1.2.1 Movement

Possibly the most important thing to learn in any first person shooter because without moving you can't kill and you will die. Learn how to move and everything else just seems to fall into place.

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As you will notice with X standing still it is very easy for Y to keep his weapon aimed at X but difficult for X to keep a bead on Y. This is because Y is going through a much larger field of motion, while X is staying still.

Strafing

Strafing is one of the most important skills to learn. It is more of a matter of learning when to strafe rather than how to strafe. Strafing allows you to side step instead of having to stand there and pivot like a turret. Strafing makes hitting you much more difficult and is extremely useful for covering corners.

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Y moves continually around X keeping his aim dead on X. Y is always facing X and firing at X. X will attempt to stay with Y but will end up spinning around, possibly inducing motion sickness on X. Y can also switch the direction of rotation of X at any time. Circle Strafing A step up from the normal strafing techniques. This requires you to strafe in a circle by keeping your sight continuously on one point. Circle strafing works very well because for the target it is nearly impossible to keep a bead on the attacker as he/she keeps going to their side or back and fires. The only real way to counter is to move forward or backwards, or to start circle strafing yourself.

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With use of just the forward and back movement keys Y can fire from all of these positions and more. If Y just keeps moving from positions to position X is in danger of taking damage. This is basically a "Hit and Fade" style attack, but instead of disappearing Y is staying to duke it out with X. Using only the movement keys isn't extremely effective, but it does keep you as a moving target. Forward Movement This is just how you move your character forward. Unfortunately some people don't understand how to do it entirely correctly. They get the basics of how to move in a straight line, but more complexity just isn't grasped. That is basically to keep moving while firing, don't just stop and unload your backpack. Keep it moving so you don't get gibbed, or at least so you can stand a little more of a chance. Don't move forward however if you are just gonna eat a rocket.
q2_move_6check.gif (1222 bytes) This is what we like to call a "Six check" the title originates from fighter pilots in the first and second World Wars. All it consists of is turning around to see if any one is on your tail. The area in the box it the check. As Y turns around Y will begin to use the backwards movement key (indicated bye the magneta colored line) instead of the forward movement key (indicated with the dark blue line) to continue in the intended direction. After scanning for a second Y will spin around again and use the forward movement key once again. Backwards Movement Would you drive your car down a busy street in reverse while looking through the front wind shield? No, I should hope not. Now why would you do that in Quake 2? You will just back into rockets and stuff. Don't over use the backwards movement. It is great for "Hit and Fade" techniques, checking your six, and for dodging, but running backwards is just stupid. To check your six just flip around 180 degrees and start using back, look for a second, flip back around and start using forward again. Only run backwards if you don't want to see death coming.

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This image demonstrates the 2 best ways of cornering. The blue lined turn is the easiest to perform. All Y has to do is turn 90 degrees, strafe around the corner and Y has a clear line of sight. The magneta line is the harder and more complex way of turning the corner but can be more effective. It is more effective because you perform it similar to the first one except the forward movement key is used and this will allow you to converge on you enemy. Y comes up close to the inside wall of the corner and turns less than 90 degrees, about 60 or 70 and as Y gains line of sight down the hallway Y will begin to use the forward movement key. It is harder to but convergence on the enemy is easier. Both are effective and both yeild the same firing solution, it is just a matter of which one you are most comfortable with. Cornering There are about 3 ways to do this. A right way, another right way, and a way to die. The preferrable way to turn a corner is to strafe around it and then start to use the forward key. The other right way is to just use forward and quickly turn to face down the hall. The way to die is to use the second technique but to turn slowly or to get stuck on a wall. Cornering shouldn't be too hard for the vast majority.

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Jumping over rockets takes alot of practice, timing, and luck. All it is basically is a nicely timed jump, too soon the rocket nails Y on the way down, jump too late and Y gets his legs blown off. Y jumps while moving forward toward the rocket and while in the air or after Y has landed Y will fire on X. Firing in the air is adventageous because it will hurt X and force him to move allowing you to get more shots off. If you are fighting an enemy with Time Accel it is possible to jump the first rocket but to dodge the next one is impossible because you get hit as you land. This is also a demonstration of how to throw off someone's aim, just jump around like an idiot (but a living idiot that is). Jumping Jumping may be your most potent weapon against railguns and rockets. Jumping while fighting an enemy seems to confuse them and cause them to over correct which will make them miss. Especially effective against the Railgun because of its slow reload. The other thing you can do with jumping is rocket hopping. You can jump right over the rockets with good timing so that they pass harmlessly, just like gas. Also alot of stuff can't be accessed without the use of jumping. Don't just run around like you have lead boots on, Carmack gave us a jump key so use it!

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The hardest to survive and least used dodging technique used simply because over used it is ineffective. First off you have to notice that your opponent is starting to aim high and jumping is now ineffective. Y just lets X fire and a second before the rocket impacts he ducks and returns fire. Don't duck immediately in case your opponent can get another shot off and hit you as you crouch. Since you move slower when you crouch use this move sparingly. Crouching Although not quite as effective as jumping crouching is often neglected. Crouching is what you do once your opponent has figured out that you are jumping around and starts to aim higher. He goes higher, you go lower. Once you start to crouch he will again aim down, then you start to jump again. Another good tactic is to crouch in the shadows because you are minimizing the amount of your model that can be seen. It can give you that little edge that could pay off hugely.
Outline
Basics of Play
General Tips
The Grapple
McKinley Revival (q2ctf1)
Opposition Stronghold (q2ctf2)
The Smelter (q2ctf3)
Outlands (q2ctf4)
Outlands II (q2ctf4a)
Capture Showdown (q2ctf5)
Advanced Mechanics
Working Like a TEAM
Extended Reading
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