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SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 10:06
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What I've seen too much are people who are new to the game which isn't so bad, as they're the new-blood of the DotD community, and I see incompetent people, thus if you mix the two, you get a group of people who are meant to work as a TEAM who FAIL to do so. This is meant to be a guide as to how to effectively operate as both an INDIVIDUAL, and as a TEAM. This is an ongoing work, and if you have anything that you want to add, no matter how little it is, if it's useful, I'll add it.

Part 1: Introduction to the game
DotD as you already probably know, stands for Dawn of the Dead, a Warcraft 3 Custom Map. The game's setting is a zombie-virus outbreak in the heart of San Francisco, and you the player character are a member of the elite(Yeah right..) SRT(Special Reactions Team), sent in advance of the rest of the military to help quell the zombie outbreak. If you have ever played a similiar game, that's great, especially if you've played that similiar game alot, or many similar games alot. I would say that DotD's difficulty of gameplay is MEDIUM. In comparison, UA2 is EASY and NotD is HARD. What sets DotD apart is that in order to be successful, teamwork is absolutely VITAL. Whereas in the other aforementioned games, people can do pretty well solo, from what I've personally experienced at least. Yes, I've played all of the 3 mentioned games, and I've played them ALOT.

Part 2: Basics
Like UA2 and NotD, there is a save system. You can save at any time, but you can only do so 3 times. I suggest you do so only after the whole team dies, or after about half of the game is done,( a complete game takes about 1 hour 15 mins+) or maybe when you feel like your WC3 will crash or you will DC(Disconnect) soon. To save, you type -save. To display your code again, type code. Unlike the previous DotD games however, when you save, you do not save your character's LEVEL exp, but rather your RANK exp. Also, unlike previous DotD versions, you move around(Army) a WHOLE lot more, instead of camping all the time and only moving out after each wave is done to collect whatever items you can.

Part 3: Small Unit Tactics(Individual)
To start off, if you are new or unsure of anything, you should ask a more experienced player for help. Hopefully, the more experienced player will answer your question effectively in a non sarcastic or assholish manner. In the top right corner of your screen you will see your ammo(Gold) and magazines (Wood) your ammo is how many bullets you currently have in your gun, and your magazines is how many containers of ammo you have, each allowing you to reload ONCE. Although the FireBat doesn't reload because he has a flamethrower and tanks of napalm on his back. Also, the Machine-Gunner can reload using more than one magazine at a time, because of this he is an ABSOLUTE ammo-hog, but provides much needed damage. Also, the amount of ammo you receive differs by what class you choose.

Part 4: Small Unit Tactics(Team)
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Proxy
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 10:57
Lookin Good Pesti Keep it up. However As the player would have already had to play Once to even get here... They may know quite a bit of this already

....................

the_underhand: I went to a beauty contest
the_underhand: bikini 2009
the_underhand: miss bikini
the_underhand: and won
[Bnet 3:13 pm 10/9/2009]
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4.H-Pestilence-
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 11:15
Proxy wrote:Lookin Good Pesti Keep it up. However As the player would have already had to play Once to even get here... They may know quite a bit of this already
That's true. However, they don't seem to apply this in game. I've seen alot of fail lately! And I want win.
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Prabuty
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 12:27
Pesti, where the hell were you yesterday? You'd have seen things in some of our uber-pro games you'd never imagined! You might want to enclose some replays to back what you wrote about, but for doing so you'd have to finish Hell:D. You'll have an opportunity soon. Watch for us!
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4.H-Pestilence-
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 14:36
Prabuty wrote:Pesti, where the hell were you yesterday? You'd have seen things in some of our uber-pro games you'd never imagined! You might want to enclose some replays to back what you wrote about, but for doing so you'd have to finish Hell:D. You'll have an opportunity soon. Watch for us!
Remember sexy, we finished Hell together back in Beta 6,for the first time and yeah, I should include replays. I also have FRAPS, so I could record and post to Jew-Tube.
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 15:04
Your going to want to edit some of those videos to only show parts that you want.. if you need help let me know I'll see what I can do

....................

the_underhand: I went to a beauty contest
the_underhand: bikini 2009
the_underhand: miss bikini
the_underhand: and won
[Bnet 3:13 pm 10/9/2009]
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4.H-Pestilence-
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 16:45
Proxy wrote:Your going to want to edit some of those videos to only show parts that you want.. if you need help let me know I'll see what I can do
Yeah, my video-editing skills are.. lacking. Thanks.
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 22:07
As proxy said, writing tutorials its usefull, but ppl who should read them never do it.

Ppl who should read them are two kind:

1- First timers
2- Casual gamers or Advanced players who suck.

First timers wont read them because they dont even know the forum. Casual gamers or advanced who suck, wont read it because they are already too good for it.

So, i dont want to be an ass or something, but this wont work for the 90% of ppl who should need it. But oh well... lets focus our minds on that 10% who will read it and improve their gameplay.

________________________

I wont write a tutorial chapter since u are already doing it. I will write about some tips that everyone should know and use them. Then u can add them or rewrite them at ur will.

_______________________

General Tips:

Tip #1: You should never tank any kind of zombie in this game. This game is based on the guerrilla tactic of "shoot and run", specially when u are soloing. Standing still while zombies get closer to you, will end up in you being cornered and killed. You should always try to face one or two zombies at the same time. If u think u will get overwhelmed, u should move out and wait till following zombies form a line, so u can fire at them more efficiently.

Tip #2: Try to designate a leader at the start of the game (usually the more experienced player, or at least someone who is good at leading ppl). If multiple ppl try to command the group, that will end up in a whole mess. I've seen games of 8 high ranked players fail because each one wanted to do what they considered correct. If no one gives orders, the group has to move blindly throught the map.

Tip #3: Use common sense. We've all seen war movies. We know which class stands for which function. If you want to play rambo-style, you wont have fun here. This is a game where each one of the players want to represent a role in this squad, and if it fails at it, the whole squad will suffer from it. I will explain which are the basic function of each class:

Spoiler:

A- Rifleman: (Base Class) Riflemans are like we all know, the backbone of the military. In this game, rifleman have a decent base of fire, with a powerfull and usefull grenade launcher. Although rifleman aren't really usefull in more difficult modes, they can be a pretty good class for first timers and ppl who have played less than 10 times at least. The good thing about riflemans its their balanced stats, and the posibility to familiarize with grenades Area of effect (AOE). [Items u should get: Primary weapon, any ammo modifier, Armor, Secondary weapon)

B- Medic: (Support Class) Medics are one of the most vital unit of the squad. A squad who fails at protecting their medics will end up dead, unless they won't make mistakes. Being a medic is meant for people who want to make their team survival improve. Keeping their health up, using steroids to make the slow class or new people dont fall behind, etc. Also, the desert eagle proves to be a good way of taking out units who pursue the team and can make a mess to the formation. Being a medic demands you to be constantly looking at your teammates rather than the zombies. [Items u should get: Your CPRS, Primary weapon, Damage Ammo Modifier, First aid kit, Recharge Pack, Medical Suit Enchancer]

C- Scout: (Solo-recon class) Scout are vital for nightmare or hell games, not so much for normal, if u have some good ranked up players in it. Scouts will be ur primary resource of ammo in this game, since they are the ones who will scavenge throught the city. Their double inventory its excellent to provide your team with the items they lack, so you should keep an eye on your team inventories and bring them what they need. They will also be helpful to avoid boss-ambush with its radar, and they can keep flareing the path the squad move to avoid problems. Scout should never be played by someone who still don't masterize the basic tactics of shoot&run, avoid detection, etc. Scout demands you to have excellent reflex, since its low health and armor and small damage make him an easy prey.

D- Machine Gunner: (Suppott-Damage class): A machine gunner its the base of fire of the whole squad. He is slow and fat, so if you are a machine gunner, you should always stick in the middle of the group, or in the front, NEVER in the rear. A machine gunner who sucks, will end up split from the group for falling behind, and then killed. Being a machine gunner means you are the one who needs to take care of the killing for the squad. ALWAYS avoid soloing. If you need something (items, ammo, etc), ask for them, thats why you have a scout etc. Machine gunners need a lot of ammo, so if you are playing a game where there is no enginner or scout, avoid picking it. [Items u should get: Primary weapon, any ammo modifier, Armor, Secondary weapon)

E- Enginner: (Support class): Being an enginner demands you to be worried about the group. Enginner are usefull because they can provide the squad with a constant flow of ammo, and refilling their secondary weapons. They are also vital, specially for nightmare-hell games, because they are the primary disablers (EMP grenade for slow, Net for disable). Also its mana-regen aura will help the team to keep up their mana rate good, specially when there arent Recharge Packs (like for medics). Always remember that choosing a support class its meant to be that...support-for-the-team. [Items you should get: Recharge pack/s, Damage ammo modifier, Secondary weapon/s, Armor, Ammo box]

F- Advanced Marksman: (Damage dealer class): The AM its the first base damage dealer class we get. It has a slower fire rate, but higher damage. Also its better range helps to lower zombies units health before they get to they LOS of the whole grup. AM are a good class to scout when you have no scout, since they can scout buildings with their scope and their ground flares. Their fast reload and good rate of dmg makes them an excellent class for people who like to split a little from the group, but not that much. [Items u should get: Primary weapon, Crit ammo modifier, Secondary weapon, Armor, Flares, Electronic Rifle Scope]

G- Firebat: (Tanking class): The firebat its the only class who can be allowed to actually tank zombies. Its defense matrix (mana shield) and improved armor, allows them to avoid heavy dmg, while luring the attention of the zombies to them, while the whole team pin down the hostiles. Firebat its a class meant to stay in the front, never in the rear. Like the machine gunner, the firebat its a slow unit, who should never stay in the rear, unless the whole team stops to pin down the following units. Firebat its the only unit who wont use "clips", therefore never reloads. But remember that once you use an ammo box or a clip, that ammo transforms into fuel, therefore not allowing you to then share that ammo with ur team. That's why firebats should never have lots of ammo (like full tank). Keeping firebat ammo on 1000, should be fine. [Items you should get: Best armor possible, Fuel cell, M22 Flamethrower, Medkits, Recharge pack]

H- Assault Man (im kinnda new to this classes, so i wont type a descp bout them)
I- Sniper (im kinnda new to this classes, so i wont type a descp bout them)


--------------------------------

I'll continue later ^^
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sat 26 Sep 2009, 23:02
There's alot of "advanced" players who suck, sadly. Hopefully though, we'll make everyone a good player. Whether they're noobs or old pros that are rusty. Thanks for the help. Oh, let's not forget the code gen people either.
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 02:29
I suck... and my profile calls me "advanced," so I guess you're talking about me. =(

Maybe you'll make me a good player. =D

But honestly, this is a great idea, Pestilence. If I think of anything useful to add, I'll be happy to contribute a post. Good luck with this project.

-Evix
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 02:54
LordJhredmo wrote:I suck... and my profile calls me "advanced," so I guess you're talking about me. =(

Maybe you'll make me a good player. =D

But honestly, this is a great idea, Pestilence. If I think of anything useful to add, I'll be happy to contribute a post. Good luck with this project.

-Evix

Well, I want all the help I can get. Also, you can change what your profile says about your "skill level" but honestly, you aren't so bad. The people that are I'm not going to mention by name, but a PERFECT example would be that one Medic that we played with, you know, the guy who thought he knew everything and was uber pro and was role playing intensely inside the damn game.
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Gimli.SoG
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 08:57
In my humble opinion, a successful game requires 3 things.
  1. The first would be an effective leader that can make his/her team work together. And I do stress effective. The leader must know the gameplay of the map well and be open to suggestion from fellow soldiers.
  2. A team that can listen to orders, and follow the leader specified even if they don't like the way he/she does things.
  3. Shoot and Run game play. This basically means everyone on the team needs to understand that they should keep shooting up until they are about to get hit, run back behind allies, and keep shooting.

There are very few games I have been in that the team has lost when they moved as a group (besides the occasional solo by the scout. I suggest starting with these 3 basic tips when trying to beat Dawn of the Dead.

....................


"Wheres my axe?"
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 18:42
Gimli, you shut add a 4. thing.

Skill the right skills.

If you only skill crit and steroids as a medic your team will die soon. (Ok, i've never seen someone who did this. Just as an example.) Or you have two mashine gunners and both skill aura. Its a waste of exp. (This, i have seen often.)
At the beginning the right, i would say, tech-tree is fundamental.
It saves ammo and cprs. And makes the game much more comfortable.

Example for engineer:

1.lvl - engineer skills (dont know the exact name)
2.lvl - net
3.lvl - engineer skills (EMP)
4.lvl - net
5.lvl - net

This skillset let the first fatty become a piece of cake. Even on hell.

In late-game you have enough exp to skill all.
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 20:36
What skills you pick depend on your playing style, I could put all the skills and the order I pick them in here but I garuentee someone else has another way of doing it that is just as good. I guess what I am saying is there is not "right" way of picking skills, but there is definetly a wrong way, like u mentioned.

Wait a minute gimli, a wrong without a right? we can't have that... ying and yang... ahhh!!! the universe as we know it... colapsing... AHHH (dwarf falls to floor and lands on axe)

....................


"Wheres my axe?"
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PiscisKnight
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 22:41
Yes... i agree with gimli... there aint one way of using skills for each class. It all depends on the team u have...the noobs u have...the highranked-noobs u have (haha) etc.

For example, as a medic u should always go ur first skill point on desert eagle. But then u have lots of different ways to advance:

- Boost med skills till lvl 5 and roids and heal balanced
- Boost med skill till lvl 3 and roids alone (this is good when u are a med-scout or leading the group...or there is another medic who has the heal skill lvl up)
- Boost med skill till lvl 3 and heal alone

etc...

__________

Pesti... free tip for you, from an old forum mod. When u do tutorials etc, its really important how u write it and how u edit it (i know it sounds stupid, but colors, bold, etc, help a lot to make emphasize, and avoid ppl get bored while reading). U should always write ur tutorials in a way that if someone wants to "fast-read it", he can skip the big long specific texts.
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Sun 27 Sep 2009, 23:25
yeah making sure that your text doesn't look like a block is the best way to ensure that people are gonna read it rather than skip it and look at other people's comments instead...

....................
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PiscisKnight
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Mon 28 Sep 2009, 01:45
Yea i remember writing lots of guides and tutorials...and always after i finished them... i made a short-version of it, which was far more popular like the full xD

its a shame, but ppl (specially young ones), avoid reading at all cost.
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s3rius
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Mon 28 Sep 2009, 11:41
PiscisKnight wrote:its a shame, but ppl (specially young ones), avoid reading at all cost.

Yea, but you can make it tasty by playing around with colors, font size and making nice little paragraphs.

Tbh, I stopped reading carefully in the middle of the second paragraph and only skimmed over the rest.

....................
Anime is a prime example of why two nukes just weren't enough
Way to go, America!
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PiscisKnight
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Mon 28 Sep 2009, 20:00
hmmm xD thats what i said 3 post ago s3r xD but ok! XD
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s3rius
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Tue 29 Sep 2009, 13:41
PiscisKnight wrote:hmmm xD thats what i said 3 post ago s3r xD but ok! XD
If you had read my post you would know that I have not read those posts Wink

....................
Anime is a prime example of why two nukes just weren't enough
Way to go, America!
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PiscisKnight
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

on Tue 29 Sep 2009, 18:36
hahah i thought about that, but i also thought it would be to hipocrit and not good if our BIG-BAD-BOSS did the exact same thing we are trying to correct xDDDD

hahahaha
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Re: SUT:Small Unit Tactics- Effective Teamplay(READ!)

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