Author Topic: Tactical Trenchwars Teamwork  (Read 6742 times)

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Offline Avarax

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Re: Tactical Trenchwars Teamwork
« Reply #20 on: October 27, 2007, 07:52:55 pm »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Kev015

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Re: Tactical Trenchwars Teamwork
« Reply #21 on: October 27, 2007, 08:05:05 pm »
There's nobody with statgun cheat kick in the banned list right now! :o

Glad you had fun! :D
And yes, you are right, losing the stat is really fecked. It's easier to get a saboteur past enemy lines to reclaim it than to go with an engineer. The saboteur doesn't need to wait the 3 seconds.

Also, when spray is low, it's very effective to get a spy to rig the enemy bunker. Only when spray is low though, with high levels of spray, the spy is easily discovered. I've also seen people rig their own base right before being overrun, and blow it up before the general can conquer it. That was a brilliant move at the time preventing us from getting the bunker.

Hmmm, saboteur, I haven't used that yet. Time to try it out.....


Offline Dizzy So 1337

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Re: Tactical Trenchwars Teamwork
« Reply #23 on: October 29, 2007, 01:38:14 am »
I also take Engineering pretty seriously.  In fact, I often try to grab this Job early in the match, just to keep other people from hosing it up.

Dizzy's tips for Engineers and for using Stats in general are as follows:
 - Never build your Stat past the midpoint.  Maybe, just past the midpoint is fine.  But when you build in Enemy Territory, you risk losing the Stat to a well organized General rush, and then you're pretty well fecked for a long time.  Dizzy sez: don't do it.

 - Think about how the Stat could be used in Reverse before you build.  Great places for Stats are places where if the damned thing were to be pointed backwards (god forbid) it would be absolutely useless against your team.  Try to build them in places where they can't be used against you.  Dizzy sez: think before you build.

 - Stats like flat places.  I don't want to dissuade any creativity out there, I mean if you want to get into some serious Engineering I encourage you newb Eng's to try all sorts of wierd places for Stats.  But the fact is, Stats like flat places.   Building your stat in some bizarre cleft of a wierd crevice on the side of some cliff or other is PROBABLY gonna get you a broken Stat.  If this happens, use /get if you can, or quickly switch to Sabo to /rig your own Stat.  Dizzy sez:  if ur gonna start getting creative, learn how to undo your mistakes.
 
 - Remember that its much easier to destroy than to create!  If you get into a situation where you must remove a Stat under heavy enemy fire, a Sabo can do this much quicker than an Engineer.  In any event, if you are really having trouble dismantling your own creation, ask a Spy to plant charges around it first, or get an Elite to keep the Stat Pinned, or some Assaulters to just freakin charge past the thing and buy you the time you need.  Dizzy sez: Sabo > Engineer when it comes to destroying Stats.

 - Engineers, your weapons SUCK.  Nothing against Deagles in general, but I can count the number of people that I know that can use Deagles effectively in TW on one hand, and still have enough fingers left over to smoke a joint and type 'you just ate that LAW you noob' all at the same time.  If your Stat is well-placed.... congratulations, your Job is done.  Dizzy sez:  if the Stat placement is good, grab a different Job.

 - Elites... dudes, get over it.  Nothing in TTW is more useless than an Elite backing up a Stat gun.  Sorry guys, but once the friendly Stat is in place, and if there's no enemy Stat to Pin... you should pack it up and get another Job.  No amount of Sniping, no matter how good you are, you just can't compete with a well-placed Stat gun for cover fire.    Dizzy sez:  the team only needs so much Cover Fire.
« Last Edit: October 29, 2007, 01:43:42 am by Dizzy So 1337 »
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Offline why123

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Re: Tactical Trenchwars Teamwork
« Reply #24 on: November 01, 2007, 03:05:00 am »
wow, the best server I have ever played   this was the game I needed to get back into soldat   I would have like to see artillary using the M79 to shoot a cluster nade
that seems more like a mortar fire to me  PIR detector   

Offline sai`ke

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Re: Tactical Trenchwars Teamwork
« Reply #25 on: November 04, 2007, 09:04:08 pm »
I smell a spambot.

Also, we now have paratroopers! Another reason your team needs a radioman! ;D
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Offline adadqgg

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Re: Tactical Trenchwars Teamwork
« Reply #26 on: November 08, 2007, 07:33:28 pm »
Tactical Trenchwar PWNS!

I just played it today and It PWNS!

its like team fortress with out the minigun... but I love the minigun.

can you make a heavy weapon infantry in the game(with the option to get a minigun that has a little bit less recoil).

and can you make a option to volunteer for paratrooper? just give that option to all infantry class to be able to replace the paratrooper when radioman calls paratrooper, that would be cool.
« Last Edit: November 08, 2007, 07:36:12 pm by adadqgg »

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Offline sai`ke

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Re: Tactical Trenchwars Teamwork
« Reply #27 on: November 09, 2007, 02:40:27 pm »
Quote
and can you make a option to volunteer for paratrooper? just give that option to all infantry class to be able to replace the paratrooper when radioman calls paratrooper, that would be cool.

Actually, this was the original idea we had but this can't really be done I'm afraid. The reason for this is that everybody spawns in waves (which alas, can't be changed). Since everybody spawns simultaneously at a random active spawnpoint you can't control who gets to spawn over the enemy bunker. The reason why it works with a bot is because you can spawn them on command, so you can quickly turn all the spawnpoints off except the one over the bunker, spawn the bot and then set everything back to how it was.

We might still consider a minigun class though.

Glad you enjoyed yourself though! Hope you come back sometime :D
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Offline Dizzy So 1337

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Re: Tactical Trenchwars Teamwork
« Reply #28 on: November 09, 2007, 02:51:03 pm »
We might still consider a minigun class though.

I'm recommending that you simply add Minigun as a choice to the Artillery class.  This would allow the weapon to be played while restricting the total combined # of M79s and Miniguns in play to 2 at any time.

However, until there is a Western Hemisphere server I must admit I am dreadfully afraid of the Minigun's ping drag.  My PC in California would probably just melt if anyone tried to fire a minigun at me from your home server in Finland!!!
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Offline sai`ke

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Re: Tactical Trenchwars Teamwork
« Reply #29 on: November 09, 2007, 02:54:58 pm »
Sounds like a good idea.

And yes, the lag issue is actually the main reason we don't have a minigun at the moment.
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Offline .Long-Range

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Re: Tactical Trenchwars Teamwork
« Reply #30 on: November 09, 2007, 03:24:28 pm »
I still have to swing by this server and give it a go. I'm quite the fan of Trenchwars and it surprises me that I haven't experienced this yet.
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Offline adadqgg

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Re: Tactical Trenchwars Teamwork
« Reply #31 on: November 10, 2007, 09:54:10 am »
Sounds like a good idea.

And yes, the lag issue is actually the main reason we don't have a minigun at the moment.
maybe make it shoot slower and more accurate(for cover-fire... keeps enemy's heads down for a long time)

also, why can't you just use the current method of summoning a paratrooper but swich to use moveplayer when a player volunteers(they will have parachutes when moved to a high place, right?).

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Offline sai`ke

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Re: Tactical Trenchwars Teamwork
« Reply #32 on: November 11, 2007, 05:39:16 pm »
I've tried moveplayer, players did not get a chute xD
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Offline EnEsCe

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Re: Tactical Trenchwars Teamwork
« Reply #33 on: November 12, 2007, 09:14:18 am »
IMO you should remove "Trenchwar" from the name of your script.

Offline sai`ke

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Re: Tactical Trenchwars Teamwork
« Reply #34 on: November 13, 2007, 07:22:59 am »
Why? It refers to the fact that we play on trenchwar maps and have realistic mode on.
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Offline Dairy

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Re: Tactical Trenchwars Teamwork
« Reply #35 on: November 13, 2007, 02:10:32 pm »
Awesome , the Trenchwars became much better from time I last played. After I got internet on my PC I will have to try it... and even with my new mods ...mehehe...

Offline BombSki

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Re: Tactical Trenchwars Teamwork
« Reply #36 on: November 14, 2007, 01:33:35 am »

Offline Dizzy So 1337

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Re: Tactical Trenchwars Teamwork
« Reply #37 on: November 14, 2007, 01:27:03 pm »
TTW Pro Tip 'queuing a command' (alternative to setting taunts)

Personally I don't specialize in TTW I jump around from job to job a LOT, depending on the situation.  So, it would be a pretty massive chore to set and memorize a FULL set of TTW commands.  Fortunately for me, I hit on a pretty clever solution that helps me a lot.

What I'll do, for example, as a General is type /conquer while I am dead or re-spawning.  Once I have gotten to the conquering moment, a simple // [ENTER] will repeat the command.  So much easier than trying to type /conquer quickly and possibly while returning enemy fire at the same time!

Also very useful for /build, /rig, /stealth... basically anything you might have to bang out very quickly and in 'hot' enemy zones.  And of course, don't forget to use // to place your 2nd and 3rd charges very quickly.

The drawback being that if you say anything, or use any taunts in the meantime, then you lose your 'queued' command.  Still, with only a little practice it is a very useful technique.

« Last Edit: November 14, 2007, 01:29:16 pm by Dizzy So 1337 »
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Offline spkka

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Re: Tactical Trenchwars Teamwork
« Reply #38 on: November 14, 2007, 01:32:49 pm »
yeah i got the same thing. I added instead of /piss etc the following taunts. (Kinda handy when your general, engineer, spy or infantry)

/conquer
/build
/stealth
/mre

Offline BombSki

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Re: Tactical Trenchwars Teamwork
« Reply #39 on: November 14, 2007, 01:47:30 pm »
true dizzy, but unfortunately im a taunt-spamming whore :(
i just love spamming GO GO GO, ATTACK POSITION. and of course flaming my own team in upper case if they are being stupid.