left voids. Should there be a gap underneath the map (say, the cheese map), then hug the side of the map and don't head too far out. You can skip to the bottom. If there is no gap underneath, you can create your own. This is done by equipping a uzi, falling, jumping and immediately firing at the cliff to create a large enough indent for you to walk into before you fall again. THE EASIER WAY: Fall down the cliff some distance away from it (not too far but not too close) while facing away from the cliff. Shoot the gun backwards and downwards and then jump straight away, then walk into the indent. Success rate is much higher PLUS YOU DON'T HAVE TO USE THE UZI. Side note: If you don't want to react at the last second you can just hold your gunfire against the cliff as you fall down, then jump at the point you want to stop. Your gunfire should automatically dig out a good space in the cliff for you. Plus, you can use [4.9] to get back up if you need to. PS: Beware of falling rocks. VIDEO DEMONSTRATION Patch notes: Void sealed. Can't come back from outside. [8.9] INSTANT WALL AND INSTANT BRIDGE This is an application of [8.8]. If you drag from the left and the top voids, you will create a huge wall and a huge bridge starting from the other side of the map. It's extremely useful for building at the start of the game and if you want to bar yourself on the side of a cliff. VIDEO DEMONSTRATION IN [8.8] Patch notes: Sealed void. [8.12] CLINGING Ever been in a tough spot that looks like below? There is actually a slight amount of friction on walls -- so if you are lucky enough to get stuck like this, stay there by performing an autowalk and then appeal to the chat for help :D Patch notes: Void has zero friction. [8.16] MORTING Probably one of the more controversial tricks because of the introduction of statistics into the game. This basically involves you killing yourself to reset your HP and clips to 40 and 4. This is usually discouraged by other people because they think you are killing yourself to avoid being killed by others (which adds to your dead stat) However, I recommend using this trick, because stats don't matter here: It's about being tactical and efficient. Here are some situations where morting is a good idea: - Low on HP, no threat to the objective. THIS is what can be taken the wrong way by people. All you are doing is killing yourself to prevent dying early when a threat arises to your objective, for example defending a flag or VIP. It's much more efficient to be at full strength than to die and waste a maximum of 10 seconds of precious time. - No ammo. It's much faster to kill yourself if you're out of ammo. Don't use your secondary weapon. You will need it to compliment your primary, and if you don't have a primary then it's not going to do you much good. - No enemies nearby, some loss to HP or ammo. Morting takes 5-10 seconds. Enemies will not be a threat to your objective at this time if they are not nearby, especially if you have team mates to slow them down. - Scarring mechanic. If you are at 40 HP, but in that life you were at 10 HP, then you will be inefficient at healing yourself. Kill yourself to recover healing efficiency. The update of December 16 brought an end to morting without it counting towards your deaths. So, unless you want to wreck your profile, you're going to have to adapt to fortoresse's restrictions once more. [9.6] PLAYING DEAD (BANNED) Banned glitch that allows you to pretend to be dead. It is basically jumping into the nether where nobody can ever touch you, end of story. Two perspectives of the same person at the same time. See something wrong? Patch notes: Void sealed. (11) GIMMICKS This all consists of tricks that don't do anything, but are interesting magic tricks to show to friends. A lot of these are featured in this video. [11.1] ENDLESS FIRING ANIMATION To perform this trick, jump into the air and get into the firing pose by either pressing G or firing the gun in midair. Then land on the ground and DON'T DO ANYTHING ELSE. Although you can't see anything, others will see you firing your weapon endlessly at approximately 3.5 shots per second. It also occurs for the M40 A5 and gives the impression that you have somehow managed to make your weapon fire faster than is possible. It looks very odd and is a fun trick to share with friends. Thanks Holi for helping me out. [11.2] AUTOMATIC CROUCH RAPID This is done by holding down and then holding G afterwards. Your character will spaz at a maximum rate of 20 squats per second. It looks very strange and is a very fun trick to show to friends. You can also hold left and right and your character will do a weird sort of tap dance as their running animation keeps resetting. [11.3] NO FIRING ANIMATION This is done by firing a weapon and then switching to the other weapon and back to the first within the first frames of firing. This will give the impression that you didn't do anything at all. Interestingly, this cannot be used to bypass the firing lag and getting into a first frame crouch. The lag will continue as normal and then your character will start crouching. [11.4] THE FLOP This is performed by jumping into the air, pressing G, then switching weapon. The character will reset into the standing animation in midair. Although the standing animation typically means you can view the running animation or jump a second time, you cannot use this trick to cheat you into getting infinite jumps. The normal conditions for the character's idle frames will be restored once they touch solid ground. Also, you cannot use this trick to cheat yourself into getting a first frame crouch after shooting a gun. Not only is it incredibly hard to input, but the lag will continue. GG Tig. To check this out for yourself, these are the inputs you need: Prerequisites: Mouse cursor must be hovered under the character's feet. Equip an M40 and keep it out. Input UP, LCLICK, 2, SPACEBAR, DOWN. Do all of this as fast as you can and you'll see it's not possible to cheat. All Fortoresse demonstration videos from my YouTube channel. Click the one you want to watch below. Bullet angling and Artificial Spread Speed walking/climbing and "Voiding" Team Glitching The Magician's Code (Invisible Builds) Corner Jump Sliding (Penguin Sliding) Terminal Velocity (Eagle Nosedive) Conjuring from the other side of the map Shoot through walls/people Void Walking and Void Tunnelling Super Exaggerated Fortoresse Gimmicks Crouch Jumping My Channel - Solfn7018 These are all the numbers, figures and trends you need if you want to be a fortoresse nerd. Fortoresse Wiki Armory - Scroll down the page to a table that lets you classify weapons according to your preferences. Beyond that, there is a section covering the slight range differences between weapons, and how you can tier them into how thick of a wall you can poke your weapons through. Changes - This describes in tabular format, all the changes and trends in weaponry, as described by fully up-to-date data supplied by Tigrounette. Precision Tests - This describes scientific data obtained by the harmless bullet test on every gun. This allows you to view exponential data on the precisions of each weapon. Keep in mind that the precisions will fluctuate dramatically as they get closer to perfect precision, so this is not a linear representation of precision. Graphics - This is all of the exponential precision data in graphical format. Note that the m40 a5 is shown as zero, because it has perfect accuracy, and under the harmless bullet test its precision radius is zero. Dernière modification le 1453352220000 |
Bookslover « Citoyen » 1402253160000
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oh my, how long did this take you solfn... .o. |
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A few hours. Maybe 5. An accumulated estimate including how much I've had to edit and change things around would probably bring this to 15 hours of work. Dernière modification le 1413944760000 |
Istudent « Citoyen » 1402276980000
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I'm very impressed. This is really cool. |
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New section [6.4] and [6.5] added which represents something i discovered really recently. |
Cheesegul « Citoyen » 1402317780000
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That's really nice work! Thanks Solfn! ^^ |
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This guide is amazing, well done! |
Istudent « Citoyen » 1402326360000
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Possible to add (if you want) Using the spawn block: This works well as a vip when people are coming towards you in order to be shot at from fewer angles. http://prntscr.com/3r4yq6 |
Techtriostep « Citoyen » 1402329300000
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awesome guide dude! gonna use them! though i still have trouble with the cornerjumping and the slide btw is just something small, but i realise if you are raiding and you are trying to capture the base: If you are able to destory the ground around it quite deeply, is harder for the other team to defend. Why? 1stly it expose more areas to attack the base. 2ndly, usual players would hide AROUND the flag zone instead of in it. To destory the grounds around it would leave the attackers not the flag, thus making it easy for you and your teamates to raid it. |
Montesquieu « Censeur » 1402335600000
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Thank you! amazing guide =o) |
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Yep I agree with that Istudent, but the main point is that it can't be destroyed. Adding it. [8.10] Techtriostep I've added it as [5.10] as an application of [5.6] Thanks! More of the techniques have been updated with video demonstrations. |
+Laurent « Citoyen » 1402350420000
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Only when the enemy are on aerial platform or cliffs. Shooting the ground where the enemy is standing that make then fall is a good way to disrupt their attack or defense and that make them to force to use the conjuration in order to stabilize their position or run away (the last option would be "keep shooting" but inefficient as they are falling). |
Lightningwx « Citoyen » 1402353660000
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Very usefull, one thing you need to add, the shooting angles doesn't really goes for snipes, it can't shoot at specific angles. |
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Yes it can. The tip of the gun is one extra square out than most guns. +Laurent I added that to one of the sections with credit to you. Thanks |
Ysobadbro « Citoyen » 1402580340000
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These are far from "advanced". These are merely what seperate the people who first played this game to the people who played it longer, none of these actually take any skill to use. The non basic ones are gimmicky at best. |
Istudent « Citoyen » 1402581720000
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As you are a sniper, many of these tactics are moot, but for other people who like to vary their weapons, this library is actually very useful. Do not discredit something that you know very little about. (For the record, I do know you are a sniper since you just marked yourself the best sniper in "Who's the best?" thread). |
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You still need to know a lot of these to be a good sniper.. blocking is still important. You can still do all of these as a sniper, it just may have different uses and mechanics. If you still think it takes no skill, I'd like to see you try the harder ones. Less than 20% of people can get it moderately quickly. EDIT: Saw you using my tricks. Although you got how to do it, you're not as good as you say you are. |
Ysobadbro « Citoyen » 1402621560000
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Solfn a dit : 20% is a pretty high percentage given that only around a thousand play this game. It's pretty easy to conjure in this game, all you need to do is to apply different angles to different kinds of uses, not too difficult. Which is why I've learned most of these myself long before this "guide" was even made. And I barely try in public rooms, so of course I won't be as good. I only show my real skill when playing vs someone equal to my skill level or (much rarer) better, in 1v1s. |
Fewfre « Citoyen » 1402623720000
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I love to do [8.4] QUICK RIDDANCE and [5.5] DIGGING FOR THE ENEMY I also like a variant of [4.4] PUSHING OTHERS AWAY where if you are attacking a flag, it can be better to just block people from getting in than firing. It can get you 5-10%+ if your lucky. 2 of these I didn't know of, and one I wasn't really sure how. Nice guide! |
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Good point. I'll add that with credit to you, since I totally forgot about it. I also updated the guide with 3 more redundant tricks. I also included 3 new possible tricks that I am trying to investigate. =] |