Adabiviak
Space Core
- Joined
- Nov 28, 2004
- Messages
- 4,237
- Reaction score
- 24
So last night was the first time I ever played (and really, the only multiplayer game I've played for longer than a minute or two other than AVP2). I like it. It's super hard to get people in public servers to use teamwork (even pair/squad based teamwork, much less organizing the entire side). Because of this, I wound up playing the medic, hoping to give the Quake players an edge during their uncoordinated assault. I don't know how the scoring works (or what the skulls mean), but here's a couple of shots from matches last night:

edit - tremor11 is me.
Are these good scores? Here's some things I learned while playing (and would like to propose if we ever wind up in the line of fire together). Note: total rookie here, so bear with me.
Voice chat is always sketchy and it's hard to chat while you're in a pitched fight. If I have uber power, how 'bout using a jump as a signal to turn it on? There weren't a lot of bunny hoppers, especially heavies, and this'd be a quick, easy signal to let me know when you need it.
If we're on uber power and you step up to a fortified turret to try to take it out, we'll die fairly instantly if you aren't successful. Unless there's a backup plan or if you have a better idea, I'm gonna jump ship as soon as the uber runs out. If you're attacking a bunch of enemies, I'll go down with ya. Do you have the same uber timer that I do? (As in, will you know how long you have before we're on our own?) We should come up with a signal for this if not.
Scouts, if you need a medic, don't run away (unless you're under fire). I can't keep up and will assume that you're happy with whatever health I gave you if you take off.
When I die (and I die often), and you're calling for a medic, I'll keep you updated with text chat of my status (usually something like "dead now, brb") so you know that it'll be a few before I get there.
If you need me in a strategic place, use the medic call regardless of your health - it's a convenient way for me to find you because of the directional icon. If I'm on a different floor or too far away, I'll let you know.
Can you hear calls for a medic if you're not a medic yourself?
Spies are the one character that cause the most problems for me, usually because they're after me if I'm healing a heavy or something. If I spot one, you'll see me run in front of you facing backwards. You may feel a sharp pain in your neck before you turn around, but if you see me running into a firefight in front of you, watch your six.
Make it a habit of running into me so I can tell if you're a spy or not. I'll run through my team every chance I get, and if I bump, well, I'm not healing that guy. That little syringe gun is sketchy, but I did drop a couple of heavies with it.
I'm still not familiar with the gravel pit map or the one with the trains. I got lost a lot, so if you hear me ask if anyone needs a medic, call even if you don't so I can figure out where you are.
I got hit by a train once too. Are there any other course hazards that I should be aware of?
Can I pick up the enemy intelligence if it's dropped? How do I do that? If so, I suppose I'd rather give it to someone else if they happened by, say a scout. I'd drop it and let him have it? Is it worth the risk that he'd be a spy or the time delay?
Can I use the teleporters? How does that work?
On some levels, before going into battle, everyone would rocket jump around and cry for medic before the gates opened. Their health was actually down a bit going into battle - is there a reason for that?
If there is more than one medic about, is it worth having both of us on the same person, or is it better to have the medic heal the other medic healing the heavy? If it was a coordinated attack, maybe, but when this came up in gameplay last night, I took off and looked for other players on my team.
If I see an enemy scout heading into our intel room and I'm flying solo, should I try to take him? Nobody responded to my notification and I couldn't drop him by the time he ran away.


edit - tremor11 is me.
Are these good scores? Here's some things I learned while playing (and would like to propose if we ever wind up in the line of fire together). Note: total rookie here, so bear with me.
Voice chat is always sketchy and it's hard to chat while you're in a pitched fight. If I have uber power, how 'bout using a jump as a signal to turn it on? There weren't a lot of bunny hoppers, especially heavies, and this'd be a quick, easy signal to let me know when you need it.
If we're on uber power and you step up to a fortified turret to try to take it out, we'll die fairly instantly if you aren't successful. Unless there's a backup plan or if you have a better idea, I'm gonna jump ship as soon as the uber runs out. If you're attacking a bunch of enemies, I'll go down with ya. Do you have the same uber timer that I do? (As in, will you know how long you have before we're on our own?) We should come up with a signal for this if not.
Scouts, if you need a medic, don't run away (unless you're under fire). I can't keep up and will assume that you're happy with whatever health I gave you if you take off.
When I die (and I die often), and you're calling for a medic, I'll keep you updated with text chat of my status (usually something like "dead now, brb") so you know that it'll be a few before I get there.
If you need me in a strategic place, use the medic call regardless of your health - it's a convenient way for me to find you because of the directional icon. If I'm on a different floor or too far away, I'll let you know.
Can you hear calls for a medic if you're not a medic yourself?
Spies are the one character that cause the most problems for me, usually because they're after me if I'm healing a heavy or something. If I spot one, you'll see me run in front of you facing backwards. You may feel a sharp pain in your neck before you turn around, but if you see me running into a firefight in front of you, watch your six.
Make it a habit of running into me so I can tell if you're a spy or not. I'll run through my team every chance I get, and if I bump, well, I'm not healing that guy. That little syringe gun is sketchy, but I did drop a couple of heavies with it.
I'm still not familiar with the gravel pit map or the one with the trains. I got lost a lot, so if you hear me ask if anyone needs a medic, call even if you don't so I can figure out where you are.
I got hit by a train once too. Are there any other course hazards that I should be aware of?
Can I pick up the enemy intelligence if it's dropped? How do I do that? If so, I suppose I'd rather give it to someone else if they happened by, say a scout. I'd drop it and let him have it? Is it worth the risk that he'd be a spy or the time delay?
Can I use the teleporters? How does that work?
On some levels, before going into battle, everyone would rocket jump around and cry for medic before the gates opened. Their health was actually down a bit going into battle - is there a reason for that?
If there is more than one medic about, is it worth having both of us on the same person, or is it better to have the medic heal the other medic healing the heavy? If it was a coordinated attack, maybe, but when this came up in gameplay last night, I took off and looked for other players on my team.
If I see an enemy scout heading into our intel room and I'm flying solo, should I try to take him? Nobody responded to my notification and I couldn't drop him by the time he ran away.