First Person Shooter Strategies
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Tactical Movement
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The single most important word to know in any FPS, OUTFLANK. Protect the left and right flanks, and you limit the opponent to the center. If someone has a better connection, faster computer, and is hard to stop in a direct attack, outflank them. Outflanking an opponent gives you a serious edge.

If you want to keep the opponents on their toes, the possibility of attack from any direction is the best way to do it.

A direct attack is the most effective on an opponent. It shows that you are willing to take them on in a head to head battle. However, just like a sports team, players have hot and cold days. Taking an opponent on directly on his good days, and losing, just encourages them, and makes the hot streak last longer. By moving to their flnaks, and popping them in the side or back of the head, it forces them to look over their shoulder more, and target the masses directly in front of them less. A good outflank is done by waiting until the target is engaging your teammates, and then popping out of nowhere, to take one effective shot when they are already occupied. Try a close outflanking run first, and then move further out as needed. Sometimes a hot player will have one or two tag-alongs, protecting their flanks. Time your attack for when they are most occupied with the front, and your rear attack can be a surprise.

Protecting the flanks - For every move, there is a counter move. Protecting your flanks becomes second nature after you've been outflanked enough. After every fire firefight, do a quick sweep and check over your shoulders. Take quick cover, and hit your reload button if you have a clip loaded weapon, this makes sure you have a full magazine for the next engagement. Another big clue to an outflank is in the who hit who messages. If someone runs straight at you 3 times and dies, then their name doesn't pop up as being hit for an extended time, they are outflanking you. It takes practice to keep track of all of the game inputs, but with time it becomes second nature.

Spawn Supression - This is a nasty situation, where almost every player is stuck in the main morph. A direct attack will sometimes work, but most often just adds to the carnage. (A succesful direct attack usually requires a gunner constantly firing.) By running an outflank route, you draw the opponent's attention away from the middle, and if you make it out succesfully, you can now go behind their lines and stop the supression. The most effective player character is whichever one moves fastest. Juke your way out of the spawn, trying to draw and avoid their fire, and then go for the quickest safe spot. Move from one safe spot to the next, making short pauses under cover. Once you are outside of the supression, either go back and take out the supressors (TDM or TKOTH games) or go on to accomplish the game objective (AD or CTF games).

Setting up a Supression - The main key to setting up a supression is to contain their flanks, and then funnel them into a meatgrinder at center. The most tactical players will usually cover flanks, and set up the opponent to go center. Once the flanksa re secured, the masses will rush to fill the center and supress. To avoid a supression, ALWAYS try to keep your flanks open.

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