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 FreedomTaker's long-but-basic guide for success

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FreedomTaker
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Število prispevkov : 429
Join date : 2013-01-30
Age : 20
Kraj : England

PostSubject: FreedomTaker's long-but-basic guide for success   Sat Feb 16, 2013 10:40 pm

Hello! Given that this is a rather small community, there is a chance you'll know me. But for those who don't, I'm FreedomTaker- level 30 Recon, using Oracle MKIII, the Sentinel SR-1 SV and the PP-19 SP. This is my guide for the foundations of success in GRO- okay, so they don't make you win instantly, but it can make things a hell of a lot easier.

(Note: About halfway throuh typing this I realised that maybe it wasn't so basic :3)

1) Positioning

Once you've joined a match and the warm-up period is over, the first thing to do is run straight out of your spawn area. Don't go slowly here- run at full speed. If you can get into position before your enemies, then you have the advantage.
Depending on the gamemode, there are multiple positions to take up, along several 'lanes'.
On Conquest maps (Chertanovo LZ, Markov Station, Tomsk-9), there are generally three lanes on C, left, right and centre. With the exception of Cherto, you should be able to cover all three by splitting up without having people off the point.
On Cherto, have a couple of people guard the left room, a couple of people snipe in the right and the rest sitting on the point. If you see anyone coming along the left or right, gun them down. If you can't do that, then it's your responsibility to tell people something is incoming (more on that later).

On an Onslaught map (Korolyov Towers, Shearwater 51), you should split up, regardless of whether your attacking or defending (four people to A, four people to B). This is to counter flankers, and to put extra pressure on the other team. If everybody goes to A, then eventually someone will realise that the other point is unguarded, skip along through it, then mercilessly slaughter your entire team (this is known as backstabbing). And I'll probably slap you in the face. Try to take cover in a way that your team can see as much as possible- don't just have four people sitting behind one wall, spread out. Also try to make sure you have as many people on the point as possible.

On the Holdout map, Balaklava Sub Pen, there are a few key positions to take hold of, most of which are on the capture point. These positions are the folding bridge, the central bridge and the tunnels. The folding bridge is away from the point, but is very important, as the team can use the bridge to backstab your whole team. This bridge should be covered by one or two snipers (hopefully good snipers- have CoD playing 360-no-scope-backflip-headshot people sit on the point), as the other side is more or less guaranteed to have a sniper sitting in the exact same spot, the unoriginal gits. Similarly to the right hand side on Cherto, if someone gets through here, alert your team. The second key spot is the centre bridge- this is where most people generally take cover. It is normally the target of many AEGIS, HEAT, Blitz, Blackot and Cloak attacks. However, if you have people sitting on either side of the gap, then most of these shouldn't be too much of an issue as any enemies crossing will be taking fire from both directions. There aren't many strategies here (that I know of), but be weary that grenade spamming is common here, so be prepared to run away. The third place is the tunnel, either on the far left or far right side of the map depending on where your spawn is. This spot can be guarded when sitting on the point, so that's always a plus. This point is also the focus of HEAT and AEGIS attacks, but they're a lot more dangerous if deployed here, as they can get anyone who's capturing in the centre, and there are very few places to counter such attacks from. So have a couple of people guarding this key area, and make sure they give warning to any incoming HEAT or AEGIS.

OK, those are the basic tips to positioning at the beginning of a match... well, in hindsight, it's a little too long-winded to be basic, but following these rules make it slightly less likely that your team will be brutally murdered.
Slightly.

2) Communication

Communication is possibly the most important thing in the game. Seriously, open that chat or go home riddled with bulllet holes. Communication isn't necessarily difficult- although certain parts of maps do try to make it so. In fact, I regard communication mostly as giving out the locations of enemies. Remember the three 'lanes' I talked about earlier? Those are going to be key here. It's simple really- if you are killed, check what type of weapon killed you (LMG, SMG, AR, shottie/shotgun or sniper), wait until your killcam shows where your killer was and then send a message from there. For example, say an Assault killed me with his AR on the left lane. The message I would send would simply be 'AR left'. Some killers might need a bit more detail- for example, if a sniper killed you from a large distance away and he was in the centre, you would say 'sniper far mid'. Keep the name of your killer in your mind for a little while, and check the kill feed to see if he's dead. If he does get killed, say 'he's down'. If there's a large group or device attack incoming, say something along the lines of 'AEGIS mid', or '3+ incoming right'. You might want to figure out some kind of abbrieviation if you're a slower typer Razz

Sometimes you will be met by one of the three biggest scumbags in gaming- a spawn camper (the second set of scumbags being hackers, and the third set the Scumbags in Bastion). These unforgiving *ahems* will find a cozy, safe spot near to your spawn, and start killing people as soon as they leave spawn, maybe ten, twenty seconds later, whilst leaving very few opportunities to give them the bullet to the face they deserve. And if you do kill him, it will probably be after the enemy team has captured a control point or made a significant advance in your direction. The best way to deal with them is have someone who they didn't kill (ie, someone they snuck past) to run back to spawn and kill them if possible. First though, they have to be alerted to this. They don't know that there's someone killing at spawn- they didn't die. They're obviously better than you. ...What was I talking about? Oh yeah. Anyways, telling your team that there's a spawn camper should do the trick. Or you can use my method, which is to use the Match chat and yell 'F*CKING SPAWN CAMPERS!'.

If you're guarding a flank, chances are someone is trying to backstab your team. Give your team a message if you lose the flank- either 'behind' or 'bh' will do, although some people choose 'back'- it doesn't make much difference overall. If you see such a message, look behind you, and possibly run towards where the flanker will be coming from to cut them off. Hopefully you can stop them before they cause too much trouble, but there are no guarantees, sadly.

That's pretty much it for communication- after that stuff, almost everything else I can think of is just being social/polite, like saying 'Hello' or 'good luck' at the beginning of a match, saying 'GG all' at the end of a match (even if you lost horribly- no harm in congratulating the other team, is there now?), and complementing enemies and teammates for their 'infinite mad skills' (did an enemy just kill six people with one well thrown frag? Give them a complement Very Happy ). If you're playing solo (you crazy person), then you might want to ask what languages people speak, or more likely ask people to use a more helpful device *cough*oracleinsteadofcloak*cough*

3) Device usage

If you hadn't noticed, devices are pretty important in this game. Devices can lead a push, disable enemies and most importantly give your team intel. Each one has their own role to play- these are the best/most helpful/my preferred ways of using these devices.

The first device is Oracle- my favourite. This device sends out a pulse that detects enemies and shows the outline of their player model. This device is absolutely essential in every match of GRO, as, well, it's basically a legitimate wallhack. It works well no matter what you want to do with your Recon- flanking, camping, capturing... It's a great device. If you don't have this on your team then your life can become hell.
To use it, simply press 'F' and you will send out a pulse. It can be turned on and off at will, but constantly turning the device on and off quickly drains its power, so try to avoid spamming F. After detecting an enemy, your team can figure out the best way to attack. No real special strategies- just point and press F. My favourite upgrades for this powerful device (on MK3- don't bother with MK2) are Wide Emitter and Focus Array. This combination decreases activation cost and detection angle (so you have a slightly narrower pulse), and increases range, the amount of time enemies are highlighted for, and decreases the gap between each pulse. Focus Array is essential if you snipe, as a regular Oracle pulse is less likely to reach the front lines, where it's really needed.

Next up is Cloak. Cloak can be a very powerful and very annoying weapon against those who stand in your way. The device makes you almost invisible- to the untrained eye, you are a silent force to be reckoned with. However, the device does produce a noticeable shimmer, which is a huge giveaway to experienced players. This shimmer is bigger depending on how fast you move and how fast the person looking at you is moving- if someone runs past you and you're standing completely still, you'll be hard to spot. If you run past THEM and they're completely still however, you'll probably be spotted and gunned down. It's also very loud- so if someone's a few meters away from you, and you Cloak, then they'll probably hear you and probably shoot you. Cloak is a popular choice, and I can see why- very powerful, and people using it seem to get a lot of kills and few deaths. Its biggest downside is that if you're using it, then you aren't using Oracle, meaning your team receives less information about enemy positions.
The device is mainly used for flanking, although seem people seem to think it's a GREAT idea to snipe with it. While this is a legitimate tactic, it's VERY annoying, as once again you aren't providing intel AND you probably aren't on the point capturing. In this respect, Cloak is more of a 'lone wolf' device. You get kills, but don't help the team win.
As with Oracle, the device is activated and deactivated with F, but spamming it will drain your energy bar. The device has a longer recharge than oracle as well, meaning you can have quite a bit of downtime. I don't use Cloak much, therefore I don't have a favourite combination of upgrades- but available upgrades reduce recharge time, increase duration, reduce activation cost and increase Combat Cloak. Combat Cloak gives you a small chance to remain cloaked after firing- in all honesty I've found this to be a bit of a nuisance in the past as I forget to decloak, but you're probably not an idiot like me Razz
There are some things to note with Cloak: getting shot empties your energy bar, so you have to recharge the device all over again. It's like getting hit by Blackout (more on that later). HOWEVER, there's currently a bug that doesn't deplete the bar if you're killed in a single shot. So say you cloak then get shot in the face by some elite sniper and you die, then your bar empties. If you take one pistol shot to the foot, then your bar empties. However this bug is due to be fixed in the next patch (0.10.1), so getting shot will always deplete the bar regardless of whether or not you survive. The bug has been fixed- the bar will always empty if you take damage.

Now for some tips on using Assault devices- courtesy of the brilliant Mortem6 ^^

"Heat is one of my favourite devices in GRO since it is so multi-functional. Just like the above-mentioned Cloak and Oracle it can be turned on by pressing F once, and turned off by pressing it again. The effect of this is that a microwave emitting arm rises from your backpack, which heats the air of a large area in front of you, damaging opponents and preventing them from firing. If an enemy is in the path of your beam of Heat, he will first get 1 HP damage for a few seconds, after which the amount of damage increases exponentially, allowing you to kill your opponent using just Heat. As mentioned before enemies exposed to Heat are unable to fire, thus using heat is a great way to advance to cover or even the capture point of a heavily guarded area. Do keep in mind that the area behind you is not guarded with Heat and you can still get shot in the back. Heat also does not hurt your team mates so there is no harm in using it near them. An added bonus to Heat is that the air gets distorted, enemies effected by heat cannot read what their team mates said in the squad-chat.
One of the best advantages of heat however is that it penetrates Aegis, the protective shield of specialists. This means that advancing specialists can be stopped even if you haven't got a grenade on you. There is one last thing you should know about using Heat, you yourself also cannot fire when using Heat! This doesn't really matter since you are dealing constant damage to your opponent anyway, but as soon as your heat is over, he can start shooting you (blindly since his vision will still be scrambled due to the effects of heat) and you might still be unable to defend yourself.

Blitz is the other assault device. This device is a large riot-shield used by special policemen. When not equipped, it is on your back, guarding your back and decreasing the amount of damage you obtain from being back-raped. It does not defend your head, legs or arms so you can still be shot from the back, only now it takes some more skill since you decreased the effective area which can be used to hurt you. When in use (after pressing F) you put the shield in front of you and using your 'w'-key, the moving in a forward direction, you start a fast charge. Just like when walking you can change direction using the mouse. Charging with Blitz, or Blitzing, also leaves the same areas exposed compared with when Blitz was on your back, you can still get shot in the head if you are not careful. You might think this device is rather useless if it only speeds you up and covers a part of you, but there you are wrong. This device allows you to advance to the capture point more quickly, allowing you to get into position and defend it before the enemy arrives. Also you can charge over others, knocking them over and preventing them from firing at you for a second or so. Doing this to several enemies in row sometimes is a good plan, since they are all down and can't shoot you, but beware that the first man down, will also be the first man up and likely to empty his weapon point blank in your face. Therefore as soon as you knock your enemy over, stop your charge (pressing F again) and shoot his brains out using your assault rifle. If you stop your Blitz using F, no matter how little of your energy you used to actually Blitz, it will all have disappeared. Therefore it is good to have someone using an automatic gun (SMG/AR/LMG) to kill them so you can focus on knocking them down."

For the Specialists out there, your first device is AEGIS. Sometimes referred to as the 'bubble shield' or 'umbrella shield', deploying AEGIS creates a spherical shield around your Specialist. This shield deflects bullets away from you, as well as grenades to a lesser extent. As you might've guessed from this breif explanation, AEGIS is basically a moving, bulletproof wall, and is the ultimate pushing machine. Deploying AEGIS (as well as the other Specialist device, Blackout) is slightly unusual when it comes to deploying. Once the cooldown has finished, pressing F begins to charge the shield. The blue energy bar will begin to fill, and the longer you wait until it's deployed, the longer the shield lasts. If you don't press F when the blue bar fills, however, the device begins to overcharge, and the bar turns red. If this bar fills up completely, then your energy is depleted, your screen becomes distorted for a few seconds and you take some damage, so press F before everything goes to s***.
Once AEGIS is deployed, you cannot sprint (and you might even move slower than walking speed, but I'm not really not sure in that respect), but remember that you have the moving bulletproof wall. Once the shield is up, the best tactic is to start moving towards where you want to go. You cannot be killed be people firing at the shield, but you can be killed by nades on the ground and by people who breach the protective perimeter, so therefore it's best to have people inside the shield with you to help protect you (they're safe from bullets too). AEGIS performs better in certain places, particularly open ones- for example, crossing the bridge on Chertanovo LZ, or moving along the tracks towards point D on Markov Station. It also completely fails in other places, the main example being on the train on Markov, but any narrow passage will do. On the train, using the bubble means that people will be inside your shield before you can even see them, and therefore can shoot the everloving crap out of you. The train also has kinda derpy places to take cover, meaning that HEAT will just tear you up (as mentioned by above, HEAT penetrates AEGIS). Something that's quite humourous (well, sort of) is that bullets reflecting off the shield can hurt the people firing them, and even their teammates, so you might see people shooting themselves :3 Another popular tactic is deploying the umbrella and using a long-range variant LMG to snipe with little risk. This is a bit of a dick move though, and doing so means you sacrifice a push. But it's hardly as bad as spawn camping, and you should have more than one Specialist on your team, so if you really must do it, then go right ahead.

Last, but most definitely not least, is Blackout, a potentially lethal weapon. Blackout is an experimental area-of-effect EMP. It is deployed in the same way as AEGIS, with the same penalties for overcharging, but charging for longer increases its range rather than it's duration. The main selling point of Blackout is that as well as disabling enemies for a few seconds (they see what you see when you overcharge- in fact, overcharging is essentially using Blackout on yourself), it completely empties their energy bars. Annoying for Recons, who have to wait about 15 seconds to use their devices effectively again, completely devestating for an Assault or Specialist, who have to wait two and a half minutes to deploy again. Needless to say, it's the ultimate way to irritate enemies at the start of the match, when their devices are all ready, and aren't in the process of cooling down.
To my knowledge, there are two main strategies for using Blackout- 'bum rushing' the enemy (normally at the start of a match) and charging while you run, deploying when you get close, and killing everyone in sight, and using the device as a defensive 'panic button'. The main example of this is on Tomsk-9. Once you have captured C, and are preparing to move towards B/D, a Specialist can stay by the corridor on the left and guard it with an LMG. If anyone comes near, he can gun them down, but if they push with devices then he can quickly deploy the EMP, halting the attack in its tracks.

4) Countering Devices

It's all well and good knowing how to use your device, but what on Earth do you do if your enemy knows how to use them too? I mean, I can't think up my own strategies. The tips above are mostly from learning stuff the hard way and reading various sources on the GRO forums. So anything I know, everyone else probably knows too. I blame you for taking advice from me. You're doomed.
...At least you WOULD be, if not for this next batch of tips that I also picked up from the forums!
Most devices have weaknesses, some more than others. I'm going to give you these weaknesses, and how to exploit them to help you survive while simultaneously annoying the enemy- he has just wasted his device, after all.

Going in the same order as the section above, first up is Oracle. Oracle is actually quite difficult to counter, as the user doesn't really have to explose himself to danger for it to be effective. At the same time though, it's not actually that dangerous. It has the potential to do damage, but simply getting detected won't exactly set you on fire. If you're trying to go all stealthy though, it'll completely destroy you Razz
If you really feel that it needs to be countered, then find the guy using it and kill him. Alternatively, you could sit at the back with your sniper rifle and fight from so far away that the Oracle pulse doesn't reach you Razz

Cloak is far easier to counter than Oracle. As mentioned earlier, getting shot will empty the bar, as will Blackout. It's also detected fairly easily- the shimmer, the activation sound, scanning with Oracle, and using Vector Detector all work well for finding the sneaky bastards. If one kills you and you are unable to hit him, then tell your team that there's someone running around with Cloak. The signs will be easier to spot if you're looking for them.

HEAT can either be very easy or extremely difficult to counter, depending on your location. As mentioned by Mortem, HEAT leaves you vulnerable from behind and the sides, which is one of its biggest weaknesses. If you're in an open area, then the HEAT user isn't going to last long. If you know HEAT is incoming, put some space between you and your teammates so that one of you can shoot him while the other burns (not for too long), like so:

T H T

Where T is a teammate, and H is the HEAT user. When he's between the two of you, he's vulnerable, and a dead man.
As with all devices, HEAT can be countered with Blackout. Due to its somewhat limited range, far away snipers should be able to take out the Assault without feeling the suppression effects. HEAT can also be countered by a Blitzing Assault.
Note: Do NOT try to throw a grenade at the Assault. You will drop the grenade at your feet. You have been warned.

Blitz can be countered in the same way as HEAT: by shooting the guy in the back. As well as this and Blackout, the device can also be countered with a technique I call 'focus fire' (which I totally didn't rip from GRFS... :3 ), in which you shoot ALL OF THE BULLETS in his general direction. The fact that automatic weapons aren't 100% accurate (and I say automatic because if you're trying to snipe him then you're a fool), combined with the legs and arms of a Blitzing Assault being open, means that just firing everything can work. Sometimes. Lucky me with my 53 round-per-mag PP-19 SP. Also, if there's a barrier near you, hop over it so that he can't follow you.

AEGIS has quite a few counters, which is the cause of much debate on the official GRO forums. Grenades can be rolled on to the ground just ahead of the Specialist, and he will probably be unable to avoid them due to his slower movement speed. HEAT penetrates the shield, Blitz penetrates the shield, and of course Blackout completely disables it. What some people are unaware of is that AEGIS has a 'Durability' stat. Basically, focusing your fire on the shield will wear it down quicker than just ignoring it. So if you're a large distance away, then fire at the shield anyway to disable it faster. As mentioned earlier, enemies can enter the shield. This means that Cloaked Recons can cause a lot of problems, especially since the visual effects of AEGIS make Cloaked users completely unspottable.

Blackout, as far as I'm concerned, cannot be countered, unless the user exposes himself while charging, in which case he can be shot. But no devices can stop it- HEAT will slow him down, but his range is ever increasing and he is constantly moving closer. AEGIS definitely cannot counter it, as he will deploy early, Oracle has no real offensive capabilities, and Blitz users will also face an early deployment. Cloak could counter it, but again, he would probably deploy as soon as he took damage. Blackout vs. Blackout could work, but at the end of the day it would come down to 'who can press F the fastest'.
Therefore, the only real strategy that I can guarantee works well for countering Blackout is to run away. Yup, that's right. The best way to avoid the device's effects is to get the hell away. If you hear the startup noise, then just leg it. Skedaddle. Get clear. Run the f*** away. Do whatever you can to escape its radius, then run back once you hear it being deployed.

And there you have it: how to counter devices. Yes, it's basic, and there are probably loads of counters I've missed, but remember that this is supposed to be a basic guide Razz

5) Squad Support
Squad Support is a set of passive bonuses (meaning they don't have to be activated- they're always working) that might seem small on paper, but actually make a big difference in-game. They are shared with players near to you (that's what those crazy blue lines all over the screen are about).

First up is Ammo Regeneration for the Specialist (I feel I was giving the Recon too much love :3), represented by three bullets. As the name implies, this device restores spent ammunition to nearby teammates. The choice between this and the other Specialist Squad Support is entirely based on preference- although this is more effective for people who tend to stay alive longer.

Next up is Device Recharge, represented by a picture of a battery, again for the Specialist. Again, fairly obvious name- you and your teammates restore your device energy faster. I believe it increases recharge rate by 3% per second for MK1 and 5% per second for MK2 (for example, if you're device recharged at 1% per second, the bonus would change it to 1.3% or 1.5%). This might seem insignificant, reducing cooldown by just a few seconds, but a few seconds can mean so much in a competitive shooter. The time taken for a sniper to aim in, settle, and choose his target. The time taken to pick yourself up after being Blitzed. The difference between him dying and you dying.
So yeah, this device is mainly for people who prefer to lead a constant push with devices (this + AEGIS with cooldown insert + Balaklava Sub Pen, with its shorter rounds, is a recipe for a massacre), but the choice is really yours.

For Assault, your first choice is Combat Regen. This basically means that you and your nearby teammates are always regenerating- normally you would have to wait a few seconds to start healing, but with this, the Regen takes place in Combat. I wonder why they chose that name...
This seems to be a less popular choice, and you can see why:

The next Assault bonus is Armour Harden. This Hardens your Armour. ...By a lot. The MK1 choice gives you 5% extra armour. That's like having basic Recon armour attached to your already tough Assault armour. MK2 increases it by 10%. This is where things begin to get a bit crazy, as you can make your Assault a complete and total tank. To do so, you need Titan MK4 (I forget its name- it's available at level 27, but the level 17 armour should work well too), Armour Harden MK2, and four Toughness inserts. Assuming you took the level 27 armour, that's 21+10+6=37. A 37% damage reduction. For that extra tank-y feel, you can add the Blitz shield on top of all of that, reducing your effective hit box. Assuming those inserts are gold, you also get a 16% reduction of crits and 1.2 HP per second in regeneration. You can see why people dislike inserts, and why Armour Harden is more popular.

This next piece of information is brought to you by Mortem! ...Again!

"Gunshot detector (for the Recon) basically does what you would expect of something with that name, it detects gunshots. Do not think you will see bullet trajectories or anything, no it's even better: It shows you where the enemy is firing. This means that even when they are in cover, you will see a handy red rectangle around where they are standing, sitting, crouching, walking or running. This gives you a great indication of where the enemy is, how many of them there are and at what rate they fire. (A bolt action gun like a sniper rifle or a shotgun only light up the rectangle once, an automatic gun makes it blink like madness 50 meter range, Mk2 a 75 meter range, making it even likely you can spot snipers with it.

Vector detector is a nifty little device which signals enemies nearby who are running, making them show up as red squares on your minimap. The standard issue Mk1 has a 10 meter range, Mk2 has a 15m range. The great thing about this device is that in shooters, you're almost always running, you almost never walk. So if there's movement, you'll notice it, as will your teammates. It is less popular than the previously mentioned Gunshot detector because the former has a larger range.

As for both your teammates also get this info in the form of red squares on the minimap."

It's also worth noting that Vector Detector picks up Cloaked enemies. It's quite funny to watch: they go out of hearing range, Cloak, then sprint back, only to be picked up and shot.

The choice between the two devices above is quite dependent on your playstyle. If you're on the front lines, fighting CQC with an SMG, then Vector Detector is the way to go as its short range is nullified by how close you are to enemies.
Due to Gunshot Detector's long range, it's more suited to snipers, as they can potentially detect enemies from even further away than if they were using Oracle MK3.

Thanks again to Mortem for that advice Very Happy

6) Using the minimap

First thing's first, press M as soon as the map loads. Nope, don't care about your excuses, press M and maximise the size of your map, otherwise it'll be too small to be of any use.

This is going to be a quick run-down of the various symbols you will see on the map.

First off, you'll notice there are some shapes on the map- triangles, squares and circles. Triangles are Recon players, squares are Assaults and circles are Specialists. Based on this information, you can tell where a class might be needed- for example, don't go and send 4 Recons to one part of the map and send the Assaults and Specialists to another, as that would leave the latter pretty much blind.
These shapes also appear in the center of your screen when you are looking in the direction of a player and around the edge of the screen when they're out of sight.

You'll notice the shapes sometimes flash. A red/orange flash means the player is taking damage, and a white flash means they are firing their weapon (in most cases, it's probably both). This can be used as a quick indicator to where a teammate might be in need of assistance.

Red squares will also often appear on the minimap. These represent enemies that have been spotted. Spotting an enemy is done my lining up your crosshairs over them, marking them with your laser, detecting them with Recon Squad Support and detecting them with Oracle (the squares only show up on the user's map, for some reason). They will appear as squares regardless of class.

A skull will appear to represent dead teammates. Even if someone forgets to give a warning after a massacre (or simply refuses to open the chat box, the lazy git), you can give a warning based on the masses of skulls.

Finally, objectives will appear on the map as well, as a letter inside a diamond. The colour of the diamond indicates who owns it (blue for friendly, red for enemy, black/grey for unowned on Conquest and Holdout), and the outline of the diamond changes to represent how far along a team is from capturing it (again, blue for friendly, red for the enemy). Once a point is either defended or captured (ie, you capture it or the enemy reverts your progress back to 0%), a faint team-coloured circle will expand from it (fairly unimportant information, but I wanted to include it anyway :3).

That's just about all I can think of for the map- in fairness, there isn't too much that I can write without repeating what I've said earlier.

I realise that I've not been adding to this as much as normal- but if anyone wants to add anything, feel free to post about it, and I'll add it as soon as possible ^^

7) EWS member tips

These are some tips from our members Very Happy

"A small update which I only noticed today when first using Aegis. When you get killed when charging your Aegis to full capacity, the energy bar will also be depleted partially. Getting killed while using Aegis will result in total drainage of the bar." -Mortem6. This also applies to Blackout, HEAT and Blitz (you will lose more energy depending on when you are killed).

The EWS Raidcall groups are available at 5751440 (clan/fireteam chat) and 5751453 (fun chat). -Me :3


Last edited by FreedomTaker on Sun Mar 17, 2013 12:59 am; edited 7 times in total
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sat Feb 16, 2013 10:40 pm

Holy crap. That's a lot of words D:
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 1:05 am

Maybe lots of words, but they are much appreciated. Big thumbs up!
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 1:07 am

Thanks Very Happy I suppose this is a response to when I see the entirety of my team doing stupid things and I just want to slap them in their collective face Razz
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 1:47 am

You just became a hero, Freedom Razz I'm glad to see that the tactics I employ make sense Very Happy Few new things here, although I'm curious what more you got to say about cheaters/crackers/buggers since I hardly encountered them sofar. Some guys got mad skills, others got lucky, been shot while in cover a couple of times but that might have just been lag ...

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 1:38 pm

I wasn't really going to say much about hackers, I was just pointing out that they're the scumbags of gaming :3
There really aren't many hackers in this game, but I'll probably just say that they should be reported or that you should send a ticket to support. I'll probably also try and encourage people not to scream 'HACKER' everytime someone shoots them in the head.
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 4:27 pm

It's pretty easy to get head shots in this game compared to some other shooters I've played so at first I was rather surprised by the hs-rate. After some time of playing I realised that I myself, not being the best shot out there, also got that rate so I managed to come to terms with that. What I'm trying to say is that only experience teaches you what is hack and what is not. Sofar I only encountered a speedhack, allowing someone to be at the cap at the beginning of the game, post warm-up, before I got there using Blitz, thus using increased speed. The unfortunate thing then is not having proof since I'm not video-taping every second of gaming so reporting them would be useless. How would you deal with that?

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 5:51 pm

I don't think you can make a convincing report in that case. When was that from? Because before 0.10.0, Recons with Hermes moved at pretty much the same speed as a Blitzing Assault (there were some funny moments related to that :3 ). Otherwise, it might be that their spawn was closer, or they had a bigger speed use than you, or they took advantage of the time it takes to deploy the shield. You can only really prove that it's a speedhack when they're on their belly and their nipples are twitching so fast that they go 'ZOOOOM' across the floor.

But if you really think that they're hacking, the best thing to do is report them in-game (open the chat, hold tab, right click their name and click Report- fill out the form) or send a ticket to support (link on the GRO site). I wouldn't recommend calling them out on the official GRO forums- it's more trouble than it's worth.
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 7:16 pm

Not quite sure when 0.10.0 was, but I started playing the day before this clan was made, so the 27th of january this year. It was a specialist on Sub Pen who was on the central bridge when I arrived at our barriers after blitzing my way from the spawn to the door next to the sub (so no fence-jumping at the tunnel but a bit further to the center) to avoid being sniped on the road to C. Anyway, What would happen if you were to use the in-game report at that stage and didn't provide sufficient proof, could they block you for that instead? *feeling like a newbie now*

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 17, 2013 10:05 pm

I doubt they would block you, but they would probably just ignore you. Actually, I think they would investigate and possibly even suspend them for a few days, but I'm not entirely sure.
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Mon Feb 18, 2013 2:43 pm

So this game is F2P right? I have never worked in game-support but I guess they get thousands of reports from 13-yr-old kids that are annoyed because someone is better than them. Everybody has seen people scream "HACKER" in the match chat, but in most cases it was just that the other team was working coordinated, working as a team.
As to high HS-ratios, afaik GRO doesn't model object penetration, so when in cover, you can hardly get shot (only be back-stabbed). But as soon as you try to aim your gun, and hence poke your head out, that's what everyone will be shooting at, right?
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Mon Feb 18, 2013 4:45 pm

That's true, but I still manage to hit loads of people in the shoulder...
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 12:33 am

First post has been updated- now with info on Cloak and Oracle!
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 9:40 am

Nastarovije wrote:
So this game is F2P right? I have never worked in game-support but I guess they get thousands of reports from 13-yr-old kids that are annoyed because someone is better than them.
Which is why I guessed falsely reporting could get you banned. I know that happens on a game I also played.

Love the stuff about Oracle and Cloak. I myself hate cloak because it is drained of power so quickly that I can hardly use it. For oracle I haven't got Mk3 yet, but I use Wide Emitter on Mk2 since it decreases time between pulses and increases the scanned area. Since I normally push rather far (in recon terms) this area suffices and I don't seem to need Focus Array. fortunately the upgrades themselves aren't expensive (500RP), so I can experiment with combinations once I get to Mk3.

If I got some spare time I might write the assault-devices section for you since I quite like playing assault as well. With specialist however I never made it past 2 kills Razz

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 3:05 pm

If you could do the Assault devices section then that would be great, because I'm useless as Assault Razz I do actually sometimes play as Specialist though, so I can do that part.
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 5:20 pm

Ok guys, bare with me, I haven't got the Mk2 or Mk3 for assault devices yet so I can't tell you about what to do with those ... yet. In the mean time I can explain something about the basic assault devices Blitz and Heat.

Heat is one of my favourite devices in GRO since it is so multi-functional. Just like the above-mentioned Cloak and Oracle it can be turned on by pressing F once, and turned off by pressing it again. The effect of this is that a microwave emitting arm rises from your backpack, which heats the air of a large area in front of you, damaging opponents and preventing them from firing. If an enemy is in the path of your beam of Heat, he will first get 1 HP damage for a few seconds, after which the amount of damage increases exponentially, allowing you to kill your opponent using just Heat. As mentioned before enemies exposed to Heat are unable to fire, thus using heat is a great way to advance to cover or even the capture point of a heavily guarded area. Do keep in mind that the area behind you is not guarded with Heat and you can still get shot in the back. Heat also does not hurt your team mates so there is no harm in using it near them. An added bonus to Heat is that the air gets distorted, enemies effected by heat cannot read what their team mates said in the squad-chat.
One of the best advantages of heat however is that it penetrates Aegis, the protective shield of specialists. This means that advancing specialists can be stopped even if you haven't got a grenade on you. There is one last thing you should know about using Heat, you yourself also cannot fire when using Heat! This doesn't really matter since you are dealing constant damage to your opponent anyway, but as soon as your heat is over, he can start shooting you (blindly since his vision will still be scrambled due to the effects of heat) and you might still be unable to defend yourself.

Blitz is the other assault device. This device is a large riot-shield used by special policemen. When not equipped, it is on your back, guarding your back and decreasing the amount of damage you obtain from being back-raped. It does not defend your head, legs or arms so you can still be shot from the back, only now it takes some more skill since you decreased the effective area which can be used to hurt you. When in use (after pressing F) you put the shield in front of you and using your 'w'-key, the moving in a forward direction, you start a fast charge. Just like when walking you can change direction using the mouse. Charging with Blitz, or Blitzing, also leaves the same areas exposed compared with when Blitz was on your back, you can still get shot in the head if you are not careful. You might think this device is rather useless if it only speeds you up and covers a part of you, but there you are wrong. This device allows you to advance to the capture point more quickly, allowing you to get into position and defend it before the enemy arrives. Also you can charge over others, knocking them over and preventing them from firing at you for a second or so. Doing this to several enemies in row sometimes is a good plan, since they are all down and can't shoot you, but beware that the first man down, will also be the first man up and likely to empty his weapon point blank in your face. Therefore as soon as you knock your enemy over, stop your charge (pressing F again) and shoot his brains out using your assault rifle. If you stop your Blitz using F, no matter how little of your energy you used to actually Blitz, it will all have disappeared. Therefore it is good to have someone using an automatic gun (SMG/AR/LMG) to kill them so you can focus on knocking them down.

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 6:13 pm

Great guide ^^
All I would probably add is that these devices are best used with teammates nearby to stop people shooting you and to take out the guys you knock down Smile
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Tue Feb 19, 2013 7:22 pm

I only used Blitz once before this afternoon (after writing this I decided to give it a go and keep practising Blitz to see if what I told was correct) so I'll edit the previous post to make it more complete.

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Wed Feb 20, 2013 12:29 am

Update: Some basic tips for countering devices! Whoo!
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Wed Feb 20, 2013 12:45 am

Countering devices is completely new to me and will prove useful Smile thanks a lot Very Happy

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Wed Feb 20, 2013 3:45 pm

I just wish that some of the tips could be better than basically saying 'deal with it' or 'run away like a scared child' Razz
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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Fri Feb 22, 2013 12:01 am

Squad support stuff! Whoo!

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Fri Feb 22, 2013 1:24 am

Gunshot detector basically does what you would expect of something with that name, it detects gunshots. Do not think you will see bullet trajectories or anything, no it's even better: It shows you where the enemy is firing. This means that even when they are in cover, you will see a handy red rectangle around where they are standing, sitting, crouching, walking or running. This gives you a great indication of where the enemy is, how many of them there are and at what rate they fire. (A bolt action gun like a sniper rifle or a shotgun only light up the rectangle once, an automatic gun makes it blink like madness 50 meter range, Mk2 a 75 meter range, making it even likely you can spot snipers with it.

Vector detector is a nifty little device which signals enemies nearby who are running, making them show up as red squares on your minimap. The standard issue Mk1 has a 10 meter range, Mk2 has a 15m range. The great thing about this device is that in shooters, you're almost always running, you almost never walk. So if there's movement, you'll notice it, as will your teammates. It is less popular than the previously mentioned Gunshot detector because the former has a larger range.

As for both your teammates also get this info in the form of minimap squares.

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Sun Feb 24, 2013 10:29 am

I'd like to add something to your cloak part. Ever since last weeks update, if you decloak even after having still got 90% of your energy, the bar will be depleted completely. Keep this in mind and use your cloak optimally!

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PostSubject: Re: FreedomTaker's long-but-basic guide for success   Thu Feb 28, 2013 9:21 pm

Added a bit of information about the map, and updated Cloak to accomodate for the changes.

I keep procrastinating when it comes to making this guide. I think, "should I add to it today? ...Nah, let's watch some videos." So for that reason (my sheer laziness), I'd like to formally invite everyone to add as much as they like to my post. If you have something to add, post it and I'll add it as soon as possible.
...Just realised that means that this guide is being made by the people I'm trying to guide...

Guide yourselves then! Guide yourselves to victory and waffles! Waffles may not be included with victory.

I'd hoped I could finish properly by myself... but this will work just as well Very Happy

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