S4 Ultimate Playing Guide

Tips on how to become the best S4 League player!
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DanteInfern
 
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S4 Ultimate Playing Guide

Postby DanteInfern » Sat Dec 03, 2011 9:07 pm

S4 Ultimate Playing Guide

Before you start reading this guide, use Ctrl + F and type the specific part you want to navigate more easier (although you have to open the spoiler tags first).

Contents
1. Introduction
1.1 About me
1.2 My aim
1.3 Glossary
2. Playing S4
2.1 Basics
2.2 General tips in game
2.3 Specific game elements
3. Modes
3.1 Death Match
3.2 Touch Down
3.3 Chaser
3.4 Battle Royale
3.5 Captain
3.6 Siege Mode
4. Glitches and Bugs
4.1 Named glitches
4.2 Unnamed glitches
5. Complaining
5.1 Spam
5.2 Type Kill
5.3 Kill Steal
5.4 ‘Noob’ tactics
6. Weapon Of the Week
7. Other good tutorials/guide
8. Credits
9. Help

NOTE: Part 6 and onwards is on the second post.

1. Introduction

Spoiler: show
1.1 About me
You probably never even heard about me. I'm not a guy with crazy amounts of skills and the only thing I can say about myself is that I've started playing this game about a year after it came out so if I don't have skill, I can at least say I have experience (still not everything of course). But if you have seen me in game or in the forum around here, then at least you may have some ideas about me. So in conclusion: I am not well known.
To find your way through this guide, press Ctrl + F on your keyboard and type the number or the word you want to search.

1.2 My aim
My first aim would probably be trying to make this guide in one of the sticky topics. The main reason why I am writing this guide is because I want to help the new players. This community (unfortunately) has people who are hostile towards them and the lack of in game tutorials make it difficult to adjust for the new players when they start to play unless they have a teacher. This saddens me because I want new players in the game to enjoy this game because S4 League is a good game (flame me all you want) and it is also a very unique shooter. It's very fast-paced and the way the matches are played has their own unique things themselves.
The second reason why I am writing this guide is because I always wanted to write a guide. I wanted people to know things I did and I wanted people to see things the way I saw them. Alas, I was never able to found a game where I thought I was good enough to write a guide about it. If you have seen me in game, you may still say that I am not good enough but I want to help nonetheless but enough about me. Who reads the introduction anyway (especially a long one like this)?

1.3 Glossary
The shortened words the community uses because on the Internet, nobody likes to write too much. I shall try not to use abbreviations in this guide as it confuses people but it is good to know them.

AG: Air Gun
Anchor: Anchoring
AoE: Area of Effect (e.g. Cannonade shots)
AP whore/fag/noob: A mocking term used to describe a player with a full SET of AP
AR: Assault Rifle
Bat: Storm Bat
Bomb: Earth Bomb or Lightening Bomb
BR: Battle Royale
Bridge: The destructible bridge in Station 2
Collo: Coliseum
Crow: Crow Counter Sword
CS: Counter Sword
Dash: Usually refers to the Plasma Sword or the Spy Dagger Right click
DM: Death Match
EG: Egyptian player
Farming: The act of doing nothing in the match, most likely while having crouching. Do not mistake players who are ‘sitting’ or ‘away from keyboard’ to be farming (farmers are mostly afk though).
Flinch: This is when your character is hit by an attack (usually from melee weapons) which cancels the action you were doing (e.g. getting hit by a Plasma Sword's light slash).
FP: Force Pack
Gauss: Gauss Rifle
Hero run: Scoring a goal alone in Touch Down.
HG: Hand Gun
Hit Stun: Also referred as ‘flinching’, this is the little action your character does when you get hit by some melee attacks (e.g. Spy Dagger left click).
HMG: Heavy-Machine Gun
HR: Homing Rifle
Kill Steal: Killing a player who was supposedly another person's ‘prey’
Knockback: An attack which pushes the target in a certain direction.
KS: Kill Steal
ME: Mind Energy
MS: Mind Shock
Nell: Senty Nell
Newb: In game terms, a new player in the game. Do NOT get it mixed up with ‘noob’. Many people use this term in the wrong way
Noob: People who are unwilling to fix their ways and are arrogant and usually unskilled.
OP: Overpowered
OS: Old School (do not get it mixed up with Sword Only)
PS: Plasma Sword
Pub: Public Matches
Rail: Rail gun or the rail in Station 2
Ramp: The curvy far left/right side of Station 2. Mainly used for invading and scoring.
Rev: Revenge (Counter Sword) or Revolver
SB: Storm Bat
SD: Spy Dagger
Sentry: Sentry Gun
Sit/sitting: The act of not doing anything for the team's benefit because the team is unbalanced (e.g. a 6 vs. 2 match). Generally, please don't kill players who are sitting. They are doing you a favour after all.
SMG: Sub-Machine Gun
SO: Sword Only
Spam: A repetitive action in quick succession. Has no actual negative connotations but it is used as an insult by many players
SR: Used to be Semi-Rifle but now it may also mean Smash Rifle or Spark Rifle as well.
ST2: Station 2
Stack/Stacking: This is basically having all the ‘good’ players on one team so they are likely to win. Many people justify themselves from doing this by saying ‘I'm playing with my friends/clan mates’.
Stair: The part with the stairs in Station 2
Stun: The condition where you are unable to do anything (except dodging out of it with enough SP) and your character is holding their head (e.g. Plasma Sword Jump attack)
Taser: Taser sword
TB: Twin Blade
TD: Touch Down
TPS: Training Plasma Sword
Type Kill: Killing a player while he/she was typing
UP: Underpowered
Wall: Block
Wall Smash/Slam: When your character slams into a wall because of a knockback attack. You take 15 damage from this (not able to critical).
WS: Wall Shoot


2. Playing S4

Spoiler: show
2.1 Basics
Basic
W – Moving forwards
A – Moving left
S – Moving backwards
D – Moving right
R – Reload. Notice that you will immediately reload a weapon if you switch to your empty weapon. You can cancel your reload by changing weapons. There are 2 types of reload: for guns like the HMG, your reload will have specific time duration. The HMG's reload takes about 5 seconds and the reload duration will always be the same whether you used up 58 bullets or 2. If the reload becomes cancelled, you have to start over again. For guns like the Cannonade, reloading back to the original amount of shots will take longer if you have less ammo. When you cancel these kinds of reloads, you will still have more ammo depending on when you cancelled your reload.
Note that your reload speed will become slower if you inserted eSper Chips which increases your maximum ammo to your weapons.
Also see ‘reload cancel’.

Spacebar – Jump/recover/dodge cancel. You cannot jump immediately after you land but there are several ways to cancel that. If you use an attack with a sword while you are rolling on the floor or right after you landed, you will still use the jump attack (if it has one).
You can recover by pressing space when you got hit by a knockback attack, hit stunned or when you are lying down on the floor. You will not be able to do anything while recovering except dodges.

Shift – Activate Skill. Passive skills are always active so you do not have to activate them.

1, 2 and 3 – Weapon Change. When you equip weapons, you can assign them to number 1, 2 or 3. Notice that your weapons will not immediately change if you are doing an attack with your current weapon (e.g. if you left click with the Plasma Sword then press 1,2 or 3 quickly your weapon will not change until your light slash is over).

Ctrl – Crouch. You can do anything while you are crouching but you will notice that your ground movements are slower.
Z – Change camera to left/right hand side
Left Click – Attack
Right Click – Special Attack. It isn't always an ‘attack’ and some weapons don't even have the right click function.
Scroll – Weapon Change (same as pressing 1, 2, or 3)

SP Consuming movements
Forwards, Forwards (hold) – Run.
Your SP will deplete while using this. You are faster while running and you can only go forwards while running but you can still move your mouse to turn. You can initiate a run even when you are in the air but you can't do a run while in a dodge or a wall jump. You cannot attack for about 0.25 seconds after initiating a run. If you use an attack with a sword while you are running (after 0.25 seconds) you will use the ground attack of the sword even if you are in the air (only applies to some swords). Also see ‘bunny hop’.

Left/Right + Jump – Dodge. You will consume 20 SP to use a dodge. You will move left/right (depends on whether you pressed left or right) in a quick burst of speed but you will slow down at the end. It can be initiated at any time except while you are attacking or using certain skills like Metallic. You are able to cancel your dodge by attacking, using a skill or pressing jump without pressing left/right. If you use the left click attack with a sword while you are in a dodge, you will use the ground attack even if you are in the air (only applies to some swords).
If you dodge out of stuns or hitstuns, you will use 90SP instead of the usual 20. Also see ‘dodge-recovery’, ‘wave dash’, ‘fade step’, ‘air hugging’, ‘sky dash’ and ‘revenge dodge’.

Jump after jumping (including wall jumps) – Wall jump. You are able to change your trajectory a bit by pressing the direction you want to go. For example, you will go faster and further while holding forwards but slower and closer while holding backwards. You will also notice that you can only do a wall jump while pressing forward (you can also press left/right while pressing forward) on your first wall jump. If you want to wall jump after a wall jump, you have to press jump again when you are near the wall but you have to reach another near the beginning of the wall jump. That's why you can only wall jump in quick succession if there are many walls close by.
NOTE: You can change always change the key settings.

2.2 General tips in game
    NEVER stay still. And I mean never EVER. Always keep moving. In this game because you can get killed very quickly. Someone may sneak up on you from the back and stab you with a Spy Dagger. Someone may snipe you with a Rail Gun because you are an easy target. Someone may throw a bomb and you might be too slow to notice. You can literally be killed from anywhere at any distance at any time. Even if you are behind a wall (Mind Shock FTW).

    Aim can be learned but rarely taught. You get better at aiming through practice, experience and tears. There are obviously guns which has to be aimed in a certain way (like the Rail Gun) but after you know how to do it, you don't just immediately start hitting everyone. You practice with sentry guns (you don't have to) and you practice with players. Don’t worry if you can't hit anything because you WILL get better. It's only natural.

    A good habit to get used to in S4 is to switch to your fastest weapon when you are not fighting. For example, if you have a HMG, SMG and the Hand Gun equipped, move around with the Hand Gun if you are not fighting. It will save you time and SP (if you are running).

    It's useful to learn jumps in certain maps. In modes like Touch Down and Chaser, doing certain jumps will be the difference between life and death. Just learn basic ones by observing other players in game and if you find a map you particularly like, go on youtube to see advanced jumps or maybe you can even create your own.

    Refrain from using swords generally. Especially while you are out in the open. Attacking with swords has delays and many attacks makes you stand still which makes you an easy target. However, swords are very good for sneak attacks because they output high damage quickly and you don't have to reload afterwards.

    Just generally don't complain. If a person killed you, you died. There is nothing more to it. He wasn't using ‘noobish’ tactics or weapons and he wasn't ‘stalking’ you. Learn from your deaths by thinking about why you died and how to prevent it from happening again. It's a way of getting better and it is much more efficient that complaining about it. If you really want to complain, just don't type it. Keep it to yourself because it won't change anything and it will make the game more enjoyable for everyone.

    Don't let other people get to you. By this, I mean ‘don't listen to their insults’. Constructive criticism is alright but people WILL flame you for whatever reason they can find. There is all that spammer noob, MS noob and just plain noob but let them complain. If it helps, you can block them (press ESC in a match a tick the box besides their name) so you can play at peace.

2.3 Specific game elements
Hit box
Shooting the head will do Critical hits (your attacks do about twice the amount of normal damage) and damage done to the leg is slightly decreased. Also note that some guns cannot make critical hits or works in a different way.

Critical Hits (also referred as ‘crits’)
Making critical hits with most guns is achieved by shooting the head. But, making critical hits with melee weapons is different. Generally, your CHARACTER needs to directly face your opponent when you hit them with a melee attack (not your cursor) so it is a little to the left of your cursor (if the camera angle is left on default). Some attacks however need other special conditions (e.g. Counter Sword jump attack) and some attacks can't even make critical hits (e.g. Spy Dagger’s attacks).
To perform a critical hit with the Mind Shock/Mind Energy, you need to place your opponent/team mate in the middle of your cursor AND you need to be on the same level of height. So if they are above or below you, critical hits will not occur.

Wave Dash
Using this in game is so important that it gets its own section. A wave dash is basically dodging repeatedly in quick succession either to evade or approach targets. This can be done by doing a dodge, cancelling it by pressing jump again (without holding left/right) and then dodging again. So it’s like this: A/D + Spacebar --> Spacebar --> repeat

Dodge Recovery
By pressing Jump before dodging out of a hitstun will save you SP. You can also attack back immediately if you want.

Wall Slam
When you get hit by a knockback (e.g. Air Gun, Plasma Sword's heavy slash) and you don't recover, you will slam into a wall (or just a solid surface). You will take about 15 damage from a wall slam so when you are hit by a knockback, always try to recover.

Objects/Obstacles
The breakable objects in S4 has a set amount of hits before it breaks. The damage of weapons does not determine the damage on objects so some attacks with lower damage can destroy objects in one hit. They regenerate infinitely and they all have different times and HP but they cannot regenerate if something is in the way (like a person or a Sentry Gun). When an object is destroyed, there will be a faint line to show the outline of it.

Lying down
When you get hit by a knockback attack or after a wall slam (if you don't recover) you will notice that your character will lie down. While lying down, you can not be stunned or knockbacked (you will just flop like a fish) and you will receive less damage. By pressing space, you can get up but while you are getting up, you cannot attack, move or jump so it is better to recover with a dodge. You will automatically get up if you are lying down for too long unless you are hit by an attack which makes you flop.

Invincible state
When you respawn, you will notice that you are invincible for a short amount of time (2 seconds). Your SP will also not deplete during this state. In your opponent's screen, you will be shown darker.
You can use this state to get an easy kill, do all the fancy jumps without losing SP or to run away if your opponent is spawn camping.

Jump pads
Jump pads are only in certain maps. These are the transparent boxes or ramps with arrows indicating which direction it will send you to. Jump pads will send you towards the direction it points towards when you touch them (of course). You will also go faster if you run on to the jump pads instead of just walking over it. However, you will lose your momentum and start to go down if you dash after you go on the jump pad.
What you also got to be careful about is when you get on these pads while using a sword attack. If you use a sword attack which moves you (CS light, PS dash) you will only move for as long as the attack moves you for. So for example, if the PS dash moves you forward for 1 second, you will only go forward/up/whatever direction for 1 second (and then you will drop).

When you dodge out of a stun or a hit stun…
You may have noticed that when you dodge out of a stun or a hit stun, you can't attack or cancel the dodge like you normally do while you are in the dodge animation. Now this can become very frustrating but the good thing is that while you are in the dodging animation, your dodge cannot be stopped by your opponent. This means that you can't be knock backed, hit stunned etc. but you will still take damage.
There are 2 ways to go around this problem:
1. If you are about to dodge out of a hit stun (like the Twin Blade's second part of the combo), you can use Dodge Recovery instead OR
2. When you dodged out of a hit stun or a stun (Plasma Sword's jump attack), you can change your weapon to a gun with an empty cartridge which cancels your dodge animation.


3. Modes

I will not add anything about Arcade mode because there is already a good enough guide for it. If you do want an Arcade mode guide then go to the 'Other good tutorials/guide' section.

Spoiler: show
Respawn
You will respawn after 7 seconds when you die (lag or using a coin buff can change this). The only exception is Chaser mode, when the match is over, when someone scored a goal in Touch Down or when all the captains are killed for one team.

Draw
If your match ends in a tie, the team with the most amounts of individual points combined will be the winning team. If both team has the same amount of points and it as a tie, Team Alpha will win (this will hardly ever happen to you except in 1v1s).

EXP and PEN
At the end of every match, you will be awarded EXP and PEN depending on how much points you scored and how long you were in the match for. However, the EXP and PEN distribution is more time dependent than point dependent (which obviously encourages farming).

Which weapons and skills should I use?
You will notice that certain weapons and skills work better in certain modes and maps. For example, Mind Energy is very dominating in a Death Match but it is useless in Battle Royale. Assault Rifle can be more efficient in Siege Mode more than Captain because of its limited ammo. Detect may help you in Neden-1 but it won't be nearly as effective in Circle (both of them). Change your weapons and skills accordingly.
Also, if you are new, it is good to start practicing with a 3 selected weapons as that will be your weapon set. It's not a bad idea to experiment but it is difficult to do so now without making alternate accounts.

Points
You will get 2 points for killing an opponent, 1 point for a kill assist and 1 point for a heal assist (except Touch Down and you cannot get heal points in Chaser and Battle Roylale) in every mode. You will not gain any points for killing your own team mates (duh).

Half times
Half times occur only in Death Match and Touch Down. If you have reached half the maximum point during the first half in a Death Match or Touch Down (e.g. you are in a 30 minute Touch Down match and you scored the fifth goal) or your time ran out for the first half, you will automatically go into half time. No points can be gained for 5 seconds before half time and during the half time itself (lag can sometimes change this). During half time, you will have 10 to 5 seconds to decide whether you want to change your character. Then you will have 15 more seconds of waiting but don’t worry because the fumbi dance will entertain you (it does get old though).

Pity
Pity occurs when one team is winning during a match. It is usually not noticeable but it becomes more noticeable if you are winning/losing by a large gap. Pity, in general, makes the losing team more powerful in attack so the losing team will deal more damage. However, in a case like Touch Down, it also makes your SP deplete slower when you are holding the ball.

Sword Only (SO)
This is a rule where you are only able to use swords (hence the name). A room with this map will be played very differently because you will attack, approach and defend differently.

Guns Only
This is the same as ‘Sword Only’ except with guns. Not very different from unlimited mode

3.1 Death Match (DM)
One of the more popular modes, this is the easiest mode to adjust to because it's plain simple: Kill your opponents.
Both teams have to kill the opponents as many times as they can while dying as least as possible.
Killing your opponent will award your team 1 point.

    Have a healer. Healers are VERY important in this mode because they reduce the amount of deaths. This also means you should target your opponent's healers as they will become very irritating.

    Stay with your team. If you are alone, you can be picked off easily by multiple people. If you are together, you can pick off your opponents.

    You can play Death Match like a cover shooter. In cover shooters, you are never out in the open. You are always moving from cover to cover, trying to do a surprise attack on your opponent and if you are about to die, you can hide behind a wall or an obstacle and reload or run away.

    Don't just think ‘get the kill’ but think ‘get the kill AND survive’. By killing a person, you score one point but by dying, you give them one point. This may not be too bad if you are winning but if you are losing, it's only making the match turn to your opponent's favour.

    Know the respawn spots. Maps like Luna-2 and Square has only one respawn area per team so it is easy to spawn camp. Maps like Neden-1 and Neden-2 has multiple respawn spots and they are more spread out (especially Neden-1) so you may have to think twice before camping somewhere. I'm not telling you to camp but it is always an unpleasant feeling when an enemy respawns behind you while you are busy.

    Don't be ashamed to run away. Running away is also a strategy and it is a key to survival. After all, healers can only heal you if you are alive.

    If you are getting spawn camped, use the 2 seconds invincible state to your advantage to get away. 2 seconds is a very long time in S4 and you can go quite far without getting hurt at all.
10 minute match: 40 points
15 minute match: 60 points
20 minute match: 80 points
30 minute match: 100 points

3.2 Touch Down (TD)
Another one of the more popular modes, this mode is similar to rugby (or American football) except you… kill people.
The fumbi/ball starts off at the middle of the map and your team has to carry that ball to your opponent's goal. If you successfully carry the ball to your opponent's goal, you scored 1 point for your team. And how do you pick up the ball? Simply walk over it and you will pick it up. However, your SP will no longer regenerate and it will slowly deplete instead so it isn't as easy as running towards your opponent's goal because you will probably run out of SP before you get there. If your opponent has the ball, just kill him and he will drop the ball. The ball will slide down slopes too so be aware of that.

Another unique thing about this match is the way pity works. Just like normal, your attack will increase but when you get the ball, your SP will deplete slower. Your SP will even stop depleting completely if you are losing with a difference of 4 goals or more (hopefully you will never be losing this badly).

You must have also noticed the blue and red electric line. You are able to walk through the blue line without damage but you will die if you touch the red line. The most important thing you need to know is that if you touch the lines (blue or red) while carrying the ball, the ball will reset.

Reset in Touch Down means the ball will go to the middle of the map. The ball will reset when:
    1. The person carrying the ball touches the electric lines
    2. Nobody touches the ball for a long time after it has been moved from its original place
    3. The ball or the person carrying the ball falls to its or his/her ‘death’ (like in Station 2)

You will get 2 points for healing in this mode instead of 1. You will also get 4 defence points for killing the player carrying the ball and 4 offense points for killing a player while carrying the ball yourself (2 points for an assist in both defence and offense points)..
So that's it for the rules.

    Stunning the person with the ball becomes effective in Touch Down because they probably won't have enough SP to dodge out of it.

    Speed increasing weapons like the Hand Gun and the Spy Dagger are greatly favoured for rushers in this match.

    Sometimes, you should ignore the invaders (people who ‘invade’ in to your base), especially when your team is attacking. A person invading means one less person defending.

    You can try to snipe people at the beginning of the match because people will likely move in predictable patterns when the match starts. For example, in Station 2, a lot of people will run to their right and wall jump at the side which will make them land straight in front of the train entrance. This pattern will become predictable so you'll have one easy victim.

    If you are confident (and you want to be mean) you can wait until your opponent grabs the ball then kill him. This will award you 2 more points and it just annoys the opponent.

    Strangely enough, sometimes it isn't always a good idea to kill the opponent. In Sword Only Tunnel for example, if your opponent's team was rushing and they all got into the tunnel but you reset the ball, you should just ignore them and rush. If your team is getting attacked, you should rush to your base to defend instead of invading. Remember that Touch Down is NOT a Death Match.
10 minute match: 4 points
15 minute match: 6 points
20 minute match: 8 points
30 minute match: 10 points

3.3 Chaser
The third mode implemented into S4, this mode is like the good old playground game called ‘tag’. The only difference is the fact that the chaser doesn't touch you. They have to kill you.

At the beginning of the round, a random person is selected to become the chaser. The chaser will have higher attack, defence (or you could say that he has a tankful of HP), speed, reload speed and they will have the actual chaser behind them as well (you can shoot the actual chaser too) and the chaser's goal is to kill everyone else in the time limit. This obviously means everyone else's goal is to survive until the time is over. The round will end when the time runs out, when the chaser kills everyone, when the chaser dies or when the chaser leaves the room. Then a new chaser is selected for the next round. You will not respawn in this mode until the round finishes. Rounds will last longer if there are more people in the room.

When you are the chaser, everything will become darker and the enemies will be seen to be black and red. This may overwhelm you at first but you will get used to it.

Also note that the person with the most amounts of points (excluding the chaser) will have a target marker on him so everyone knows where he is at all times. A new target will be assigned when the previous target dies.
This mode can have the unlimited rule or the chaser rule and in the chaser rule, you are not allowed to use Mind Shocks or Blocks.

Last thing to note is the melee damage rank and the gun damage rank. You will be awarded number 1 if you damaged the chaser the most with your gun, you will get the gun damage rank first place. Same case for melee and you will get more EXP at the end of the match if you have a rank.

As the chaser, you will get 2 points for killing an opponent, 4 points for killing the target and 4 additional points for killing everyone.

As the ‘runners’, you will get 2 points for filling the bar each time by hurting the chaser enough, 5 points for your team winning the round and 10 points for surviving until the end of the round.

    Stay AWAY from the target. Since killing the target will get you 2 additional points and he is spotted more easily for the chaser, the chaser is most likely to go after the target. In this mode, you can die from stray bullets or the chaser might change his mind to go after you. Both of these will likely result in death for you.

    If you are the target and the chaser is coming after you, go towards your team mates. The chaser will unlikely to be dedicated to killing just one person so your team mates might just stall time for you. This is cruel but your life is more important to you, right?

    Don't even bother trying to kill the chaser. They are too strong and they will kill you relatively easily. Shooting them just for points is also risky because you will be giving your position away. The only exception is when you are in a map like Circle-2 or Blockbuster where you are able to kill the chaser by making him drop to his death or when the chaser is away from keyboard (HMG works very nicely here).

    The above tip does not mean that you can't disrupt the chaser. When you get good enough in surviving, you got to start helping your team to help yourself Bind works well just because of the fact that it prevents the Chaser from moving for 3 seconds and the chaser is easily distracted by the target player. Burst weapons like the Revolver and the Burst Shotgun works well because the Chaser is huge so all your bullets will probably hit without much aim (I tried). These 2 weapons also has knockback which just annoys the chaser generally. Knockbacks weapons (other than the previous 2 mentioned) like the Cannonade can work too and less risky than swords. But if you are confident, you could start going melee.

    If a lot of people has the Plasma Sword/Counter Sword, you could try and attack the Chaser all together. The Plasma Swords can just hold Right click and the Counter Sword users can rapidly click or/and hold left click. If 11 people are doing this at once against the chaser in the corner, it becomes very difficult for the chaser to get out. This rarely happens against an active chaser but it can get funny when it does.

    If the chaser match is set to unlimited weapons and skills, bring Mind Shock and Block because they will DOMINATE your opponents.

3.4 Battle Royale (BR)
This is the good old ‘free-for-all’ match which is pretty standard for every shooting game like Team Death Matches.
In this match, everyone is your enemy (surprise surprise). The only difference between Battle Royale and every other ‘free-for-all’ match is that the person with the highest amount of points (the first place) will have a marker on them so everyone will know where he is.

The match will end when the time runs out or when somebody reaches (or goes over) the maximum amount of points.
You will get 5 points for killing the first place.

10 minute match: 50 points
15 minute match: 70 points

    When the match starts, you can wait until someone kills someone else first so you will get 5 points for killing them.
    To win this mode, it's not about trying to keep the first place. It's about keeping NEAR the first place and killing the first place at the right time so always try to kill the first place.

    If you want to keep the first place, don't let the guy in second place kill you. Yes, you even have to be careful about who kills you and not just about how they kill you.

    Kill steal as much as you can in this mode. That's what this mode is all about: being sly while outsmarting everyone else. Being part of the battle but never being in the centre.

    Don't even THINK about bringing Mind Energy for this match.

3.5 Captain
This is a variation of Death Match but it is done in rounds instead of halves.
At the beginning of every round, everyone will have a crown on their head which means that everyone starts off as ‘captains’. While you are the captain, you will have 500 HP (you will have more HP if your team is outnumbered) and your location will be shown to the people who aren't captains. Your goal is to kill all of the opponent's captains before they kill all of yours. Your team will get 1 point for winning a round and your team has to get the maximum amount of points.
When you die as the captain, you will respawn as a normal player. The same thing happens when you go into the match when it has already begun.

Every round is 3 minutes long and if the time runs out and there are still some captains left, the point will go to the team with the most amounts of captains. If there are the same amount of captains, the point will go to the team with Captains with the highest amount of HP.

You will get 5 points for killing a captain.

    Healers are very good in this mode, just like DM. If you are the healer, prioritise your own life. Likewise, if your opponent has healers, it would be preferable to kill them first.

    Also like DM, it is not good to be alone. You will be surprised how quickly your HP can disappear if there are multiple people shooting/slicing you at once.

    If you just so happen to be the last captain left, concentrate fully on keeping your HP as fast as possible. You are the only hope your team has after all.

    Avoid fights with other non-captains, especially if you are a captain your self. Your team will get no points for killing a non-captain and if you are a captain, you will just be wearing yourself out.

3.6 Siege Mode
This mode is very similar to ‘king of the hill’ with multiple capture points. It is also the newest mode currently.
The aim of this mode is to reach the point limit by getting points (duh). The green flags are yours, the grey flags are neutral and the red flags are your opponent's. The main way to get points in this match is by capturing flags. You do this by staying in the box area around the flag and you will see your capturing progress (e.g. 20%, 40% etc.).

Capturing your opponent's flags will take double the amount of time required to capture a neutral flag and capturing a point with more players will make the capturing process quicker. If you go out of the square while capturing a flag, you have to start all over again.

When you capture a flag, about 6 randomly selected drops will come out of the middle. These drops can be taken by anyone. The drops are:
    Green flag drop: Gives 1 point for your team
    Dark blue PEN drop: Gives 5 PEN to you
    Purple EXP drop: Gives 5 EXP to you
    Red heart drop: Restores your HP by 30
    Light blue battery drop: Fully restores your SP
    Yellow (whatever this is) drop: Refills your ammo cartridge you are currently holding

By capturing a flag you and your team will get 5 points (1 point will be given to you for capture assist). Killing an enemy will also give your team 2 points. Collecting a green flag drop will give 1 point.
5 minute match: 150 points
10 minute match: 200 points
15 minute match: 250 points
20 minute match: 300 points

    At the beginning of the match, getting the middle flag is important. That is where the centre of chaos will be and it will be difficult to get the opponent's flag at the beginning of the match.

    In my experience, it is good to only defend if there are players attacking right in front of you or when your team has all the flags.

    Dodging around in the square can be difficult so try to dodge from one end of the square to the other.

    Knockback weapons work very well in Siege mode because if you push your opponent out of the square around the flag, they will have to start capturing it all over again.


4. Glitches

Spoiler: show
Glitches and bugs are in pretty much every game. Whether they are there to be used or not is your choice although some of them will get you banned. So I will only tell you the glitches which are ‘okay’ to use by the rules set by the ‘higher-ups’.
4.1 Named Glitches
Wall Shooting (WS)
Wall shooting is one of the most widely known glitch in S4. You may have started using this already without knowing it. By putting only the cursor ‘not behind a wall’ you can shoot without getting hit as much because on everyone else's screen, it looks like your hand is coming out of the wall while most parts of your body is covered by the wall.
Example: http://neuropod.net/imagehost/uploads/a ... 0e4d8e.jpg
It works with every shooting weapon except the Heavy Machine Gun.

Comet/Meteor
Comet is mostly performed with the Counter Sword and the Plasma Sword but any weapon can be used for it.
Step 1: Hold Right click with the Counter Sword (do not let go)
Step 2: Hold left/right (do not let go)
Step 3: Hold the number which is assigned to one of the weapons mentioned above (do NOT let go)
Step 4: Press Jump
NOTE 1: Step 2 and step 3 can be done in any order
NOTE 2: For step 3, you can use the mouse scroll instead of the numbers
This glitch makes you use the right click attack of the weapon you changed to with a jump. For example, if you do a comet with the Plasma Sword, you will go up and forwards.
To perform a meteor, just simply do the steps above while in the air. You won't go up but you will use a right click attack which aren't able to be used in mid-air (like the Plasma Sword's right click). The meteor can also be performed while flying.
Comet/meteor is usually referred to the Plasma Sword version of the Comet/meteor.
If you perform a comet/meteor with the Storm Bat, you are not able to continue the Spin (so no mid-air whirlwinds).
You can perform a comet/meteor with the Twin Blades and the Breaker even if you have less than 50 SP (the amount required to use the Charge attack).
If you perform a comet/meteor with a gun, you will merely switch to that weapon, even if it has a right click function (like the Smash Rifle). The only exception is the Turret (you will immediately start to go into turret mode).
To see more about comet/meteor watch this video (by FukYeahSeaking):
http://www.youtube.com/watch?v=5a1kU9Q_ ... ideo_title

Revenge Dodge
With the Counter Sword, when you release the right click after holding or pressing it, your character will lower his left arm. While your character is doing this, you are not able to do anything except move and jump but by doing a dodge while you are in this animation, you will perform a dodge while going up diagonally. You can do this while you are in the air as well but you obviously won't go diagonally up. This can also be used as an easier way of doing the ‘wave dash’.
This can also be performed while flying. If you perform a revenge dodge while flying, you will not fall to the ground either (until your entire SP is used up of course).

Fade Step
It does the same thing as the revenge dodge: It makes you dodge diagonally upwards. The only difference is that you need the Shield instead of the Counter Sword.
When you press shift with shield, there is a small delay before the shield gets deployed. In this delay, your character will have their arms out wide and then they will close it. To fade step, all you have to do is perform a dodge before your shield gets deployed. So essentially, all you are doing is: Shift --> A/D + Spacebar.

Air hugging
Air hugging is used to cancel the delays after shooting so you can shoot again or perform other actions quicker. To Air hug, you will need the Shield and one or two (your choice) guns (preferably guns with delays after each shot like the Revolver).
With one weapon, Left Click --> Shift --> Shift --> repeat.
With two weapons, Left Click --> Shift -->change weapon --> Shift --> repeat
This can also be mixed with fade stepping.
NOTE 1: trying to air hug efficiently in a middle of a fight requires an extreme amount of muscle memory and practice. You need to aim, press the correct keys in the proper sequence and dodge in the correct direction (you don't want to dodge into a wall right?) all at the same time.
NOTE 2: You can perform something similar to air hug with the Invisible skill as well although using the Shield is recommended because it consumes less SP.

Reload Cancel
Reload cancels are used to jump up on higher places which aren't accessible with a normal jump. To do this, you will need at least 2 weapons and one of them has to be a gun with an empty cartridge.
Step 1: Wall jump
Step 2: When your character presses their feet against the wall (so pretty much right after you pressed jump the second time) press the number that your empty gun is assigned to.
Step 3: Jump again.
It is simple but quite difficult to manage at first. This motion must be done very quickly.

Bunny Hop
This is used to be more evasive and to not just run in a straight line. You may have already started doing this yourself.
All you have to do this is Run --> Jump --> Repeat. You can jump first if you want but the point is that you are going up and down instead of walking in a straight line (which makes you easy to shoot). Also, if you run in mid-air, you will fall down faster so you'll be going up and down faster as well.
You can use this with no SP as well (like when you have the ball).

Wall Rape/Wall Boost
By adjusting your camera shoot the wall while pressing yourself against the wall. This will make you go faster but you will not be able to see the people around you so it can be risky. This can also be done with the Counter Sword's right click (revenge). Just hold right click with it instead of left click. A perfect example would be one of TuttoAron/0Harakiry's video:
http://www.youtube.com/watch?v=LJHF48wn ... ideo_title

4.2 The Unnamed glitches
These are basically the glitches and bugs with no name. You may find these glitches yourself and wonder how the heck they happened.

When you wall jump at the top edge of a wall/box/whatever you are wall jumping off of...
Sometimes, you will notice that you wall jump in the opposite direction you expect. This rarely happens and it is difficult at first to use it to your advantage (most of the time, it will slow you down by sending you to the wrong direction).
This guide from Gunslito will show you the height to actually achieve this jump if you don't know what I'm talking about: http://www.youtube.com/watch?v=FLQyt1MQuHU

When you use some sword attacks...
You will notice that some sword attacks will make you go backwards by a slight bit. This may annoy you if you are trying to score with the attacks or trying to sniper people while they are in their delay. The attacks are:
Every Counter Sword Light Slashes
Every Twin Blades attack
Plasma Sword Dash
Here is a video to show you some examples:
http://www.youtube.com/watch?v=JWsSjf14OXs


5. Complaining

Spoiler: show
This gets an entire section to itself because people in S4 complain A LOT. I mentioned this before but they will complain about the most ridiculous things.
Why shouldn't you complain (general)? If you are complaining, please stop. It won't benefit you in anyway (you are actually wasting your time typing) and you may start ‘flame wars’ while looking like a 5 year old brat who learned how to type. It also makes the game much more enjoyable for you and everyone else. Also, if you don't like the game, you can always leave, play with your friends in a private room or just stop typing all together. Less QQ, more Pew Pew.
If you are getting flamed yourself, don't sweat it. You will get flamed multiple times but most of them are said (or typed in this case) to boost their own ego. Don't start a flame war. Try to reason with them. Teach them the right way. And if all of that doesn't work, there is always the block function that will never betray you. Press ESC and then tick the box which is to the right of the player's name.

5.1 Spam
This is one of the most common complaints in S4. Spam, by definition of gaming, is a repeated action. This isn't ‘supposed’ to have bad connotations to it but, in S4, it does.
Complaining about spam is actually very ridiculous if you think about it logically. If your opponent killed you with ‘spam’, that just means they killed you by using the same attack/weapon repeatedly but why is that bad? Is there an unspoken law which makes you noobish unless you use limited amount of attacks to kill the opponent? No.
Another thing is EVERYONE ‘spams’. You can technically spam your gun but why is the term used to melee weapons only? You are doing the same thing by holding down left click but are guns more pro than melee? NO.
Thirdly, if someone is ‘spamming’ they instantly become predictable. They are doing the same thing again and again so why wouldn't they be predictable?
Lastly, if you really deem ‘spamming’ to be ‘noobish’ then you yourself couldn't counter a ‘noobish’ tactic. That's pretty pathetic.

5.2 Type kill
This is a common complaint as well. But, if you think about it, this is totally your fault. If you begin to type while you are vulnerable (which is pretty much ALWAYS), OF COURSE they will kill you. The entire match isn’t going to stop just because you are typing.

5.3 Kill Steal
Not too common but also just as stupid as the last complaint. If someone kills the person that you are killing in a Death Match, then it's fine because it counts as one kill whoever kills the opponent anyway. If you are mad about him getting 2 points and you are only getting 1 (or possibly none) then it's just your ‘incompetence’ to finish off your prey. You may be in the same team but you are still competing with each other.
If you are complaining about ‘kill steal’ in a Battle Royale, you are even more stupid. You are SUPPOSED to ‘kill steal’. That's the point. Let other people wear each other out and then finish them both off.

5.4 ‘Noob’ tactics
This is very common in Station-2 and one of the prime examples includes using the bridge.
Why is this stupid thing to complain about? Well the question you got to ask yourself is: who are YOU to judge other people if they are noob or not? It doesn't matter whether you are a veteran, rookie or a pro. You do everything you can to win in a match (without breaking rules of course) so there is no such thing as a ‘noob tactic’ if it works. But even if it doesn't work, why mock it? Just don't use it yourself and you'll be fine.
Continued below...
Last edited by DanteInfern on Mon Jul 30, 2012 8:46 pm, edited 34 times in total.
New to S4? Learn about EVERYTHING here (click the link below)
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DanteInfern
 
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S4 Ultimate Playing Guide

Postby DanteInfern » Sun Dec 25, 2011 11:20 am

6. Weapon Of the Week (WOW)

To see the other one(s) the link(s) are below:
Week 4: Heavy Machine Gun
Spoiler: show
Weapon Of the Week: Heavy Machine Gun (HMG) 11.2.12
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Introduction
THE 'heavy' weapon in the game. Seriously, they have these kinds of weapons in every shooting games. This is an absolute beast but it is actually quite difficult to use effectively contrary to the popular belief due to the fact that it can be a killing machine at one point and frustratingly inaccurate the next.

Stats
100/∞ ammo
23 on hit
55 on criticals (holy crap)
It has a 1 second delay after left clicking before it starts firing. Similarly, it has a delay when you stop firing as well.
Reloading takes about 5 seconds.
This weapon makes you incredibly slow while firing (and it is already heavy while just carrying it) so you become an easier target.
The HMG has a fixed pattern which changes every 20 bullets:
Image
this weapon will always fire from your left side.
You CANNOT wallshoot with this weapon.

Why use the Heavy Machine Gun?
This weapon has the highest damage output in the entire game. It can also fire for the longest time (only rivaled by the Turret) and it can kill multiples of enemies the easiest out of all the weapons. When you start doing crits (even just one) it takes a big chunk out of the opponent's HP and even though it is quite difficult to use at first, it works well after using it with other weapons and skills.

How to fight with the Heavy Machine Gun
To be honest, this weapon is more about WHEN to use it rather than HOW. It probably won't be your main killing weapon in a 1v1 situation due to your slow speed and long start up time (yes, 1 second is long in S4). That is why the HMG is more of an ambush or defnsive weapon, especially in TD and Siege (if you are going defensive).

The main thing you got to remember is that you cannot use the HMG like you would use normal automatic guns. Take the SMG for example: If someone starts shooting you, you would just return fire with your SMG. However, it is much less effective to do the same thing with the HMG because you are slow and you would take a lot of damage before you even start firing. Just because you have the HMG, it doesn't mean you can tank more health.

A better situation to use the HMG is when your team is attacking. If your team is attacking in Station-2 (the most popular map in S4) , you should take the route your team is NOT using to attack. If you are fighting with the HMG, you want to be the one to fire bullets first and spinning the HMG behind your enemies will igive you just enough time to kill many, if not all, of them. This is why you must anticipate your opponent's attack: Get your HMG firing first BEFORE your opponent attacks.

You also have to remember the HMG's range. You want to be close enough for your bullets to land since the HMG is inaccurate but if you are too close, people can easily kill you with pretty much any swords. If you get attacked by a sword, switch to a different weapon. You have no chance of winning in a close range fight against a sword with a HMG (unless your opponent misses and gets stuck in a delay).

A major upside to the HMG is that it is very good at destroying obstacles. This is also the reason why it can be good in Chaser because you can just destroy anything your opponent is hiding behind.

Lastly, don't be afraid to waste some bullets with this weapon. You have 100 bullets anyway and reloading becomes a pain with this weapon since it takes 5 seconds. You will miss a LOT with this weapon but that's nothing to worry about.

Setup for the Heavy Machine Gun
Weapons
Sentry Gun in my opinion goes best with the HMG in TD and Siege. It can make up for the inaccuracy of the HMG by getting the last few shots in or by distracting the opponent with it so you have enough time to spin your HMG. It also helps to pressure your opponent in TD by spawn camping.

Having a gun like the SMG or the Semi-Rifle is good too since you need to kill people without the HMG as well.

If you are going defensive, having a Rail Gun can work. You will most likely be staying in your base while defending so you need a long range weapon (which the HMG is terrible at).

Skills
The best skill to go with the HMG would be Shield. It will block all bullets coming towards you so your lack of speed doesn't matter much. Also, you can cancel your delays if someone comes after you with a sword so that's a double win.

A good alternative would be Flying. By Flying and canceling Fly at certain moments, you will be more evasive (because the elevation speed of the Fly is pretty fast). It also sometimes give you a better angle for the HMG and there are some jumps you cannot perform while firing with the HMG. This works especially well in Station-2 and you can drop your Sentry Gun without stopping while Flying. Flying also becomes a major beast with the HMG in Circle-2 since there isn't really much place to hide.

More Information
One of the few guns in S4 you can't wallshoot with. It also has the longest reload time in S4 (only rivaled by the Turret once again).
This is one of the oldest weapons to be released in S4. One of the early weapons to be called a 'noob' weapon as well due to it's poor aim.

Week 3: Sentry Gun
Spoiler: show
Weapon Of the Week: Sentry Gun 25.12.11
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Introduction
Being the more often used weapon out of the installment weapons, the Sentry Gun is not often seen in matches like Death Match but a lot more frequently in Touch Down where it can annoy your opponents very much. You can be creative with where you place this weapon and it is easy to get the concept of where to put it.

Stats
3/0 ammo (cannot reload)
After left clicking, your character will do the 'slapping down' animation for a second and the sentry will start to install on the place you clicked (the sentry gun will drop if you clicked while you were in mid-air). While doing the 'slapping down' animation, you cannot move unles you are flying. The installing takes a few seconds and the Sentry Gun has approximately a bit more than 100 HP.
The Sentry Gun will be destroyed if you die, install a new Sentry Gun or a Senty Nell (yes, you cannot have both of them installed at the same time), if it touches the red electric line (in Touch Down) or it falls off the map (like in Station-2).
11 damage per bullet, cannot deal critical hits
Has about 1 second delay before firing when the opponent is in range (the sentry gun will turn red) and fires 4 shots in quick succession.
After firing, it cannot begin to attack again for a few seconds.
Each hit will push the opponent back and it cannot miss (it can still be blocked or intercepted by walls, shields, etc). It will also shoot invisible players.
The Sentry Gun has about 100 degrees radius (it cannot shoot things that are behind it, directly above or to its side) and it is able to hit people even if they are higher or lower than the Sentry Gun.
The maximum range of the Sentry Gun is about this long:
Image
The Sentry Gun will still fire at the 'target' after they have been 'spotted' even if they are in their invincible state, hide behind an object or went out of its range afterwards. The Sentry Gun will still hit the target even if they go outside of it range after going in.
Every time the Sentry Gun shoots someone, the hits will count towards your combo so you will know if someone is in front of your Sentry Gun. You will also be able to hear your Sentry Gun get hit.

Why use the Sentry Gun?
The Sentry Gun is can become very disruptive in Touch Down as it will never miss and it will cause knockback. This can cause failures in jumps, wear the ball carrier down or even finish them off if they went past everybody else. If you are a keen defender, this weapon is a 'must-have'.
The Sentry Gun is good at helping you kill an enemy:
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Helping your team kill an enemy:
Image

And sometimes even kills the enemy by itself:
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How to fight with the Sentry Gun
The first thing you got to know is that you don't FIGHT with the Sentry Gun. Not just by itself anyway. Sentry Guns are not able to be moved once it has been installed and you only have 3 of them in one life so placing them down anywhere is a bad idea. The Sentry Gun can be easily destroyed, even if it is placed on the best place possible if its by itself and placing one while getting attacked is a bad idea. If you want to use the Sentry Gun effectively, you have to treat it like a partner (who just so happens to be in no state to move).

When you are trying to find a good place to set a Sentry Gun, many things need to be covered. The first thing to think about is its range. The Sentry Gun has a limited a range so your opponents will be able to take it out without taking any damage themselves if it is out in the open. You have to make sure your opponent will be in range of the Sentry Gun if they see the Sentry Gun.

The second thing you have to consider is its angle. The Sentry Gun is not able to turn 180 degrees fully so normally, you would want to place it next to or in front of a wall. This helps to cover the Sentry Gun's blind spot as much as possible so your opponent will have no choice but to be in the Sentry Gun's range to shoot it.

Thirdly, you have to think about your opponents. The reason why this weapon is used more frequently in Touch Down is because all the enemy will be coming from one direction. There is a clear spot where your opponent has no choice but to go through so placing the Sentry Gun there is key. In a map like Neden-1 however, your opponent doesn't HAVE to go anywhere. They could always run into your Sentry Gun but once they do, there are many places to shoot it from so it will be taken out quickly.

The last thing to think about is whether you can protect it easily. You don't want your Sentry Gun to be destroyed quickly because you only have 3 of them per life (and you don't want to die to replenish them). If your Sentry Gun starts attacking someone, you should start attacking them too. I find it more effective if your Sentry Gun and you are attacking the enemy from different sides so your enemy will be surprised.

Similarly, you should attack your opponent if they are attacking your Sentry Gun. Your Sentry Gun can be easily taken out by Wall Shooting or by a long range weapon like the Rail Gun. By shooting them, it will put their aim off and you may even be able to take them out completely if they are distracted by your Sentry Gun.

Here are some examples to give you an idea as to where to put your Sentry Gun. Keep in mind that you should not be limited by the ones I show you (there aren't many anyway) and it is good to find your own spot.
Tunnel
http://neuropod.net/imagehost/uploads/13d3b2dc44978c7f260442431058f758.jpg
http://neuropod.net/imagehost/uploads/38733cdbe4d01fe4a39b855918208561.jpg
http://neuropod.net/imagehost/uploads/4c3272b2c9efff70760b5d49b42c57ac.jpg
http://neuropod.net/imagehost/uploads/3bf4290d202013b9a80e0947f9e0d059.jpg
http://neuropod.net/imagehost/uploads/cb1f5c77de60bcbc08ad4b99679a20d9.jpg

Neden-1
http://neuropod.net/imagehost/uploads/747b1b2f9fef1431bbd9b9337a2c34f4.jpg
http://neuropod.net/imagehost/uploads/65a421ff03366864f0aeece2b41ecbc6.jpg

Station-2
http://neuropod.net/imagehost/uploads/201c27ce08610761b8af2b7fcbc15993.jpg
http://neuropod.net/imagehost/uploads/36f6d8460c10ebac5c31ea07ef1eab56.jpg
http://neuropod.net/imagehost/uploads/ff98b8eac89a7c561eb83f689117f1ce.jpg

Setup for the Sentry Gun
Weapons
Since you can't attack directly with the Sentry Gun, it is important to have a gun with a good damage output (like the SMG, Semi-Rifle, Smash rifle). If all 4 shots of the Sentry Gun hits your opponent, they will be significantly weaker so it makes the job easier too.
If you are a defender, then you are likely to be attacking your enemies from far awya. Leaving your Sentry Gun alone isn't always a good idea so sniping weapons like the Rail Gun or the Cannonade and long ranged weapons like the Semi-Rifle are good weapons to use for defending with the Sentry Gun. Your Sentry Gun will also act as the 'third-eye' so you will be less vulnerable against invaders while you are concentrating on sniping.
Having the Senty Nell with the Sentry Gun is a bad idea because you can only have one of them installed from one person at a time.

Skills
If you really don't want to stand still while setting the Sentry Gun, equip Flying. Flying will also help you with sniping weapons so you can be a sniper/defender of your team.
Block can be used to create another wall to limit the ways your opponent can go through. This way, you can lead them to go towards a certain direction for them to be always in the Sentry Gun's range if they want to pass.
HP Mastery and Shield can be surprisingly effective because your Sentry Gun will only be alive as long as you are alive. Being able to tank more damage becomes crucial in 2v1 fights (as in you and your Sentry Gun vs someone else).

More information
One of the oldest weapons to be implemented into S4, this is also one of the only two installment weapons.
This is also one of the few weapons with auto-aim.
Your opponent's Sentry Guns will obviously be seen as red.

Week 2: Counter Sword
Spoiler: show
Weapon Of the Week: Counter Sword 18.12.11
Image

Introduction
This is one of the more often used weapons in S4. Seriously, go in a Sword Only match and you’ll probably see only one person without this thing. The newbs and noobs like to use this because they think they can kill everyone with click click click. The pros like to use this weapon because you can block most melee attacks, good range and good damage output and you can perform so many glitches with this thing, it’s crazy.
This is also the sword which has been subjected to being the ‘noob’ weapon. You will often see people typing ‘CS noobs’ or ‘CS spammer’ (even in gun matches) so it may put you off at first but you will get used to it.

Stats
Melee weapon
Left click: Light slash which charges forward very fast (almost instant). This can be clicked multiple times for a combo of up to 4 chains. The first and the fourth click do 2 hits. The first click has the longest range, the attack after the second click will take the longest and the fourth click has the longest delay and its delay cannot be cancelled into an uppercut. If you choose to stop the combo, you will be stuck in place for about half a second. This delay can be cancelled into an uppercut.
This attack can flinch people and hit people when they are on the floor, on the wall or even when they are in the air (you can still miss).
The range of the first click (from the Sentry to the red player):
Image

Left click (hold): Heavy Slash/Uppercut. This attack creates an uppercut which knockbacks your opponent (further than the Plasma Sword but shorter than the Storm Bat) which can wall slam. This attack can hit people who are below and above as well (crazy, I know). You will be fixed on the spot while and after performing an uppercut for about half a second. This delay can be cancelled into a light slash.
To perform a critical hit with this weapon, you must be standing close to the opponent as well as facing them with your character (check 2.3 Specific game elements then Critical Hits).
Just like the light slash, this attack can hit people while they are on the wall, lying down or when they are in the air (obviously the uppercut hits higher).
The range of the uppercut:
Image

Left click (while in mid-air): A smash which makes you go forward as well as downwards. This attack has a noticeable start-up time where you will be fixed on the spot in mid-air. This also makes a wide smash which hits all around you but you can only hit people who are below you or on the same level when you descend (so if one person performs a stun with the Plasma Sword while the other uses this attack after they have both jumped at the same time, he will be the only one to hit you). You will be fixed on the spot for about half a second (again) after the attack. This delay can be cancelled (again) into an uppercut and if you left click during the delay, you will always perform an uppercut (no matter how long you hold the left click for).
To perform a critical with this weapon, you must land near them but not on them as well as performing the normal condition (check 2.3 Specific game elements to Critical Hits). So try performing a crit by landing right in front of them.
This attack can hit through some walls and (like most jump attacks) this can hit people lying down.
The distance the jump attack can move you forward:
Image
NOTE: This distance will not be reached with just a normal jump. This is because you will stop going forward with this attack when you land.

Right click: Revenge (can hold). While holding the Right click, your character will put their left arm up (the arm with the giant fist) to guard against attacks. While guarding, most melee attacks will do no damage to you and the person who initiated the attack will be stunned. This can only block attacks from the front so your sides and your back will still be vulnerable. While your character is lowering their arm when you release the guard, you will only be able to move and jump for less than half a second.
The guard can also be cancelled into a light slash or an uppercut but only when your guard is fully up (so you can’t attack instantly after guarding).
The Revenge cannot guard against:
Plasma Sword’s jump attack
Counter Sword’s uppercut
Storm Bat’s jump attack
Twin Blades’ second part of the left click ground combo (clicking twice) and charge attack
Breaker’s jump attack and charge attack.
Also see Comet/Meteor and Revenge Dodge in the ‘4. Glitches’ section.
All non-melee attacks

Damage:
First Left click: 15 each, 45 on crit (the first part cannot crit)
Second and Third Left click: 30, 60 on crit
Fourth Left click: 23 each, 67 on crit (the first part cannot crit)
Uppercut and Jump attack: 40, 90 on crit

Why use the Counter Sword?
If I didn’t say this already, I’ll say this now: This weapon is a beast. It fits into so many situations and it works well with many weapons. It has good damage, good range and lots of glitches to use so what’s not to like (actually there is plenty)? This weapon is also essential in Sword Only matches as it is the only weapon in the entire game which is able to block melee attacks. Don’t be mistaken though; this weapon won’t make you invincible (it will actually make you pretty vulnerable a lot despite its name).

How to fight with the Counter Sword
Now before I start, a written guide is probably not the best to show how to use the Counter Sword. A video will be a lot better but I am an absolute amateur in making videos so this is the best I can do. However, there are other good tutorials and guides which I will give you the link at the end.

You may have already used the Counter Sword before and if you are a newb/noob, you might wonder: why do you need a guide for the Counter Sword? All you need to do is spam left click! This may work against other newbs’noobs but you will be defeated ridiculously easily against skilled players.

The biggest downside of the Counter Sword is its delays. There is a delay after every single attack which makes you vulnerable. You can cancel these of course but you can only cancel them to another attack which has its own delay. And even when this sword boasts its own range, it really isn’t that difficult to just run backwards and shoot (or rip you apart while you are standing still with a sword).

In a gun match, you will need to attack less often with this sword. The delays will kill you fast and remember that in gun matches, you can be attacked from anywhere so standing still for a short while is a very big loss.

In a sword match, this is a bit less of a problem. After your delays, you can quickly guard up and that will stop most attacks. However, your opponent will probably adapt to this so they will start using unblockable attacks so keep that in mind.

Light Slash
Despite its range, you shouldn’t attack with this often. It’s fast and you can chain it into combos but all your opponent has to do is dodge (even if he gets hit) a couple of times and he will be out of your range while you are stuck in your delay or attack. Instead, use it for evasion. Since it’s so fast and has good range, use it to get out of your opponent’s range. In Sword matches, use it to go away from your enemies, especially if you missed an uppercut, there are other enemies around you or when you are have the ball. You should also click more than once (but rarely more than twice) sometimes to have a little of bit of mix-up as the second click may give you the extra push you need.
In a gun match, use it like the above except you shouldn’t click more than once and you would preferably want to use it to go behind obstacles or walls for cover.

Another way to use this attack (other than for damage) is to use it to get your opponent in range for your uppercut. Just click once to get close (the light slash doesn’t have to hit) and then uppercut them. You should aim your light slash to where your opponent will be so predicting their movements is something you have to get used to. This works especially well against people who have the revenge up because they will expect you to hit their Revenge for you to get stunned but you are only aiming near them. You can also use this after you hit your opponent with an uppercut near a wall. When people are hit, their normal reaction would be to dodge for recovery so you can use this for your advantage. This technique doesn’t work so well in normal matches but it can be effective in Sword Only.

Use this to attack cause damage if your opponent is low on HP. This attack is easy to counter but difficult to dodge entirely. You obviously can’t counter if you are dead so you will be safe during your delay.

Another way is to use it after you uppercut someone against the wall for a wall slam. You are not able to recover from a wall slam until you fall to the ground and this sword's light slash can hit them whether they are on the wall or on the ground for a 'safe' hit. You can even chain this into a second uppercut if your opponent is still in range.

Lastly, remember that after left clicking, you have 4 choices. You can cancel the delay into an uppercut for a combo, cancel the delay into a timed delayed uppercut, continue the combo or wait for the end of the delay. Mixing these options is good so you stay unpredictable.

Uppercut
This will be your primary attack with your jump attack. You will probably use this attack more in Sword matches because other people can guard against jump attacks. However, if you have another melee that can cause knockback with less delay (like the Plasma Sword’s heavy slash or the Storm Bat’s swing), use that one more often if you can hit them with it instead. It will leave you less vulnerable and you will have more choice in your next action.

What I mean is that while you are using the uppercut, you are fixed on the spot. But, while you are using the Plasma Sword’s heavy slash, you are able to move left and right and even jump which makes you more evasive. After an uppercut, you have to stand still or chain it into a light slash. After a Plasma Sword’s heavy slash you are free to do anything which will leave you less open as well.

Only use the uppercut instead of other heavy slashes if:
Your opponent has their Revenge up
You THINK your opponent will have their Revenge up
When you find it difficult to hit people who are in the air (those Plasma Sword ‘pros’ who bobs up and down)
When you can’t hit them with your ‘normal’ heavy slash
When you want to cause stronger knockback (this situation does not apply if you have the Storm Bat because the Storm Bat’s knockback is stronger than the Counter Sword’s)

There is also a way to hit higher with the uppercut.
Step 1: Hold Right click (you can just tap it and skip to Step 3 if you want)
Step 2: Release Right click
Step 3: Perform a dodge (so this dodge becomes a revenge dodge)
Step 4: Immediately uppercut
Here is a video to show you how far it can reach and some places you can use this in:
http://www.youtube.com/watch?v=a3Q0BNoF ... ideo_title
Like I said before, you can also use the uppercut to hit people below you. For example, when you are in this situation:
Image

You can still hit them
Image
A heavy slash from a Plasma Sword or a Storm Bat would obviously not hit the person underneath. However, the Counter Sword’s uppercut will hit (just replace the Sentry Gun with a real person in real situations).

Jump attack
This attack is very useful to hit many people at once. It can be also difficult to dodge, especially if you are up high so using this attack after a wall jump can give you easy hits. Another beauty of this attack is that if you combo this into an uppercut, you would have killed (if you made cirts) or nearly killed your opponent. The jump attack + uppercut will deal 80 damage and 130 if one of them was a crit. The delay at the start can also be a good thing because you can change your direction of attack easily.

After a jump attack, you have 3 choices. You can hit your opponent with an uppercut as a follow-up (they will likely be in your range), delay your uppercut to time your hit against the opponent or you can just wait until your delay is over.
Only use an uppercut as a follow-up if your opponent is in range, a missed uppercut leaves you open so it isn’t good idea to spam left click. However, this means that even if you miss your jump attack, you can always try to hit them with your uppercut quickly.

Delay your uppercut if you know your opponent is aiming for your jump attack delay or your ‘missed’ uppercut delay. This works well against people who aim their Plasma Sword/Spy Dagger dash at you.

The safest option is to get your Revenge up after a jump attack. It will block most attacks and you will be able to revenge dodge right afterwards.

Remember that your opponent can jump over or dodge this attack entirely and attack you before you can do any of the above things so don’t attack carelessly.

This attack is also the best (in my opinion) attack to use for ‘Boomerang’. Boomerang is performed by recovering from a knockback which will most likely make you go high and further away from your opponent. This attack will stop you going further (like the Plasma Sword) and you can use the height you gained from the knockback to your advantage to attack your opponent while they are still in their delay. Not to mention that this jump attack can deal the most damage at once because it can chained into an uppercut.

The last thing to mention is that this attack can help you on some jumps. It will make landing easier (the ‘tree jump’ in Arcade mode, the second part of stage 6) or it can take you further to reach places that you normally wouldn’t be able to (Side-03 is a good example).

Revenge
In gun matches, you won’t be using this much since people can decide to shoot you. This is used more often in Sword matches as it can block more than half of the melee weapons available in the game so it becomes especially crucial in Touch Down (when you have the ball) and Siege (when you are trying to capture a point). The Revenge won’t help you much against most Breaker users since they use their jump attack primarily but it will make it very hard for the Plasma Sword and it will destroy the Spy Daggers.

However, in gun matches and sword matches alike, you can still use this for tricks with the Revenge dodge. After a Revenge dodge, you can do many things like:
Afterimage: After a Revenge dodge, cancel the dodge by pressing space and then use the jump attack. This can be difficult but it will surprise your opponents and it is better than doing a normal dodge then jumping for the jump attack as it is faster. With the Revenge dodge, you can also make it look like you are jumping off a ledge but come back with an Afterimage.

Uppercut people on higher levels (as in the height, not ranks): The Revenge dodge will make you go up as much as a normal jump would do so you can uppercut people who are higher much faster.

The uppercut used after the Revenge dodge can also hit people who are on the same level but if you want to use a different heavy (like the Plasma Sword’s one) instead, you can switch to that one and it will give you the perfect height to hit someone on the ground. It is easy to make mistakes with this though so get used to using the uppercut first.

Setup for the Counter Sword
Weapons
In a normal match, you don’t really have to be picky. This sword can go into the usual ‘2 guns and 1 sword’ set so you don’t have to boggle your mind to much.
In a sword match, you MUST have this sword so it’s not much of a problem to use this with any other melees. I find that using the Plasma Sword with the Counter Sword the most effective because they both have attacks that are very different in properties (just compare them and you’ll see what I mean) which gives you more options and comets/meteors works the best with the Plasma Sword in my opinion.

Skills
The only particular skill that this weapon works well with would be Flying just because it will give you more range for your jump attack and you can maintain your flight while moving with the Revenge dodge. You can also perform meteors while flying, but you won't be able to do this in a Sword Only match and in an unlimited match, equipping two swords isn't usually a good idea (these tricks also costs a lot of SP as well). Anchoring can be used as an alternative if you want (anchor to the wall your opponent is nearest to then jump attack).
Other than that, you don’t have much to be fussy about. This weapon can go well with most skills.

More information
Like I said before, the jump attack can go through some walls but the uppercut can go through some walls too. Using this to your advantage impractical in many situations but you can always experiment.
You may have noticed that the Counter Sword's light slashes will make you go back a bit after you decide to stop the combo (even after the 4th slash).
This is the only melee weapon with 2 FPs, one being the Crow Counter Sword and the other being the Guillotine.
This is the melee with the most number of attacks (if you count the Revenge as an attack too) along with the Plasma Sword (this also has 4 different attacks).
The Counter Sword is also one of the oldest weapons to be subjected as a ‘noob’ weapon.
This video may give you more of an ingame demonstration so watch this if you want to see more (made by FukYeahSeaking:
http://www.youtube.com/watch?v=D_82pV5z ... ideo_title

Week 1: Mind Shock
Spoiler: show
Weapon Of the Week: Mind Shock (MS) 11.12.12
Image

Inroduction
Mind Shock is an underused weapon that has been around S4 for quite a while. It has a pretty bad reputation due to its auto-aim but, in my opinion, this is one of the harder weapons to kill someone with effectively and thus deserves a better reputation.

Stats
15/∞ ammo
5~8 on hit
14~16 on critical hits
Fires approximately 2 shots per second
When you let go of the left click, you cannot attack with it again for 2 seconds
Reloads 3 ‘shots’ per second
This weapon has an auto aim so all you have to do is just face the direction of the opponent as long as they are in your range. It also hits invisible enemies for you.
To do critical hits, you must put your opponent in the cursor. When you are very close to the opponent, have your character face the opponent (kind of like trying to crit with swords).
To hit targets that are on a higher/lower ground, you may have to go further away from them. You cannot deal critical hits against enemies who are on a higher/lower ground.
You cannot hit enemies who are too close to you if they are on higher/lower ground.
The maximum range in a straight line is about this long:
Image
This weapon can hit through walls/objects/whatever and it will heal you about 25% of the damage dealt.

Why use the Mind Shock?
For starters, the Mind Shock is the only weapon in the entire game which can hit through walls (except arguably the Counter Sword). This can work to your advantage greatly because if there is an unbreakable wall/object/whatever between you and your opponent, you can sap his HP at your leisure.
It can also work on trying to hit a very evasive opponent. Since all you have to do is just face them, it won't be a problem. Don't think you are going to kill them easily though. The Mind Shock’s damage is very weak compared to many other weapons so you'll probably get crushed in a head on fight.
Lastly, you can heal yourself with the Mind Shock. If you look at the stats, it is obviously not much. The Mind Shock isn't a weapon to heal you to full health but a weapon to keep you alive for longer. A few hits could increase your HP enough to take another bullet or sometimes you can literally feed off your opponent.

How to fight with the Mind Shock
I've seen newbs just running straight at the enemy and start zapping away which ends with their death after they have taken about 20HP off the opponent. The Mind Shock is not a weapon to be used primarily and needs certain conditions to be used effectively.

When attacking with the Mind Shock, I prefer to mix dodging in it as well. The Mind Shock makes you quite slow while attacking with it and this is a slow leeching weapon.

Try matching your jumps with your opponents. You can only do crits if you are on the same level of elevation so it is important to jump when your opponent jumps.

The easiest way to use the Mind Shock is to be used to finish off the target. When you are locked into a gun fight and your opponent is low on HP but you ran out of ammo, you can switch to the Mind Shock to deliver the final blow. This can be a better alternative to using swords (which is what normally people do) as a finisher because the Mind Shock cannot miss and it does not leave you open as much as swords and it gives you a tiny bit of health.

Another way is to use it when your opponent is behind a wall/obstacle/whatever. This is especially obvious when your opponent is behind a wall but you can use the obstacles (like the boxes in Neden-2) when you are fighting by zapping the enemy while staying behind the obstacles. If he comes towards you, go around the opposite way or go behind another one. This can make your opponent very frustrated (I should know) and you'll be chipping his HP off without taking damage yourself which always feels good.

Mind Shock is not made to be used against multiple opponents. Use a weapon with a higher damage output for multiple enemies (especially in Touch Down).

Setup for the Mind Shock
Weapons
If the Mind Shock is the only weapon you have that can deal damage then you are in trouble. It is one of the weakest weapons in S4 so you'll need a good damage dealer. Weapons which are preferably mid to long range (like the Sub-Machine gun, Semi-Rifle, Smash Rifle) go well because it can cover the range the Mind Shock can't.
Sentry guns/nells may work by luring the enemy with Mind Shock.
Swords aren't necessary with the Mind Shock because when you are in close range, you can use the Mind Shock instead of the sword.

Skills
Detect can be very useful in DM maps like Neden-1 and Neden-2. Since Detect has a limited range, it's only useful for spotting enemies behind walls so you can aim for critical hits easier.
Another good one is Block. You can even have some fun with it by making a block a shocking the enemy behind it. If they come after you, all you have to do is go the opposite way around the block.
Quite boring but the HP Mastery can work as well. You can tank more HP and you have more space for your HP.
There is a ‘troll’ self-healing set where you use the Mind Shock with Metallic. I personally don’t think this works but maybe you can experiment.

More information
If the opponent’s HP is seen to be 0 on your screen (by lag), the Mind Shock will not hit them.
In Korea, this weapon is nicknamed as the ‘mosquito’ (in Korean obviously). You can guess why.


7. Other good tutorials/guide

Spoiler: show
ronbor135
http://www.youtube.com/watch?v=QvutVCxRKC0
Guide for air hugging. You can also learn fade step and mixing them up here.

cautioN419
http://www.youtube.com/watch?v=d9JZ2Y-S ... ideo_title
http://www.youtube.com/watch?v=Uk2ko9NZ2DY
A guide with COMMENTARY for rail gun users.

WAZAAAAA8
http://en.alaplaya.net/forum/playing-tips-f206/arcade-mode-the-ultimate-tutorial-t159822.html
This is in the forum but I recommend you this guide as well. You will need this more now because we can't glitch Stage 7 anymore.

TuttoAron/0Harakiry
http://www.youtube.com/watch?v=uH6ZMaZQgWk
http://www.youtube.com/watch?v=J8edgYPR ... ture=g-all
Very good advanced sword only (and some unlimited mode).Check out his channel too for some laughs.

http://www.youtube.com/playlist?list=PL ... e=view_all
The entire Arcade mode playlist in the normal difficulty setting.

http://www.youtube.com/watch?v=9S8ngWhnAdE&feature=plcp
Guide about stuns and SP.

FukYeahSeaking
http://www.youtube.com/watch?v=JGJHtx9u ... ideo_title
http://www.youtube.com/watch?v=gJHZASRkNiU
http://www.youtube.com/watch?v=SjzHia_RTKQ
http://www.youtube.com/watch?v=ETmRlgR8W6I
http://www.youtube.com/watch?v=D_82pV5zdRs
http://www.youtube.com/watch?v=5a1kU9Q_GzQ
These are good sword only guides for beginners and intermediate players. The last one is also a comet/meteor guide. His channel is also full of funny and cool videos (like the Guns vs. Swords series).

Kal-En/Crippled Master/houseofkal
http://www.youtube.com/watch?v=NMM-dXLOG9Y
How to crit with the 3 original melee weapons (most attacks).


8. Credits

I don’t think you are supposed to credit yourself in the credits so I'll just skip that.
Credits go to:
All the people in the mentioned in the ‘7. Other good tutorials/guide’ section.

TuttoAron/0Harakiry/Harakiry and Willisagenius for pointing out errors in my guide and inspiring me to test more things. Also, he brought it up on the IRC.
heeeyrager for suggesting to put most of the guide in spoiler tags.
Nienn for making me experiment further in Chaser mode for ways to disrupt the chaser.
WaffleOfDoom for splitting my post.
WolfenAxel for making this topic into a sticky.

And you, my dear reader, for reading.

9. Help

This guide is obviously not complete. But you can help with your suggestions too. Anyone who contributes will be mentioned in the credits of course.
Also, just keeping this topic alive for people to see is also helping.
If you have personal questions and you think it isn't covered in the guide, feel free to PM me or post your question.

The previous discussions are here since this thread got split:
http://en.alaplaya.net/forum/playing-tips-f206/s4-ultimate-playing-guide-prior-postseur-t487597.html
Last edited by DanteInfern on Thu Jun 07, 2012 4:27 pm, edited 8 times in total.
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S4 Ultimate Playing Guide

Postby ERLNWlia » Wed Jan 18, 2012 6:40 pm

this topic prabobly died because in most ways its pointless i saw many players caling airhug hacking and auto aiming
its not bad guide but i already saw similar and most players just look on youtube for tricks --any guide wont help you aganist hackers -- but still good work :3
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Re: S4 Ultimate Playing Guide

Postby DanteInfern » Wed Jan 18, 2012 7:03 pm

ERLNWlia wrote:this topic prabobly died because in most ways its pointless i saw many players caling airhug hacking and auto aiming
its not bad guide but i already saw similar and most players just look on youtube for tricks --any guide wont help you aganist hackers -- but still good work :3
Actually one of the main reasons why this topic died is because hardly anyone wants to gouge through walls of text (even though they are mostly factual) and the fact that Playing Tips isn't visited much doesn't help (many people look at things in the General Discussions).

Newbs can call anything a hack if they can't do it themselves and haven't seen it themselves. And Airhugging doesn't auto aim (weird people they are).

The reason why I made this guide is because I wanted everything needed (from beginners to more experienced players) for players in ONE place. I don't have any kind of video making powers so I thought writing would be a lot more useful. There are many things you don't know in S4 even after playing it for a long time.

If the game itself can't defend against hackers, that isn't the game's fault but Alaplaya's.

I would say you kind of necroed this but oh what the hell. Who cares if anything gets necroed in the Playing Tips? I haven't been exactly updating my guide because I thought it was dead.
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Re: S4 Ultimate Playing Guide

Postby ERLNWlia » Wed Jan 18, 2012 8:22 pm

not realy just randomly read forums but i found it interesting xD
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Re: S4 Ultimate Playing Guide

Postby TuttoAron » Thu Jan 19, 2012 11:32 pm

About the Sentry Gun, if used with Block (placed correctly) in certain maps, it doesn't just force the opponent to go to a direction, it blocks both the directions unless the Block or the Sentry gets destroyed. The Sentry Gun is a solid object, pretty much like a player so it acts like a second miniblock!

Why didn't a mod move your post already, wtf is wrong with them?
You fail with Swords? Not anymore!
tutorial 1 >>> http://www.youtube.com/watch?v=uH6ZMaZQgWk
tutorial 2 >>> http://www.youtube.com/watch?v=J8edgYPRo5I

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Re: S4 Ultimate Playing Guide

Postby Kurapika69 » Thu Jan 19, 2012 11:54 pm

I love u man, for your healthy attitude towards things. And thanx for some useful tips for the newbies like me. Also, I don't mind walls of text, instead I find watching tutorial vids on youtube fruitless. Btw, why most of MMO's have to be so complicated? Everytime I try a new one it seems like you have to learn the Arcanes of Magic to be a decent player. Life is complicated enough. And hard. At least mine is. So imo, games which are kind of toys for more mature users, shouldn't be. Anyway, keep up your attitude. :)

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Re: S4 Ultimate Playing Guide

Postby DanteInfern » Fri Jan 20, 2012 12:50 am

I'm crying right now. People are actually replying to this guide after a while. Thought everyone forgot.
TuttoAron wrote:About the Sentry Gun, if used with Block (placed correctly) in certain maps, it doesn't just force the opponent to go to a direction, it blocks both the directions unless the Block or the Sentry gets destroyed. The Sentry Gun is a solid object, pretty much like a player so it acts like a second miniblock!

Why didn't a mod move your post already, wtf is wrong with them?
I'm not so sure about using a Sentry Gun as a second block would be too effective. Even though it is a solid object, it can be destroyed too easily compared to the block so it's less reliable.

A mod moving my post... where?

Kurapika69 wrote:I love u man, for your healthy attitude towards things. And thanx for some useful tips for the newbies like me. Also, I don't mind walls of text, instead I find watching tutorial vids on youtube fruitless. Btw, why most of MMO's have to be so complicated? Everytime I try a new one it seems like you have to learn the Arcanes of Magic to be a decent player. Life is complicated enough. And hard. At least mine is. So imo, games which are kind of toys for more mature users, shouldn't be. Anyway, keep up your attitude. :)
I haven't tried many MMOs but I guess S4 has some annoying factors to make it seem complicated. But after playing for a while, you'll see that it isn't too complicated (like how you get used to many games after playing it for a while). And yes: life can be complicated and hard. That's why you have games.

Maybe I should start updating this guide again. Annoyingly busy these days but I'll think about it.
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Re: S4 Ultimate Playing Guide

Postby TuttoAron » Fri Jan 20, 2012 3:14 am

Kurapika69 wrote:I love u man, for your healthy attitude towards things. And thanx for some useful tips for the newbies like me. Also, I don't mind walls of text, instead I find watching tutorial vids on youtube fruitless. Btw, why most of MMO's have to be so complicated? Everytime I try a new one it seems like you have to learn the Arcanes of Magic to be a decent player. Life is complicated enough. And hard. At least mine is. So imo, games which are kind of toys for more mature users, shouldn't be. Anyway, keep up your attitude. :)
Bitches don't know about my sword tutorials in my signature.

DanteInfern wrote:I'm not so sure about using a Sentry Gun as a second block would be too effective. Even though it is a solid object, it can be destroyed too easily compared to the block so it's less reliable.

A mod moving my post... where?
While they are busy destroying the Sentry that is blocking their path along with the Block, they will eventually get hit by your Sentry, by you and by everyone else defending the base. You may think, "easier said than done", or "lolwtf you suck with guns", but imo it grants you a "perfect defense" for some seconds... though it can only be applied in maps where Block isn't enough to block completely the TD goal, like in ST-2, Hype, Temple-M, maybe Highway too. In maps like Tunnel and ST-1 a single Block is enough to block entirely the path.
But this is just me and my little experience.

I like giving feedbacks to the new stuff you put in the thread because it's a pretty good guide, just that, I'm not forcing you or saying that you should continue writing it... just saying ;S

And yeah didn't you surpass the characters limit so you needed a second post to split the guide into two?
You fail with Swords? Not anymore!
tutorial 1 >>> http://www.youtube.com/watch?v=uH6ZMaZQgWk
tutorial 2 >>> http://www.youtube.com/watch?v=J8edgYPRo5I

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Re: S4 Ultimate Playing Guide

Postby DanteInfern » Fri Jan 20, 2012 7:21 pm

TuttoAron wrote:
Kurapika69 wrote:I love u man, for your healthy attitude towards things. And thanx for some useful tips for the newbies like me. Also, I don't mind walls of text, instead I find watching tutorial vids on youtube fruitless. Btw, why most of MMO's have to be so complicated? Everytime I try a new one it seems like you have to learn the Arcanes of Magic to be a decent player. Life is complicated enough. And hard. At least mine is. So imo, games which are kind of toys for more mature users, shouldn't be. Anyway, keep up your attitude. :)
Bitches don't know about my sword tutorials in my signature.

DanteInfern wrote:I'm not so sure about using a Sentry Gun as a second block would be too effective. Even though it is a solid object, it can be destroyed too easily compared to the block so it's less reliable.

A mod moving my post... where?
While they are busy destroying the Sentry that is blocking their path along with the Block, they will eventually get hit by your Sentry, by you and by everyone else defending the base. You may think, "easier said than done", or "lolwtf you suck with guns", but imo it grants you a "perfect defense" for some seconds... though it can only be applied in maps where Block isn't enough to block completely the TD goal, like in ST-2, Hype, Temple-M, maybe Highway too. In maps like Tunnel and ST-1 a single Block is enough to block entirely the path.
But this is just me and my little experience.

I like giving feedbacks to the new stuff you put in the thread because it's a pretty good guide, just that, I'm not forcing you or saying that you should continue writing it... just saying ;S

And yeah didn't you surpass the characters limit so you needed a second post to split the guide into two?
You jelly? ^^

Maybe I should try out this 'perfect defense' thing. Although I don't really like wasting my Sentry Guns.

I like your feedbacks and I'm roaming around, playing the game everyday to find new stuffs.

The replies were 'I'll see what I can do' and 'I don't think I'm allowed to do that'. So unfortunately not.
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