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[HR]Knight's guide to basic gunning

 
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Knight
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Joined: 28 Jan 2005
Posts: 470

PostPosted: Sat Jul 30, 2005 11:25 pm    Post subject: [HR]Knight's guide to basic gunning Reply with quote

So you've probably gotten tired of duel after duel after duel after
duel on Jedi Academy or Jedi Outcast. If so, you might want to know
there is an alternative, it's called guns. If you didn't know... they
exist in the game! Surprised? Probably , probably not. If you've been
to an average FFA server with the JA+ mod on it , you may have seen a few merc wars, but you probably got tired of those too! Right?

I will explain why later on, but right now it's my duty to teach YOU
how to establish a solid and consitant aim and "feel" for the
JK2/3 hitboxes. A player's hitbox is the area that
player takes up , if you invade that area with a weapon , they take
damage. If you miss that area, they do not take damage, unless you use
a splash weapon that uses a big enough area to reach the hitbox but
even then the damage is considerably less then a dead on hit. The Jedi Academy hitboxes are a little smaller then the Jedi Outcast hitboxes, but if you can hit someone in JO you can hit someone in JA. Many people call guns "nooby" because they believe that it is too easy, If you've ever played games like Unreal Tournament 2004 or Counter-Strike, then you would know it takes a lot of mental thinking and practice to get the feel for those hitboxes. The reason JA and JO hitboxes are considerably smaller then the normal quake 3 hitboxes is because of the lightsaber, thanks to this, it's not too easy nor too hard to kill someone with a lightsaber. Raven gave it a good balance, while at the same time, it may take a little practice, but it isn't too easy nor too hard to kill someone with a gun. However, it is considerably harder to kill someone with a gun, than it is to kill someone with a lightsaber; This falls into the common sense category, because all guns are ranged, and a lot of times the opponent is not going to stand there. So remember, MOVE MOVE MOVE!

Once you begin trying out these foriegn objects we call guns, you will
begin to notice that all weapons have a single fire (or primary fire) and an alternate
fire (or alt fire, secondary fire). For now, I need you to start yourself out with the
pistol. If the server you are in has weapons enabled, you will have a
bryar pistol (or pistol for short), the default weapon key for that
should be 2, right after your lightsaber.

Bryar Pistol
-


(JA) http://www.chopshopservers.com/education/images/weapons.jpg
(JO) http://www.jediknightii.net/graphx/weapons/wea_bryar.jpg
[ note: you CAN pick up the Jedi Outcast version of the bryar on Jedi
Academy if the map enables it, no default maps however provide them ]

Pull that pistol out and and try out both fireing modes, you will
notice that one of them is weaker and one is stronger. Also, if you
hold down alt fire , you will notice that your pistol begins charging.
Once you hear no more noise from the pistol, that means it is full
charged and it is at is maximum damage level. So if you shot a fully
charged shot at someone, they would take more damage then a single
fire shot or a low charged shot. Out of all guns, the pistol is of the
harder ones to aim and hit someone with.
For one, if the opponent has their saber up, it should deflect off and
bounce another direction (or back at you, so be careful), I will
explain how to bypass that later on in the guide. The pistol also only
creates enough damage when you charge it at least half-way, and even
then, the blast that come out of it is very slim. If you master pistol
shots, you will master the basics of hand-eye coordination that this
game requires.

E-11 Blaster Rifle -

The next weapon you should try is called the E-11 Blaster Rifle, the
gun that you would see in the majority of the old Star Wars movies if
you have watched them. (If not, why are you playing this game?)

(JA and JO) http://www.chopshopservers.com/education/images/weapons.jpg

The blaster rifle is another level of aiming, the single fire is a
straight and slow blast. Yet the alternate fire is a
rapid-all-over-the-place fire.
The better option is again, the alternate fire. Even though the
alternate fire is harder to control, and doesn't stay in the same spot
as you aim, it can be effective when controled. Try this weapon out
yourself, first play with bots or other players and try to move with
it the fire. The very first blast that comes out of the gun will be
straight, after that the rest are only "near" the opponent, they
aren't close. What you have to do the control this is, is jump or move
with the opponent AND your weapon fire. This is hard for me to explain
but if you move around enough to where your fire is where want it to
go, then you are good. You don't have to jump or move around at all if
you move your gun with the opponent , but theoretically, if they were
standing still you would have to move.

The E-11 is an even better weapon when used directly up-close to the
opponent, try moving in when firing, this weapon is only a close-range
or mid-range type of weapon.

Tenloss Disruptor Rifle -

(JA and JO) http://www.chopshopservers.com/education/images/weapons.jpg

Next up, we have the Tenloss Disruptor Rifle. Just like any other First Person Shooter (FPS) out there , this game also has a sniper rifle (some call it the sniper, some call it the disruptor). What you really need to understand about this weapon is that it is instantaneously shot when you fire it. Try both firing types, Single fire is a single burst that can be effective when the opponent is in an easy-to-kill situation, but usually this shot is deflected by their lightsaber if they are facing you.
Alternate fire is the scope, if you've ever played another FPS before, you understand the aspects of sniping. The key is always patience, always! This will come with experience and understanding of the game, but for now we are in the shooting range. Pull out that rifle and press alt fire, the scope will come up, if you hold it down it will zoom in until you stop. Usually, you don't want to zoom in too far because you wont be able to see much of the opponents ground. This is important because you have to predict the opponents movements, if you see him going forward for a health pack then he is probably low on health. Which means he really NEEDS that health pack right? So try to time your shot perfectly on that health pack when he reaches that point.

Try this with bots or a huge public server. If you hold the single fire button while you are in alt fire, it will charge up. The maximum charge completely vaporates an opponent, however, you do not always need to charge it all the way up. I find my-self charging only half-way or barely any in many situations, it is imperative that a sniper protects himself. Such sequences can be used as: scope. charge slightly while aiming. fire. move. scope. charge. fire. move. repeat.

Also, remember that you can not move while you are charging or else it will cancel your charge. If you need to be moving while charging, try jumping in air into a direction, then scope, charge, and fire, before you land. This is tricky but it may throw someone else's aim off as well. All of this requires a lot of practice and once you master sniping you master aiming. Try using the sense force power while sniping, to surprise people who are coming around a corner, so when they come in your line of fire...bam! Doing this will help your timing, because timing with guns is very essential, but timing can not be teached as much as it can experienced.


For sniper practice I recommend playing on a server with the instagib mod (a mod that has one hit one kill , sniper only settings) or play as the sniper class *I forgot the name* in Force Mod 3 , but in Force Mod 3 you can move while charging, so don't get used to it! I will give you the ip to such servers at the end of this guide.

Something you should know before I go on, If you using a gun that shoots blaster shots or bursts (pistol, blaster rifle, disrupter, bowcaster...) and you are shooting at someone with their lightsaber up, try aiming at the foot that he/she is not defending. Or shoot when they swing, that way you can hit them and it wont deflect, this takes a lot of practice but It can be effective. This also comes into play when you are sniping someone who is using the force seeing power. When you use force seeing and someone snipers you, you have a chance of dodge the shot. Some call this the matrix effect. Just shoot their feet and this will not effect the outcomes of your shot

Golan Arms Flechette Weapon -

(JA and JO)
http://www.chopshopservers.com/education/images/weapons.jpg

This weapon is commonly known as the Flechette, it is a very unique and different weapon then those before it. When you first pick this weapon up, you find that single fire is a blast of metal, and alternate fire is two balls that explode when they reach the ground. If you master this weapon, then you will master the "up-die-effect" that this weapon can give , when you use alternate fire. When I say up-and-die, I mean when you shoot it , it falls to your target. So the only way to properly aim the shot effectively and most destructively, is to aim ABOVE your destination and by the time it reaches back down , your opponent is dead. This weapon is very powerful when you master it. And sometimes when you miss , you can get lucky , because the balls explode after a few seconds and sometimes the opponent is still in the vicinity of the area Wink. This weapon is the most beautiful of the bunch. If you are found of CTF (Capture the Flag), this makes playing the defensive position a little easier because it is a deadly and very realiable gun. Once you try this out yourself, get used to the single fire (which should be used in very close range for optimum damage) and the alternate fire.

Imperial Heavy Repeater -

(JA and JO)
http://www.chopshopservers.com/education/images/weapons.jpg

When you first look at this gun, you notice the single fire is basically a more sloppy version of the alternate fire of the E-11 Blaster Rifle. However, this single fire is deadly, it is very un-realiable. Skip the single fire for now (however , it doesn't hurt to try it and practice it, but it is very un-useful) and go straight for the alternate fire. You notice right off that the alternate fire is a huge ball , with a splash effect. Just like it's older brother the Flechette, it has an "up-and-die" effect. This gun is easier to use then the Flechette and easier to master. The damage is very broad and very realiabe. Before getting used to it, you need to know something about the up-and-die effect; You will learn later on that the further you shoot the flechette and the repeater, the further they go (unless you shoot straight up, which is just pointless) , if you know anything about spacial harmonics then you know what I'm talking about. If you don't, then you will find out very fast, don't worry. The good thing about the up-and-die effect is that you can properly kill someone easier, then you would with a blaster. In this case, you can shoot ahead of the opponent and kill him in time. You will begin to appreciate this more often if you use this long enough.


Wookiee Bowcaster -

(JA and JO)

http://www.chopshopservers.com/education/images/weapons.jpg

The wookiee bowcaster is the wookiee version of the bryar pistol, that is basically how I see it. The single fire is finally something different then what you are used to reading here though, if you hold down single fire you will notice a charge. If you let go, blasts will come out of it. This is a very useful close-range gun. It may not be the best gun to start out with, but after you get used to the pistol you will get used to this. This is very powerful shot when charged fully. When you try alternate fire, you find out that it is a single burst. It is a powerful burst, however, it is just like controling a single fire shot of a pistol. Except it feels wierd if you are used to the pistol charge. You will notice (if you miss, which is easy with this gun) that the shot will bounce off walls, this has no purpose but you may get lucky and hit someone. But good luck because it's never happend to me.

Destructive Electro-Magnetic Pulse gun -

(JA and JO)
http://www.chopshopservers.com/education/images/weapons.jpg

Long name, I should have just used the shorter name like I would for all of the, but this is just to show you that you know which one this is.

Anyway, your first try should be the single fire. However, it is just pointless to use. But if you have to do it, go ahead and try it out. The real deal here is the alternate fire. The alternate fire is a slow but powerful charge, when released it sends out a pulse throughout the radius of the shot that cancels all actions of a weapon for a few seconds, and the damage is considerable. If you shoot this infront of a rocket thats heading toward you, it will blow up in mid-air, and if anyone else is near that rocket they will take damage as well. Cool This alternate fire can also go through walls! So combine that with force seeing and the opponent doesn't even know what's going on Twisted Evil !

Merr-Sonn PLX-2M Portable Missile System -

(JA and JO)
http://www.chopshopservers.com/education/images/weapons.jpg

In other words, Rocket Launcher. Once you pull this sexy beast out, you notice that the alternate fire is considerable slower yet more powerful then the single fire. However, the single fire has a faster rate of fire, and has a more realiable useage. But the alternate fire isn't useless, if you want to make an opponent go running for their lives, hold down alternate fire while targeting someone, you will see a clock-like icon , once that clock goes from 12' to 12' again, you are ready to let-go and fire. Once you do, it will follow the person until death. However, rockets can be sniped, and pushed easily, epecially pushed. Note, the rocket launcher has splash damage so if you aren't good at hitting the opponent dead on (or if they are good at dodgeing) aim at their feet , or near their area. And don't you dare let someone call you a noobie for using it. It takes more skill then they think.

Stouker Concussion Rifle -

(JA only)

http://www.chopshopservers.com/education/images/weapons.jpg

This weapon is as long range as the sniper, in single fire. Yet the alternate fire is only good for giving me a boost when I shoot it on the ground while strafejumping backwards, don't bother using it very much. This weapon is very easy to use, yet it acts like a full-sized truck in real life [no pun intended] , it gives a lot of power , yet the pull of the vehicle makes it need gas more then other cars/trucks (hence , it has worse gas mileage then smaller sized cars). This gun is an ammo theif, so keep looking for ammo when you are using this. This weapon has a huge splash effect, so don't feel bad if you don't want to use this baby. Many people call this gun the noob gun because it kills so easily, however, if you've ever played quake 3, this is the BFG's brother. Since this gun is rare and takes a lot of ammo, it balances out.


Detonators/Mines:

(all of the following are JA and JO weapons)

Thermal Detonators -

http://www.chopshopservers.com/education/images/weapons.jpg

These babies are very useful, they are spalsh damage and can cause alot of damage when hit on target. Don't bother with the primary fire, just use the alternate fire. The primary fire takes 4-5 seconds to explode while the secondary fire explodes on impact. This also has a "up-and-die" effect, so this should feel fimiliar.

Detonation Packs -

http://www.chopshopservers.com/education/images/weapons.jpg

The primary fire on puts it on the ground/wall/wherever you aim it. The alternate fire makes it explode, use this when you see someone coming by. A common misconception is to use too many of these, you only need about 1-2 of them to kill someone! Save the rest that you collect for other people. Sometimes , if you misproperly time the detonation, you can send someone flying in the air and when they land they will die. It would be a moment of comedic relief Wink Try hiding these in spots like coorridors or hallways, near places like health packs, ammo pick-ups, other guns. Combine this with force seeing and you will and your dets will be out of obvious sight, once you see someone nearing them, BAM! Very Happy

Trip Mines

http://www.chopshopservers.com/education/images/weapons.jpg

These are a proximity type, if you are playing Jedi Outcast you should know these don't last as long as the Jedi Academy trip mines.

The primary fire gives off a blue line, and when someone runs over that blue line, it goes off and explodes. This lasts a little bit longer then the alternate fire , but it is a bit more obvious and less useful. The alternate fire doesn't give off a blue line, therefore, less noticeable. Never place these on top of each other or you will blow up while setting them. Razz
I personally only use alternate fire with this, so give both a try and see if I'm right. Wink

There you have it, now that you understand each aspect of the guns, go out there and play full weapons! full force! give it a try! Very Happy I promise it will be something different then you are used to if you have been sabering all this time.

So you know all of this, but what servers have all weapons? Sadly 90% of most servers have just sabers only FFA's, and out of those, most of those have either 0 regen time *too easy/noobish/no skill* or no force *boring in my opinion*. Or if not, they have silly honor rules with admin nazis that slap you across that map for killing them.

There is hope however!

Knight's Trustable Server List!:

Jedi Academy:

[HR]Hell

207.158.49.245:29070 (BaseJKA , default settings, Is usually on FFA but plays all gametypes, no honor crap, voteing enabled)

No Limits Gaming: Last of the true FFA servers.

67.15.113.241:29070 (this server is the best and only non-rpg force mod 3 server that I know of) If you wish to download Force Mod III, visit www.jk3files.com.

The Meatgrinder

67.15.13.128:29070 (this server runs the OJP mod but to my knowledge it's perfectly playable, and has no BS honor rules, for more information go to this thread http://www.lucasforums.com/showthread.php?t=149442)

The Emergency Room

67.15.51.1:29070 (this server is very new, it runs Red Slushie 1.2, it is a public CTF server, the settings aren't completely default but only the saber damage and the speed settings are different) The Red Slushie mod is on pcgamemods.com but you can also find it here http://dr.darthwhat.net/mods/RedSlushie_1.2.zip , but you are not required to download the client to play on the server.

WILD JEDI

69.57.151.116:29070 ( A very nice public CTF server, runs RS 1.2 and can be very fun when many are on, same thing as above in settings, almost)



Jedi Outcast:


ChopShop DISRUPTION! II

67.15.36.220:28070 (this server uses the instagib mod that I explained before, no download is required)


Disruption :: InstaGib

69.93.34.164:28070 (this server uses the CJK mod, which is similar to the instagib in the basic ways)

American Coruscant

65.98.99.18:28070 (Brand new, the only american CTF server in JKO) Wink

[update 6/27/07]

I would like to note, that all of these servers (Not 100% about the JO servers) are down and have been for a very long time. If you are new and just now reading this, please sign up on the forums and ASK us for some good server ip's we'll try to set you up! - Knight
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Last edited by Knight on Wed Jun 27, 2007 10:29 am; edited 7 times in total
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Knight
Unstoppable


Joined: 28 Jan 2005
Posts: 470

PostPosted: Sat Jul 30, 2005 11:27 pm    Post subject: Reply with quote

I need something to drink, knighty night.
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El Doug
My new rig has a hyperdrive


Joined: 02 Jan 2005
Posts: 1081

PostPosted: Sun Jul 31, 2005 12:13 am    Post subject: Reply with quote

u WERE bored Shocked
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Amidala
Site Admin


Joined: 09 Sep 2004
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PostPosted: Sun Jul 31, 2005 12:42 am    Post subject: Reply with quote

Thanks for doing that, I added it to the Education page.
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VicoDIN
Stop me before I post again!


Joined: 12 Sep 2004
Posts: 1408

PostPosted: Sun Jul 31, 2005 8:01 am    Post subject: Reply with quote

Vico's guide to JKA CTF Gunning:

On any given map:

1. Find Rocket Launcher
2. Find some extra RL Ammo
3. Spam rockets at target (*Note: I noticed that if you imagine every FC is Doug, your percentage of direct hits increases dramatically)
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agentZed
Wild Jedi


Joined: 11 Sep 2004
Posts: 1010

PostPosted: Sun Jul 31, 2005 8:21 am    Post subject: Reply with quote

Quote:
Bryar Pistol -

(JA) http://www.chopshopservers.com/education/images/weapons.jpg
(JO) http://www.jediknightii.net/graphx/weapons/wea_bryar.jpg
[ note: you CAN pick up the Jedi Outcast version of the bryar on Jedi
Academy if the map enables it, no default maps however provide them ]


In JA you have a BlasTech DL-44,
not a Bryar. See my avatar.

And if you use cheats or a pickup on a custom
map to get the Bryar, the animation is messed
up anyway.
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Zee
Human Aimbot


Joined: 27 Jan 2005
Posts: 175
Location: Ore-y-gun

PostPosted: Sun Jul 31, 2005 8:53 am    Post subject: Reply with quote

Good guide

Differences I've seen for ForceMod III:

Sniper classes: Scout Trooper, Bounty Hunter, Assasin Droid and Tusken, some of the other classes can use them but not scope track (charge/run with scope up)

DEMP can do more damage in FMIII, especially to Droid classes (also DEMP seemes to be WAY overpowered in JO)

Repeater Rifle is changed, puts out a high speed/narrow field bursts, think machine gun here on primary(and looks more like a long rifle from the movies), same plasma balls on alt.

Rocket Launcher is slowed launch by design, can't spam someone as effectively so you really have to plan your shots.

Bryars - They are 'replaced' by the mod (like the repeater) with Westar pistols (AKA Jango Fett's guns), as a Mando or ARC trooper you get dual Westars, which even on a lite alt-charge can one shot kill, and primary with them is much more deadly than the Bryar. Other classes can pick up a dropped Westar but don't get duals.

Thermals - no alternate attack here, both attacks have the 4-5 second delay so best just to spam these if you're being chased (I like to toss them just ahead of me at my feet and hope the chaser runs into a boom).

Some classes in FM3 get a firing bonus - Wookiees are 'trigger crazy' and can fire the bowcaster extra fast - so look out for ragin' wooks. Super Battle Droids and Royal Guards can fire the E-11 super fast too - bad news if they're close, but good news if you let them run the ammo out fast.

http://www.freewebs.com/jdubbn/forcemod3.htm - Good guide to all the guns/classes etc. for ForceMod 3 (mostly covers Jedi/Sith but the guy who put the site up is by far one of the best FFA players on FMIII ever)

http://fm.mt-wudan.com/Classes.html - Official listing of classes from the home of FM3
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Knight
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Joined: 28 Jan 2005
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PostPosted: Sun Jul 31, 2005 11:52 am    Post subject: Reply with quote

Aye , but if someone is that caught up with the gun names rather then the gunplay in gameplay, then they have problems. However, you are correct, zed.
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agentZed
Wild Jedi


Joined: 11 Sep 2004
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PostPosted: Sun Jul 31, 2005 12:09 pm    Post subject: Reply with quote

I just like correcting people. Cool
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VicoDIN
Stop me before I post again!


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PostPosted: Sun Jul 31, 2005 8:05 pm    Post subject: Reply with quote

Arrow
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Knight
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PostPosted: Tue Aug 16, 2005 5:56 pm    Post subject: Reply with quote

update, forgot wild jedi.
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teh 1337
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Joined: 03 Oct 2005
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PostPosted: Fri Jan 19, 2007 6:02 pm    Post subject: Reply with quote

Amerse8 wrote:
Very Happy Very Happy Very Happy
http://amazing-videos.info/


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agentZed
Wild Jedi


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PostPosted: Sat Jan 20, 2007 2:34 pm    Post subject: Reply with quote

Evil or Very Mad notsokool
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