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Wastelander
Registered: 07/24/2010
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Re: Team Objective and You: The Ultimate Guide [20,000 Character Limit edition]

Jul 13, 2012

phillip_maxwell wrote:

abbasman47 wrote:

actually its better to stay in a turf to keep capturing points, if you get outta of it, you stop capturing points, and it might get taken, and you even might fail to capture another turn. so you screwed your self two ways.


Nah man, that's not how it works. Turf War scores points no matter if you or a teammate is standing in it or not; unlike King of the Hill, which requires you to stand inside it. For some moronic reason, though, Turf War awards PERSONAL objective points to those standing inside - but they do not affect the Team score.


whaa!? , I never noticed that ey, my mistake.

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Wastelander
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Re: Team Objective and You: The Ultimate Guide

Jul 13, 2012

phillip_maxwell wrote:

Slaynman wrote:

phillip_maxwell wrote:

20,000 characer limit... is there a way to bypass this? Is it possible for a Mod to remove the restrictions from this post?


Nope, it's what screwed my stuff over so you will just have to deal with it until they do something about it (or if they do anything about it).


I can't think of one benefit to having a character limit. What a waste. Any ideas? Not much I can remove, and tons more to add.



ikr? That's why I made this thread in the first place.

 

http://community.us.playstation.com/t5/Multiplayer-General/Forum-problem-that-won-t-affect-everyone-...

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Big Daddy
Registered: 01/08/2010
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Re: Team Objective and You: The Ultimate Guide [20,000 Character Limit edition]

Jul 13, 2012

phillip_maxwell wrote:

abbasman47 wrote:

actually its better to stay in a turf to keep capturing points, if you get outta of it, you stop capturing points, and it might get taken, and you even might fail to capture another turn. so you screwed your self two ways.


Nah man, that's not how it works. Turf War scores points no matter if you or a teammate is standing in it or not; unlike King of the Hill, which requires you to stand inside it. For some moronic reason, though, Turf War awards PERSONAL objective points to those standing inside - but they do not affect the Team score.


Which is why samuel never gets out of a turf once he's in one... selfish *******!!!! :smileywink:

 

The turf issue is malleable.    You can afford to leave a turf and go fight for others in a close game, if you're aware enough to return should the enemy go for it.




The Biggest Lies

5.) The hats aren't the surprise.
4.) We're working on it.
3.) It doesn't fit the world paradigm.
2.) I'm not in it for the money.
1.) The player pool will be consolidated.


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Sackboy
Registered: 10/01/2011
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Chain Reaction Guide

[ Edited ]
Jul 29, 2012

cr.PNG

Objective

Capture 5 Hills, in order, before your opponents. Your Hill 1 corresponds to your opponents' Hill 5; your Hill 2, their Hill 4. Both teams share a single Hill 3.

 

Round ends when:

  • the 5 minute timer runs out
  • a team captures all 5 Hills

The team with the most Hills occupied by the end of the round wins. If Hill 3 is neutral after 5 minutes, the round results in a tie.


How to Win in a Party

1. Each Player on your team should have designated roles. As soon as the round starts, these Players should immediately begin the following:

  • Player 1 should capture Hill 1. Once Hill 1 is captured, Player 1 should advance to Hill 2. Player 1 should never advance more than Hill 3, in order to defend in case of swift recapture by your opponents. The majority of the round for Player 1 should be spent in Hill 2, however, as Hill 3 will trade sides most often.
  • Player 2 should make their way to Hill 2, ready to capture as soon as Hill 1 is secured. Player 2 should then advance to Hill 3, as Player 1 should be on their way to cover protective duties for Hill 2.
  • Player 3 and Player 4 should make their way to Hill 3, ready to capture and protect. This will be where the majority of the action is seen. Player 2 should be along shortly to help capture, as Player 1 makes begins to recapture Hill 2.
  • Player 5 should make their way to Hill 4, ready to disrupt and prevent the opposing team from capturing their Hill 2 - buying Players 3 and 4 valuable time for Hill 3. This Player will likely be overthrown quickly - after this, he should make his way to Hill 3 after respawn.

2. Ater Hill 3 is captured, Players 3, 4, and 5 should make their way to Hill 4. Player 2 should remain in Hill 3 to recapture if necessary, and Player 1 should either stay in Hill 2, or help recapture Hill 3, depending on the circumstances.

 

3. In a tight game, as the clock starts running low, Hill 3 is the #1 focus. When there are less than 10 seconds left and Hill 3 is neutral or about to fall into enemy hands, all Players should focus their efforts on stepping foot in Hill 3. This will win the round by time limit default, or at least result in a tie. You can do extremely well in Chain Reaction and still lose in the last 10 seconds.

 

A Few Notes

  • Chain Reaction has a 50% chance of being the first round chosen, shared with King of the Hill. If it is not the first round played, it will not appear in the match.
  • Be careful around the edges of a Hill. You don't want to accidentally step out of bounds and restart the capture timer.
  • Remember that an opponent's Hill cannot be captured with you inside it. This is a key strategy for buying time.
  • Absolutely never, ever, under any circumstances, leave a Hill half-captured. Ever.
  • All players should be aware of Hills 1 and 2. If you notice that they haven't been captured, an opponent has likely wandered into the Hill and has prevented Player 1 or 2 from capturing their respective Hill.
  • The worst case scenario is having the majority of your team defeated and giving your opponent time to capture your hills badaboom badabing. Defending players should play it safe; they are most valuable.

Hill Locations by Map

 

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Sackboy
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King of the Hill Guide

[ Edited ]
Jul 29, 2012

koth.PNG

Objective

Capture and occupy a single Hill for as long as possible. Points are only awared if a Player is enclosed in the Hill; each additional Player adds a +1 Point per second (with a maximum of 5 Points per second).

 

Round ends when:

  • a team scores a total of 200 points
  • the 4 minute timer runs out

The team with the most Points scored by the end of the round wins. If both teams score the same amount of Points at the end of the 4 minute timer, the round results in a tie.

 

How to Win in a Party

1. At the start of the round, all Players should immediately make their way to the Hill.

2. If the Hill is in your occupation:

 king of the hill bad.PNG

  • All players should be in the Hill at all times. The more Players that are enclosed in the Hill, the more Points are awarded. There is no need to sit outside the Hill to defend - each Player is more valuable scoring points than defending. Try to stay out of a crowd and away from each other as to avoid enemy Power Weapons and Kickbacks, though Kickbacks are less of a threat if King of the Hill is the first round of the match.
  • Coordinate with your team to defend the Hill - each Hill has several common routes into it that should be defended. Ideally you want to have your camera on at least one entry point into the Hill. Take into consideration which routes are the most common.

3. If the Hill needs capturing from opponent occupation:

  • Players 1, 2, and 3 should immediately rush in and begin taking down opponents. This will also begin the countdown timer.
  • Player 4 should shoot from afar, or just take a more calculated approach to clearing the Hill. The quickest way may not be the most efficient in terms of time management. Once the Hill is neutral, Player 4 should return to the Hill to help capture and score points.
  • Player 5 should also rush the Hill - but should only serve as a distraction, not as an offensive weapon. Your opponents will be immediately drawn to an easy kill, leaving them vulnerable for the rest of your team to kill them. You will not believe how effective this method is... your enemies simply cannot resist chasing an unarmed Player around the Hill.

4. Like Chain Reaction, a captured Hill's countdown timer will begin immediately when an opponent steps foot inside it. If the countdown timer for your opponent is almost complete, sprint towards the Hill in attempt to step foot inside of it. This will negate the countdown timer and return the Hill to neutral - and a neutral Hill is always better than an enemy Hill. Self-sacrifice is an essential ingredient in a King of the Hill victory. Period.


A Few Notes

  • King of the Hill has a 50% chance of being the first round chosen, shared with Chain Reaction. It can also come later in the round, however.
  • Take note of how many enemies are in the Hill by checking the score at the bottom. If the score is increasing by increments of 3, for example, then you know there are 3 enemies present inside the Hill. Use this to your advantage when determining Kickback usage or the most effective methods for clearing it.
  • The Hill will change locations once during the 4 minute duration, usually around 2 minute mark.
  • Be careful around the edges of a Hill. You don't want to accidentally step out of bounds and restart the capture timer.
  • Never, ever leave a Hill half-captured!
  • While in a Hill that your team has captured, take note to see if Your Buddy is Trying to Spawn on You. The reason he is unable to do so is because Buddy Spawn is disabled inside of a Hill. If no enemies or grenades are near, it is worth it to briefly step out of the Hill to let your Buddy spawn - this keeps him from running across the map to get back to Hill, and will add valuable points per second to your total score.
  • If it is possible to do so in a timely manner, wait until your teammates can back you up before you attempt to rush an enemy Hill. Ideally, the 5 man strategy above is in place.

Hill Locations by Map

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Sackboy
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Marked Man Guide

[ Edited ]
Jul 29, 2012

 mm.PNG

Objective

Kill your opponent's Marked Man while defending your own. Marked Man will be assigned to the last 3 Players on the scoreboard for each team. Player 5 will continually be Marked until he leaves 5th Place, at which point the Player who takes his place will become Marked. Killing the Marked Man awards a +1 Point per kill.

 

Round ends when:

  • a team kills the opponent Marked Man 5 times (i.e., scores 5 Points)
  • the 4 minute timer runs out

The team with the most Marked Man kills by the end of the round wins. If both teams score the same amount of kills at the end of the 4 minute timer, the round results in a tie.

 

How to Win in a Party

1. Before the round begins, check the scoreboard to see what place you are in. You've got 3 seconds to check. If you are in 3rd place on your team, you will likely be the first Marked target; be aware of this and be prepared. Make your way to somewhere safe before the round begins in order to give yourself some extra time.


2. 1st or 2nd place are rarely the first Marked target. So,

  • Players in 3rd, 4th and 5th will all likely be Marked at some point. What you want to avoid is a cascading effect, where the last three players clumped together are killed off in close proximity.
  • 1st and 2nd positions should, in most cases, defend the current Marked Man, since they have no chance of becoming Marked during a firefight.
  • As soon as 3rd position is killed and is no longer Marked, he should then start hunting the enemy Marked Man.
  • Once 5th position is Marked, he will remain Marked until the end of the game (or until another Player replaces him on the scoreboard). At this point, all other players are safe to defend or to hunt, depending on the situation.

A Few Notes

  • If you notice you are in 4th or 5th place, be cautious. You never know when you will be Marked next - the last thing you want is to suddenly become Marked in the middle of a firefight.
  • Killing a Marked Man awards an Executioner medal.
  • Rank on the leaderboard is determined by total Objective Points. If all 5 positions are relatively close in score, then it is possible Players in the 1st and 2nd positions could slip into 3rd or 4th and become marked. Be aware.
  • Remember, no kills count except the Marked Man. Never shoot at another opponent when you could be shooting the Marked Man. Don't get distracted by a firefight off to the side - focus on your target only.
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Sackboy
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Treasure Hunter Guide

[ Edited ]
Jul 29, 2012

th.PNG

Objective

Hold the idol as long as possible. Points are only awared if a Player is holding the Idol, +1 Point per second. Only 1 Player can score points in this round.

 

Round ends when:

  • a team scores a total of 150 points
  • the 4 minute timer runs out

The team with the most Points scored by the end of the round wins. If both teams score the same amount of points at the end of the 4 minute timer, the round results in a tie.

 

How to Win in a Party

idol.PNG

1. All Players should immediately rush to the idol when the round begins.

  • Every player should, under any and every circumstance, try to get their hands on a neutral Idol, at all costs. Period. No matter what, even a point here and there before dying can win the game.
  • All other players should either defend the idol carrier or attack the opponent with the Idol, depending on who is in possession of it.

2. If your team is holding the Idol, don't defend in a small group. Push the enemy away from your carrier. Defend a boundary and keep the enemy as far away from it as possible.

 

3. If you are holding the Idol, try to use Melee as your primary, active defense. Melee can easily take down a large group of enemies one at a time, and is a great last defense if your teammates all get killed. Hiding behind corners is a good tactic - what you want is to be able to quickly walk up to your enemy and hit them before they fire enough shots. If you're too far away from the corner, you will not reach them in time. Note that the melee animation will not flow immediately after firing your handgun. Blindfiring your pistol negates the use of melee for about a second while holding the Idol. To perform the melee attack you must have ample time between your pistol usage and swinging the Idol. In other words: in a firefight, you've only got two options. If the enemy is within reach, melee; if the enemy is farther away, pistol.

 

4. If the enemy team is holding the Idol, get your group to make a coordinated, calculated attack. You will not break the enemy's defensive group one at a time. The more people shooting at the Idol Bearer, the more chance there is of the enemy scoring no points by dropping the Idol.

 

A Few Notes


  • Remember, no kills count. Never shoot at another opponent when you could be shooting the Idol Bearer. Don't get distracted by a firefight off to the side - focus on your target only.

team safe.PNG

  • Team Safe is essential for the Idol Bearer. Your enemy will try to lob grenades at you from afar - with Team Safe equipped, you will never drop the Idol, adding precious seconds and points to your score.
  • Every second and point counts. Games can be won by 1 single point. If you see a neutral Idol, grab it.
  • You should know some good spots to set up camp for offensively holding the Idol on each map. Some good locations include the stairwell in London Underground, or the two houses in Plaza.

Idol Spawns by Map

Plunder and Treasure Hunter share the same Idol spawns.

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Sackboy
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Deathmatch Guide

[ Edited ]
Jul 29, 2012

dm.PNG

Objective

Kill as many opponents as possible. +1 Point is scored per Kill.

 

Round ends when:

  • a team scores a total of 15 kills
  • the 1 minute timer runs out

The team with the most Kills by the end of the round wins. If both teams score the same amount of Kills at the end of the 1 minute timer, the round results in a tie.


How to Win in a Party

1. Avoid traveling alone. If one member of your group starts taking damage, the others can retaliate and get a kill/save a death. Spread out, however, as to avoid enemy Power Weapons and Kickbacks. Take advantage of Buddy Spawn. If your opponents travel in a group, you travel in a group. If your opponents are spread out, you definitely travel in a group.

 

2. Always keep one eye in front and one eye behind. Don't get rounded up. You can easily be cornered and lose multiple lives from the same opponent behind your group. They will think you're running away - but if you are looking behind you, you can avoid the fire and catch them by surprise.

 

3. As soon as you hear gunfire and yet you aren't taking damge, turn around and fire. They are attacking a teammate.

 

4. A death is a death, a kill is a kill. Weigh the two given your standing. If you can afford a death, be a little bold. If you can't, be reserved.

 

A Few Notes

  • Team Safe, like in Treasure Hunter, is valuable here. The last thing you want is to accidentally cause a teammate's death, which will be recorded as a free kill for the other team if you were under fire.
  • No revenge, for the same reasons.
  • If you spawn across the map, be careful on your way back to the team. Avoid open spaces and stick to the edge of the map.
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Sackboy
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Turf War Guide

[ Edited ]
Jul 31, 2012

tw.PNG

 

Objective

Capture as many Turf Hills as possible for as long as possible. +1 Point is awarded per second for every Turf captured (with a maximum of 3 Points per second). Points are awared whether a Player is enclosed in the Turf or not.

 

Round ends when:

  • a team scores a total of 300 points
  • the 4 minute timer runs out

The team with the most Points scored by the end of the round wins. If both teams score the same amount of Points at the end of the 4 minute timer, the round results in a tie.

 

How to Win in a Party

 

It is hard to strategize Turf War, as there are 3 different areas of focus, as opposed to just 1 in most other rounds. However, a few rules still apply.


1. Every map has a "central" Turf that sees the majority of the action. This is generally in a neutral location such as the center of the map. At the start of the round, all Players should immediately make their way to a Turf  - ideally, one or two to the nearest Turf, and the rest to the "central" Turf. More offense will be needed at this Turf than the Turfs that lie on the outskirts of the map.


2. Once you have captured a Hill, it depends on circumstances on what to do next. If you feel that your new Turf will remain in your occupation safely for awhile - e.g, your opponents are spawning on the opposite side of the map - move to a new Turf to defend or capture. However, if you feel that your newly-aquired Turf will soon fall under enemy capture, stick around to defend it. It is almost never a good idea to camp inside a Turf for defense, however. Instead, hide off to the side so the enemy will not see you and not be prepared for your defense attack.


3. Like Chain Reaction and King of the Hill, a captured Turf's countdown timer will begin immediately when an opponent steps foot inside it. If the countdown timer for your opponent is almost complete, sprint towards the Turf in attempt to step foot inside of it. This will negate the countdown timer and return the Turf to neutral - and a neutral Hill is always better than an enemy Hill.


4. Turf War opperates in a unique way: Points awarded for each team are inversely proportional to each other, unless one Turf remains neutral. Ergo, if all 3 Turfs belong to one team, they are scoring the maximum 3 Points per second, while the other team is scoring the minimum 0 Points per second. This lead will quickly be insurmountable if this scenario is held for any amount of time - in fact, it only takes about 100 seconds to totally win Turf War in this scenario, and that's starting from 0 Points. It is crucial to prevent your opponent acheiving this at all costs. If you are scoring 0 Points at any given second, recapture Turfs at all costs.


A Few Notes

  • Turf War will never appear as a first or third round.
  • For some unexplained reason, Turf War still awards Personal Objective Points to all Players who are enclosed in their own Turf. Do not be deceived - you are not helping your team by camping in a Turf. Enter, capture, and move on - either to defend from afar or to capture a new Turf.
  • Be careful around the edges of a Turf. You don't want to accidentally step out of bounds and restart the capture timer.
  • Never, ever leave a Turf half-captured!

Turf Hill Locations by Map

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Wastelander
Registered: 07/24/2010
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Re: Turf War Guide

Jul 15, 2012

phillip_maxwell wrote:

tw.PNG

 

Coming soon!


soon or soon­™?

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