This tome is all about becoming a better Uncharted 3 player. This community has a vast amount of knowledge on Uncharted going all the way back to the UC2 beta. I hope over time this tome will evolve into something that new as well as veteran players can use as a useful resource to become the best player they can be.
PLEASE READ: Ladies and Gentlemen, this is your thought leader PeteX19 XD. Obviously with so much knowledge comes the problem of laying that information out in a simple and well-executed order. I want you to think this tome as going from complete novice to a veteran who sees UC3 like Neo, Matrix-style. I have started the index off with three main chapters: Basic, Intermediate and Veteran. It will be down to you to decide what subject you feel goes in each. Feel free to add pictures, graphs and videos to your articles. Also, I think it's best if we just tackle the competitive side of things for now rather than any of the co-op.
I will start the index off to give some ideas on subject matter. You don't need to ask my permission to edit this tome, just go for it. There's a comment section at the bottom to give feedback and discuss ideas for the tome.
- cmj4v13 for checking spelling & grammar.
- Luxis for the awesome banner.
- Anyone who contributes to the tome whether that be by writing an article or leaving a comment below.
- Anyone who supports and reads the tome.
- A philosophy on how to use the guide (Read this section before anything else)
The number one complaint about this tome is that it's one thing to read about how to do something but putting it to use is another matter. People want top players to watch their gameplay, tell them what they're doing wrong, and then tell them what to fix. I see that as a completely valid way to learn, but a written guide is very useful, if internalised the right way.
Playing this game at any level can be overwhelming sometimes, especially regarding the skill curve and how much there is to learn. Scrolling through this guide might be daunting at first because of the amount of information there is to understand, internalise, and practice.
You could read the whole guide, start a UC3 match, and have a ton of things you think you're supposed to be doing:
- Got to pick up power weapons
- Got to corner shoot
- Got to throw nades correctly
- Got to have a good starter route
You could come at it from another angle after getting your *** handed to you and say "I am terrible at this game; I shouldn't have done..." and/or "Tried to do what it said in the guide but I can't do it!"
Both these ways of thinking will not help you improve as a player. In the first example, you're trying to tackle multiple problems at the same time, which is overwhelming and will probably lead to frustration. The second example, is analysing your performance at the end of a bad match. At this point, anything you say will be tainted by an emotional response, rather than through a level-headed analysis. Don't do these yo XD
So I'm going to tell you how Day does it, but in a Uncharted 3 context. Any learning technique is universal for most situations, so it's all relevant.
- Don't try to analyse your performance through an emotional response.
- Instead of tackling multiple problems, make one adjustment to your playstyle. That one adjustment should be well thought-out and practiced, so that it seamlessly merges into your playstyle.
Let me give you an example of an adjustment I have been working on recently. Close Quarters Combat (CQC) melee combat is a massive weakness of mine. How did I figure that out? I discovered that in 85% of CQC situations, I die instead of surviving with a newly minted kill. I could blame lag, but to be honest there were a lot of techniques I saw the enemy using which I wasn't. If I adjusted a few aspects to my CQC confrontations, then maybe instead of dying 85% of time, I might die 40%.
Now, I knew there were many ways players defeated me in CQC, but I picked one. Remember, make one adjustment at a time. First of all I noticed most deaths were from enemies using the Para 9 with the blindfire mod or the Micro with rapidfire. So I used both, prefered the Para 9 and started using that in my loadout, Jade's Para 9 to be specific. That was one small adjustment by the way, not difficult, didn't blow your mind I hope XD
Next I watched the iron fist tutorial (below). Basically, you blindfire a gun and then melee someone. The question I had was: how many shots with the Para 9 have to connect so that a single melee actually kills them outright? So I jumped in to a few matches and discovered the answer: it was three.
That was the second adjustment by the way, don't **** yourself XD
Even though I had my iron punch down I was still dying a lot in CQC. I started thinking about the locations in which I was dying, and also why the enemy still had the upper hand. After a few matches I realized I was dying in small areas mostly and wasting precious time switching from my long gun to pistol before going in to a CQC situation. So guess the one adjustment I made? Before going in to known small areas of the map I switched to my pistol in preparation. Did a load of matches just doing that until it became second nature.
That was the third adjustment by the way, all good so far.
I was feeling pretty confident at this point and had stopped worrying about CQC situations. Still though there were times I was dying from these acrobat ninjas who just surrounded me. Couldn't figure out why few of my shots or melee ever hit them. I still ended up dead and swearing my face off blaming lag, you know the deal.
After carming down I watched a few cinemas and also came across a technique the OmG! players use. Video 1 (5:15) Video 2 (1:13). Everytime they melee they roll away. This in theory means they wont get hit by your melee and while your waving your arms about, they blindfire, aim, nade or melee to finish you off. So the adjustment I had to make was everytime I melee (press square), I immediately press roll away (press circle) to evade attack.
This is the adjustment I'm working on at the moment
A question that might come up about my example is: how long did it take to get to this point? So far I have spent a month from initiating the first melee adjustment to improving my CQC. The only other thing I have work on during this time is making an effort to use more power weapons.
Another question I guess would be asked is when should I move on to a new adjustment. This is something that only you will know. Some adjustments will take a day while others will take months. It might take you a day to learn something, but someone else a month. It might take them a day to learn something and you a month. Everyone works at different paces. Usually for me, if I feel confident about the adjustment, if it becomes second nature and works to improve my performances, I will move on.
Just a note: it's important some days to take a break from working on anything and just have fun. Don't get too obsessed with working on that one adjustment.
So, you can see the process I go through to get better at this game:
- One adjustment at a time. Although I saw a long list forming of things to work on after watching those OmG! players, I picked one adjustment and only worked on that, instead of becoming overwhelmed and trying to tackle the whole list.
- Remember that one adjustment should be well thought out and should not be made through an emotional response, e.g., "I'm **** I need to avoid CQC forever, I suck."
- The thinking about that one adjustment stops when you begin playing the game. You have your aim, you have that one adjustment to add to your playstyle, so practice it.
- Don't analyse it during or immediately after the match. Give it a few matches and then after you have stopped playing the game, think whether that adjustment worked or not.
- Be positive about that adjustment too, seeing both sides of the argument.
I'm going to paraphrase how Day once described this technique: Everyone has a player they look up and wish to emulate. It can be great to watch them play and see how skilled they are. On the other hand, it can be off-putting as you wonder how you can possibly be as good as them.
Imagine your favourite player at the top of a tall, spiral staircase. From the bottom looking up, it seems a daunting prospect to climb the staircase and ascend to that level. However, if you look down at the steps in front of you and concentrate on going up one step at a time, the journey seems much less difficult. Each step is simply one adjustment you make to your playstyle. Climb enough steps, and you will reach the top of that spiral staircase.
How does this relate to the guide
I want you to see each section of the tome as a boost to your knowledge. Come back to the guide when you're stuck in a plateau on how to progress or just want another point of view. Read a section, understand it, and make your own small adjustment to work on. Or try the game I made up if that section has one. I would have never figured out the OmG! punch and roll technique on my own. Sometimes reading and watching how others play and think about this game helps to inspire further adjustments that you can make yourself. In the end, it is down to you to create well thought-out adjustments and have the patience to practice them one at a time. I truly believe this way of thinking will help you always be constantly improving as a player.
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Naughty Dog official tutorials
KMonsta HD tutorials
- Shoulder swapping, picking the right sensitivity for you, grenade tactics, 360 degree camera work and map awareness.
Plunder tutorials for the new or random player
Improving aim and awareness through recognizing hot zones to your current position
Improving aim and awareness through recognizing hot zones to your current position (PeteX19)
I want you to look at the picture above and tell me where you would aim your gun. The shot is of me landing (bottom left) and I have the T-Bolt. As you can see I have taken two enemies out already and have spotted my third down below. Now, when I started playing Uncharted I used to only register enemies when I saw them and the rest of my screen was kind of a blur. I was blind to the possibility of where enemies could be coming from next and so I was never ready for confrontations.
Now have a look at this picture. What do those little squares mean? I will tell you!
In a single moment my eyes have checked all the possibilities of where all the enemies could be. Now this is important because it gives you a stronger awareness.
Orange Box- Enemy which is visible
Yellow squares- Potential enemy spots; but from experience I know they're not likely.
Red squares- Potential enemy spots which are highly likely. I have already cleared most of this area and they will probably spawn on the far side and appear at the lower level red squares.
This is what I see all the time now. My eyes are focusing on these points and ignoring open areas which pose no threat. Once I have clocked an enemy my eyes are already looking for the next potential enemy location. So, my cross hair is never aimed at a wall or the floor, it will always be exactly where one of the red squares are. It means when I press L1 half the work is done and it saves valuable time lining up a shot, especially if an enemy is located at one of those hot red zones.
How to get better at this:
- Go into cinema mode and start one of your previous matches.
- Pause it at any point.
- Now mark out all the places an enemy could potentially appear. Don't worry if you only have a few squares marked out, that's normal for a new player.
Next, you want to start doing this while playing and consciously checking cover and entrance areas with your eyes. You will notice the more matches you play that certain areas depending on your current location are more likely to have an enemy appearing at them. As you get more accustomed to the maps you will start doing this like it was second nature. Switch between cinema mode practice and real match practice for the highest benefits. Your map awareness will improve, your aim will improve, and your K/D will improve.
Watch the video of this example from 8:30 to see the clip. Oh, and what do you know: at 8:35 in the top right of the screen, an enemy appears from an area I marked with a red square.
PeteX19's top tip for recognizing hot zones.
- You may have noticed from the clip that while I was in mid air, I swiveled my camera to the right and marked out that whole area. Being in mid air gives you a second to take in your surroundings, so don't waste this staring where you're going to land or watching the jump animation. The picture above was taken just as I landed and by then I had done my analysis of the area.
- From high jumps I sometimes do a full 360 camera turn to gain as much information as possible, usually only focusing on red square areas due to the quick camera turn.
Doing the best you can against a high level clan - Beginners Guide (PeteX19)
The match starts, your enemy has superior weapons, accuracy, tactics, communication, and manpower. You have basic weapons, little knowledge of the map, four random teammates, and poor aim (but you'll get better!).
From this description, it doesn't look good and you're right. This match it is more than likely you will lose and be wondering why you even play this game. I want to give you some tips and strategies so you can do the best you can do in this situation.
Don't quit the match as soon as you see a high level clan. These situations, believe it or not, can make you a better player in the long run. You will learn more about improving in this match, compared to 20 easy matches that are more comfortable for you.
Forget about all the COD things of upgrading your boosters and completing missions as they're pointless. Focus entirely on surviving as long as you can and using the strategies I discuss later, as well as you can.
Use the low level boosters which will give you greater awareness of your surroundings, such as Power Hunter and Come Here. Trust me, in a one-on-one you will lose, so boosters that improve performance over a short or long period will not help. You want to know what's coming before it's on top of you, as that will result in fewer deaths and fewer surprises.
As far as weapon choices, it's up to you. As a new player it's either the AK-47 or the G-MAL. Personally, I would choose the G-MAL, but it requires more accuracy and distance from your target.
With the Power Hunter booster, you may not know the map well, but if you see or spawn near a power weapon, then this booster will improve your overall chances. I strongly recommend you pick up power weapons, even if you haven't used them much. Those guns are more powerful than anything your high level enemy has as a loadout, thus giving you an advantage. On top of that, if you have a power weapon that means the enemy can't pick it up.
Treasure chests around the map aren't just for giving out three medals towards your or your enemies kickback. Treasure chests can actually be used to work out enemy positions on the map. If there are no teammates around the area the currently active treasure chest is, and the treasure icon subsequently disappears, you can pretty much guess an enemy is around that area. It might give you an advantage in getting the jump on him, but you better hope that chest didn't just give him enough medals to activate his RPG
Now lets talk about some simple tactics to help you brave the storm
Your teammates may appear useless to you, but they will actually help even if they're running around like headless chickens. Above each of your teammates heads is their PSN name in green (as they're on your team). You can see their names through walls so you always have an idea where they are. This is very useful for the following reasons;
- You can use them as scouts to map out where the enemies are. When an enemy kills your teammate, you can see your teammate's name and a little green X in the rough location of where they died. That means an enemy is there (or was near there)! If you double-check the kill readout in the bottom left, you can find out how your teammate died (rifle, pistol, power weapon, kickback), and whether the enemy died as well. Note: If you see your teammate was killed by a sniper (Dragunov or T-Bolt), the enemy may not be in that area! Use this as a sort of mini-sonar; the dead player's name and X will remain in the location for a few seconds, so get moving!
- Stay with your teammates, but keep a safe distance. The perfect situation in which to get kills is when your teammate is firing at an enemy, dying in the process, and thus giving you a chance to take that kill (it's why the G-MAL is a useful weapon, as it's medium-long range and accurate). Due to this, the enemy (as long as they don't clock you at the same time they're killing your teammate) will be in the open and have less health than normal. This is why I say keep a safe distance because if you're too close then a high level will slaughter you both. If you're too far away then your teammate won't be able to help by either revenging you or acting as a safety net.
- If you're unsure about an area or what is around a corner, let your teammate venture there first. Using the knowledge from the first two bullet points will give you an awareness of your surroundings and might lead to a kill.
Now that you have an idea on how to use your teammates to increase your chances for survival, let's go on to map awareness.
Most new players do a couple of things while waiting to respawn;
- Stare at the ten-second count down
- Stare at the leaderboard
- Try to control frustration by hitting head against a wall
- Swear at the TV blaming the Game, Naughty Dog and their own **bleep**ness.
You want to know what I do?
I quickly scan the leaderboard to see who is the best player on the other team and my team. Then I click Select and either click up or down on the D-Pad to watch my team mates or left and right to see camera angles of the map. When I respawn I have a better awareness of who to avoid on the other team, who is the best player to stick with on my team, and also what has gone on across the map while I was respawning. Seriously, the more you do this, the more those ten seconds will give you time to secure vital information.
For further map awareness tips read my intermediate guide to this topic (coming soon)
Remember, new players to Uncharted, that you must have a different mindset when facing clans. Use the tips and tactics here to heighten your awareness of what is occurring. The skills you learn from these very intense matches will help you become a better player in the long run. Concentrate on your own survival and you never know, you might get close to a positive K/D. Good luck and no more quitting the match.
Movement is Medicine (PeteX19)
This section is about using movement to help you feel more in control of your character. It also will explain a couple of techniques to help you outsmart the enemies through movement.
Rolling and Bunny Hopping
These two movements can make you a lot more harder to hit if used correctly. Check out this video at 2:16-2.25. As you can see I miss the first sniper shot and need time to reload. If I just stood there I would've been dead instantly, but through extra movement, I increased my chances of survival. I pressed X to bunny hop to the right and then immediately pressed circle to roll back to my original position. This gave me enough time to reload my gun and get another shot in before getting killed. In that situation I got swamped by three enemies, but in a 1v1 I may have survived that encounter.
In any 1v1 situation it is best to move parallel to the enemies location. Rolling or bunny hopping back or forward towards an enemy will still present your figure at a linear angle, meaning the enemy does not need to shift his side to side aim.
It's also beneficial to perform these movements during the quiet moments of the match, simply to practice them. Try using them around cover so you can jump or roll in and out of cover. When I say this, I don't mean press circle to go into cover just do these movements around objects which give you cover.
One thing I like doing is jumping out of cover when I know an enemy is coming. Here is an example at 0:49
Running slightly longer before aiming at an enemy
As soon as we see an enemy, it is our natural reaction to stop and aim. With the sprint mechanic, it actually gives you the ability to out-run their crosshairs, so in certain situations you can use this to your advantage. If you are running parallel wait for him to start firing until a quarter to a half of his clip has gone (You will learn to judge this). While running you should be trying to line your little dot on the screen as close to the enemy as possible. When you do start firing back, even if you have taken damage you will still have the upper hand. Players using automatic weapons such as the M9 and AK will have to reload which gives you enough time to finish them off while sustaining no further damage. If defeated while trying this, you were facing a difficult opponent.
Slowly chipping away at an enemies health
*Warning* This wont work against level 3 regeneration players. If you have spent more than 15 seconds trying to use this technique and they haven't died, they probably have that booster equipped.
Sometimes you can win a 1v1 using mindgames. Just standing strafing until one of you dies works most of the time, but there are other ways.
What you need is a high piece of cover (boxes which are head height). You will become a jack in the box popping out from either the left, right or climbing on top to fire at your enemy. Your goal here is to perplex the enemy as to where you will pop out from. When the enemy is aiming or firing at either of the sides you're not, that gives you the advantage to move closer or finish them off.
Now there are two ways to pop out from behind a box;
Strafing in and out: Keep L1 down so you're aiming at the target but are moving in and out with the right stick. The booster Fleet Foot and the kickback Speedy G enable you to speed up this process.
Bunny hopping: As explained in the first part of this section except this time you have cover. I sometimes just bunny hop in and out without firing just to tease them. You might take a bit of damage but it will be worth it to further annoy and confuse your enemy.
With both of these, be concious as to how much health you have, and don't show yourself from behind the box if your health is low. Haven't got any slow versions on video right now but here is a video (0:57) of me using this technique with the added benefit of Fleet Foot and the Speedy G kickback. Notice I start shooting, strafe into cover, the enemy thinks I will pop out the other side but I pop out the same side again and finish him off.
PeteX19's Top Tips:
- Don't get too close to the box or your camera will zoom in and you wont be able to see over the top of the box.
- Watch BIG2CREW tutorial in the beginners guide to understand how to exploit the camera (corner shooting).
- Don't spend too long behind that box unless you're sure you aren't going to get shot in the back. You can always retreat if the enemy has the advantage over you by running away while making sure the box covers your escape.
- Don't go into cover by pressing circle next to the box as it's completely pointless and slows down your movement.
- If you do decide to move further towards an enemy instead of killing him make sure there is cover to go to. Don't be a sitting duck out in the open.
- Dodge nades thrown at the box cover by bunny hopping out and in.
The separation between character movement and camera. (PeteX19)
This being a third person shooter with vertical gameplay, it can be slightly overwhelming what to concentrate on. Do you shoot that dude? Do you climb this thing? Do you take cover? Do you aim around this corner?
Well, you have to do all of these things, but not at the same time. Character movement should become second nature once you know the maps well. This allows you to focus on camera work and shooting people in the face. To explain this better, whenever you're jumping from a height, climbing a wall, vaulting over low cover, you have told your character to do something. While they follow out that command that gives you time to use your camera to survey the environment.
An example: I spawn on the villians side of Chateau and decide to climb the wall. I know it takes four taps of the X button to get to the top so that command is a secondary thought now. My main focus is using the camera to look for enemies above or to the left of me. This requires me to change where my left thumb is on my my controller. While tapping X with your right thumb use your left thumb on the right stick to move your camera around. With practice you will get quicker at this and gain more information before reaching the top.
Another example: if you notice an enemy below your current location who might climb up. If you jump down a level with your camera just facing forward you will lose sight of that opponent. If you switch your left thumb to the right stick immediately after jumping/rolling you can follow an enemy's movements. I seem to do it quite a few times during this match so take a look (0:20), (3:00) (5:33).
All these examples are basically trying to cut down on tunnel vision while moving. Basically, any time your character is performing a vertical movement animation, it gives you a chance to use your camera to gather information or track an opponent.
The next step is to reduce tunnel vision while you're walking and running round the map. You have already learned how to get the most out of your camera while performing action (jumping, climbing etc) but moving normally makes it hard to keep that 360 degree awareness up. For this you need to know the maps inside out so you can still move around (without running into walls or get stuck in cover) even if your camera is facing behind your character..
A good game for this is as follows;
- Go into a custom game on a map of your choosing.
- Pick a route which is a circle round the map and do that route with the camera facing forward.
- Once you have done one lap try doing another lap but moving your camera around your character in a 360 motion.
- See how well you can do trying to avoid hitting walls and objects. if you don't get sick easily put an elastic band round the right stick so your camera is stuck doing 360 spins
- When you get comfortable with that try and do as many parts of that route with the camera facing behind your character.
- The last step is to do a lap, checking every entry point an enemy could come from with your camera without your character stopping.
PeteX19's Top Tip: If you get good at moving with the camera facing behind you try this. I pretend to be completely dumb and trick the enemy into thinking I haven't seen them. If you can get them following you and they let their guard down they become an easy target. Watch this video at 1:16 for an example of this.
Eventually you won't have to think about your character's movements, it will become second nature. That means you can concentrate on shooting dudes and gaining map awareness without your character getting in the way.
Cover is your friend (Autobots14)
Scrims - A Beginners' Guide (PeteX19)
In this section I'm not going to cover the rules or how to join scrims. For that, check the links I have put above.
What I want to concentrate on is helping people make the jump from public matches to scrim matches. For low-level or new players, it's daunting; for high-level veterans it can be quite a different atmosphere than what they have been become accustomed to. Especially if those vets have been mainly a public player and not participated in tournaments, etc. This section will be for beginners, and expect a veterans' guide in the next few days.
Getting into scrims as a beginner is easier than a veteran in my opinion. You get the opportunity to play against and with some of the best players off the bat. More importantly though, you will experience how this game plays with two well-organized teams. This is something of a rarity in random public matches. You will learn more in one scrim match, than 20 public games on this fact alone.
There is an idea out there that you have to be an absolute beast to survive and thrive in scrims. You think that you will let your team down going 0-10 and get nothing from the experience at all, other than frustration. As I have said already teams work very differently in scrims. Everyone has roles, and sure the pros might switch roles throughout the match but for you, it's simple.
Lets go over the three basic modes which are commonly played in scrims. Hopefully this will demistify some pre-conceptions and give you a better idea of how to get the most out of scrims.
This is a perfect opportunity to play a support role. What you lack in aim can be substitued by helping your teammates and giving them as much info as possible (Hint: Get a mic yo it will help with the rest of this). For example, let's think of a loadout which would give a lot of info to someone who hadn't played UC3 for very long or unlocked much.
Long Gun: Pick either an AK-47 or G-MAL and attach the Call Out mod. All these are available from rank 1.
Description: I sometimes don't fire at all at enemies when using call out. I just mark (aim gun at) the player without letting them know my location. Also if you lose a 1v1 you know that player is marked for your team to see, unless that enemy is using the cloaked booster.
Pistol: Para 9 with blindfire mod. Both of these are available at rank 1.
Description: Good for close quarters and all you new players seem to be pros at blindfire+melee
Booster 1: "Come Here" or if you have leveled to rank 6 use "Let Me See"
Description: If you're dying a lot these boosters give you variants of Uncharted 2's Situational Awareness. Basically, it reveals enemy locations through walls. It can help you be prepared for whats coming round a corner. A better use, however, of "Let Me See" is to tell your team mates (by using a mic) the location of the enemies. That way everyone benefits from the booster. It will improve your communication skills and ability to describe location on the map quickly. Even saying something like "they're above me" to start with. It doesn't have to be a perfect depiction of their location, although the next booster might help with that
Booster 2: Power Hunter
Description: This booster is one I am using a lot recently. It shows you the location of power weapons when they spawn and this is useful for three reasons:
- You can run over to them pick them up and have a weapon more powerful than any of your enemies loadout weapons. With some practice, it won't matter whether the enemy has perfect aim and seems to dart around you like a monkey, an RPG will shut them right up.
- You can tell your teammates that certain power weapons have respawned. The pros will know where to pick them up and will make good use of them.
- If "Let Me See" is activated and an enemy's name is near a power weapon icon you can tell your teammate "hey there's an enemy near the RPG spawn". This improves your description of enemy locations and gets better use out of that first booster.
Kickback: Not used in scrims so no worries
Plunder & Objective Modes
So you can't shoot a gun? Who cares! These modes have roles for carrying out the objective. Let your pro teammates do the killing while you focus on the objective.
*Same weapons as TDM, it really doesn't matter*
Booster 1: Endurance
Description: You unlock this from the first time you put the UC3 disc in. It decreases the time it takes to run around the map and in this case, the objective.
Booster 2: Back in the Saddle (unlocked at rank 15)
Description: Reduces the time it takes to respawn. You will be like an annoying fly buzzing round the enemies face. They think they killed you but you're back with a vengance to win that objective.
*Only difference from the objective loadout is the first booster.*
Booster 1: Beast Mode (unlocked at rank 6)
Description: This booster allows you to move faster with heavier objects, namely the plunder. I want you to become obsessed with scoring or getting that plunder close to your team's treasure chest. Forget K/D it means nothing in scrims. Scoring that treasure is the number one priority.
PeteX19 top scrim tip:
- Whatever the mode you're playing in a scrim, try to stay with your teammates. If you spawn on the map alone then look where the friendly PSN IDs are hovering and start running towards a group of them. It's always safer for new players to shadow more experience players when starting out anyway. For example, in Plunder I don't just dive at the treasure and pick it up. I wait till a group of my team is watching me and then I pick the treasure up. With all the help you will relay to your team, let them support you by shooting enemies in the face. It makes you feel like Ezio from Assassins Creed, watch this video from 1:30 onwards for a demonstra...
- In between scrims level up the boosters I mentioned above. The level 3 versions will improve your own chances, as well as your teams chances of winning in future scrims. None of those boosters are particularly difficult to level up, they just take time.
- Remember to watch those scrim cinemas to see how those pros play.
Good luck new players on the battlefield of the scrims
Using the auto-aim to locate unseen enemies (PeteX19)
You may have noticed that when you aim at an enemy your aim speed slows down, almost like the enemy is in a bubble. What is interesting about this bubble is that it still exists if an enemy is behind cover or standing near a wall.
So using this technique I'm about to tell you, it will give you the ability to gain situational awareness of where the enemy is hiding, even if you can't see them.
An example could be on the map Fort but it can be related to any area in the game which you can aim at wall corners or cover. On the top section there's a lot of cover on either side of the map. You may have heard gun shots from the other side and want to go and check it out. Problem is you don't know if the enemy is hiding behind the multiple cover options there.
For the best result, aim a long gun which can be scoped-in at the cover. You have gotten used to your sensitivity so any change in aim speed will be noticeable. Aim at the cover where you think the enemy is and very slightly move the right stick left and right. If an enemy is hiding in cover, your crosshair will move slower than normal. This will give you the location of the enemy even though they haven't actually shown themselves to you yet.
I recommend trying it in split screen first. Have a player on either team, hide one behind a wall or cover and use the other to get used to how the aim speed changes near the targets location. The better you get at noticing this very sutitle change in aim speed, the sooner you will increase your ability to develop an internal SA. Not having to rely on kickbacks and boosters like Gotcha and Let Me See for map awareness, is a great advantage.B
How to get better at guessing player locations on the map (PeteX19)
*Best to have some understanding of map layout before reading this*
Common player routes
Power weapon checking
Checking known hotspots for confrontations
These are just a few examples which drives you and the enemy in their movements. Having an awareness of where all the players on the map are comes from always asking questions.
An exercise to improve your awareness of player location is as follows;
- Pick a random cinema file and start watching it (Best to go with an old one you can't remember that well)
- Look away from the screen and fast forward for a bit until you feel like you're near the middle of the video.
- Now I want you to watch ten seconds of gameplay just from your character. You want to be asking questions like; where's the gunfire coming from? Were any power weapons used in that time frame? What spawns are near you? Where are your allies and are any being killed or killing enemies?
- After ten seconds are up, pause the video and guess where the enemy could be.
- Change the camera mode and check those areas.
- Now change the camera back and cycle through the players to see their actual locations.
Little exercises like this, away from actually being in a match, help you focus on one aspect alone. When you come back to the game you will have gained a new dimension above just being able to shoot dudes in the face. Asking questions about what is going on in the map will help you understand and improve while in a competitive environment. A pro is always thinking this on top of ten other things which is why he always seems to have the advantage over you.
Player starter routes (PeteX19)
The first 20 seconds of a match can have a big ripple effect on the rest of a match. In that time power weapons have been picked up, advantageous locations have been taken, and both teams have tested each others strengths and weaknesses.
Learning strong routes is so simple to learn and uses the very beneficial cinema mode once again. I want you to start watching where players go in the first 10-20 seconds of the match. If they have no clear aim skip to the next player. You want to find those who are going after power weapons or strong positions in the map. Just picking high levels doesn't neccessarily mean they will pick a good route either. It might be they're so set in their ways they have gotten in the habit of going a bad route everytime.
Once you have watched some starting routes from the villians and heroes side go try them out in some matches. See what works for you and implement a couple of routes into your playstyle. The more matches you play using these routes, the more aware you will become of your surroundings. Never get set in your ways though, as good players on the other team will learn fast. I sometimes think of a route and do the complete opposite to keep them guessing.
Top tips for starter route advantage
1) The second the loading icon has disappeared you're actually in the match even though the screen is still black. There are routes I know so well now, that for example on Chateau on the villians side I will already be next to the car (next to stairs) by the time the picture loads in. That Hammer is mine everytime at the start of the match.
2) Use nades as a barrier to stop the enemy going a certain route.
3) When playing on Facility pick a weapon with the call out mod attached. If on the villian side run forward and aim at the stairs next to the heroe's start spawn. Most matches they run up the stairs and you can mark everyone of them as they do. By the way, this can be done in reverse if you're on the heroes team;just stand on the stairs and aim at the villian's spawn.
Recognizing different styles of play (PeteX19)
Understanding the motive behind your enemy and how they play can help you gain an advantage over them. Obviously you're not a mind reader but some players will show signs of following one strategy and sticking to it. Yes everyones main aim is to kill people but it's how they go about it which can be a give away.
When you get killed by an enemy, have a look at their boosters. If a player doesn't have gold on both boosters it might indicate they will be trying to focus on killing you a certain way. For example if you see someone with Weapon Expert Level 1, it might be likely that they will be trying to kill you with their pistol. The reason being you have to get a certain medal (Gunslinger) only using the pistol to get to Weapon Expert Level 2.
The opposite can be said if you see a player with two gold boosters/double negatives; they probaly have no ulterior motive. Check the K/D stat to see how high up they are on team leaderboard too. If you see their name again, then you know whether to avoid or concentrate taking that player out to keep him staring at a respawn screen rather than racking up kills.
Also, if a player is using buddy boosters it might be the case that he is in a two-man party and they might be working together. You would have noticed in the lobby if they were in a party due to same color shade behind their names.
Obviously, what I have said about boosters is pure speculation, but any extra information you can gather might help give you the upper hand.
Most players stick with one loadout and that adjusts what their playstyle will be. Listen to the gun shots as well as watching what guns are killing players (bottom left K/D board). If it's a Dragonuv, that player will probably be hanging back and sniping from a distance. If there's some FAL-SS action going on, then you might be facing some mid range 1v1s soon. Just try to judge what kind of situations you will be facing against the other team depending on their weaponary.
Map location and player routes
Some players like to be in certain part of the map as they see it as a good area to get kills. Known areas (will go into this more in map analysis), such as the zip room in Chateau, are good hot spots to control. Some players will routinely return to specific hot spots due to the likelihood of significant action in that area. It's like a moth to a flame and if you pick up on the location they like and know the routes to that location, then you can intercept them and kill them through surprise. Watch this player using the ladder route here at 1.37 and again after he respawns at 2:00. Even though he got killed doing it the first time he tries the same strategy again; you can capatilize on this. It gave a strong indication that if I was in the house, it was most likely I would come across that player again. Sure enough the third time he spawned he tried to take the zip room but it was from the front probably because of where he spawned.
It's just about being aware and guessing possibilities
What I have said in this section isn't going to be a definite everytime. Like I said, we can't read the minds of the opposition; all we can do is notice certain traits and form a conclusion from them. Sometimes being aware of these things will help give you the advantage and other times it might not really help at all.
Playing against a high level clan - Intermediate Guide (PeteX19)
Ever heard of guerilla warfare? Building on what we learnt from the beginner's guide, it is time to start using the environment to our advantage. Most random players run around the map like headless chickens and therefore get easily picked off. What I do is try to control a section of the map and put it in lock down. I know where every entrance is, I know where the spawns are, and I know the items that will give an edge in that section such as power weapons, nades and treasure boxes.
Map- Click to view larger size.
Here's a map of Molten Ruins which I have split up into four coloured sections. We will be using all four of these sections but I will mainly be talking about the yellow section. The yellow section is a quiet area on the map, it has a ton of cover, can't be flanked from the back and has five low level and one high level entrance point. The peppers indicate all the entrances an enemy player could enter your lockdown area. The high entrance point is a tiny area a level above the Hammer and has an overview of most of the yellow section (Top tip: use nades). Instead of just camping at the back you should be running back and forth checking those peppers. Use all that cover at your disposal to shoot, hide and escape from the enemy.
On top of checking those entrances you want to check who has control of the Hammer. It can really help you fight back against the clan but also can be used by them to flush you out. In the yellow section you also have access to a low risk treasure box at the back and also a high risk treasure box below the Hammer. Always make use of that low risk treasure box as those three medals will help get your kickback.
Be aware of the spawn at the back of the yellow section I have indicated with a spark icon. If you stay round that area the enemy won't spawn there but if you move to far away from it, they will spawn and shoot you in the back.
Eventually the clan will notice that you're in that area. They will storm it as a group and rat you out and that's probably when you will be greeted with a respawn screen. When you respawn don't go back to the yellow section because the clan will know your plan from the get go. Pick another colour section, if it's the one you spawned in great but try to go with another quiet zone with few enemies there. Remember, it's about picking off single members of the clan rather than ambushing the group. Pick your pepper location of where the enemy could enter your new lockdown area and scout them. Again establish the spawn point and also useful cover and items in that area as they will help keep you alive.
If you feel confident in the colour section, try expanding it. If you have taken control of the blue section imagine you colour more of the map with blue. Just be aware the more area you cover, the more peppers you have to scout. A good tip is to expand into high ground areas such as the top left of blue where the Hammer is. If you feel that is to much work then fall back into the blue section again.
The whole point of this is to set yourself some rules so you feel more confident against a clan. If you just run around into the unknown then of course you will get destroyed. Creating a smaller area which you can manage and feel you have some control over will help you. This strategy won't help you win the match but will increase the chances of going positive and feeling a sense of achievement for controlling a lockdown area.
Most clans expect headless chickens so think smart and make them work for their kills
Will put up a video of this technique when I come across a five man clan.
Further benefits to this strategy: you will learn more about each map, what works, and what doesn't. You will have a better understanding of how the flow of the game works in a certain section of the map. You will also have a stronger awareness of spotting entrance points around you as well as spawn points, power weapons, and treasure chests.
Mimicking Good Player's Loadouts (PeteX19)
One great thing about playing random matches is that once in a while you come across a loadout that blows out of the water what you thought worked well. This has happened to me four times during my time playing UC3. It's pretty easy to spot these players as they wipe the floor with you and use a loadout you never thought of before.
I've been hesitant to speak about weapons and loadouts because they may only be useful for the current patch. In an earlier patch Fleet Foot + FAL-SS dominated the battlefield. Now (1.04) a lot of players are using the G-MAL because of the high stopping power and accurate aim. Spotting what the current trend is can be useful by the way as most players are sheep and follow what the best players use. I've even seen it in a match with a good player who used the Dragon and was killing everyone. Most of players on both sides switched to the Dragon during that match which I found amusing.
Anyway, once in a while there will be those players who use a loadout new to you and it's important you try it. Personally I have been searching for my all purpose loadout since the game released and as soon as I think I've found it another player shows me otherwise.
During a match it's quite difficult to remember the loadout that your enemy used. To find this out go into cinema mode and switch to that player. Skip to their first kill and read the name of the teammate they killed. Next you want to rewind and switch to the teammate who is going to get killed by that player. When he gets killed pause the game and you can see that players whole set up (boosters, weapon mods etc). I recommend you go back to the player's view again and watch the match sped up to see how they use that set up. Not going to talk about analysing the player's gameplay in this segment but I just thought I would mention it.
The next step is to mimic that player and use that loadout yourself (providing you have those weapons and boosters unlocked of course). As well as getting you out of a rut of using the same loadout all the time it gives you a different angle on how to play the game. Once you feel you have gotten used to that loadout (play a couple of matches with it), tweak it to make it work for you. It might be that you like the long gun choice but would prefer to use another pistol. After playing a few matches, review the loadout and think whether you would use it in the future.
It's all about experimenting and keeping the game feeling fresh. The more loadout styles you try out the more aware you will be of your enemy too. If you used a set up for a month and went against someone using a set up close to that, you have a good idea of what style they will play like. This gives you a greater awareness of your enemy you wouldn't have without the experience of using different loadouts.
PeteX19's Top Tip On Loadouts: Something I only thought recently about was using a loadout which boosts your weaknesses rather than your strengths. I will happily admit I'm hopeless with CQC and melee. For a long time it meant I always tried to kill enemies from medium range and ran from CQC. The mods I put on my gun would be design to improve my chances at killing at medium range. Recently though I thought I don't need help with fast reloading and aiming so why do I equip mods like that on my gun. Instead I now use a blindfire mod because that is the weakest part of my game. So in short use a set-up that boosts your weak areas instead of strong areas.
How to analyse a player's performance (PeteX19)
Analysing is all about asking questions. With analysing players in UC3 it's good to have set question going into cinema mode. This way after analysing a couple of players you will be able to compare them. Here are a few example questions:
- What mode was it?
- What level was the player?
- What loadout did the player use?
- What skin did the player use? May hint to a third booster.
- Did the player switch loadouts during the match? If yes, how many times, and what was the reason?
- What starter route did the player use around the map?
- What parts of the map did the player spend the most time in and feel most comfortable in?
- What power weapons did the player use?
- What tactics did the player use? What kind of player are they?
- What was the final score and player's K/D?
- Was there a strong opposition compared to the player performance?
- Were you impressed by the player performance? Pick a small segment that impressed you and describe what the player did.
- What didn't impress you about the player?
I could go on but you get the idea.
The whole point of this tome is to help you teach yourself to get better. I could analyse a hundred players and feed you all the information about them. This wouldn't help you in the long run though because you would never develop the skill to analyse a player's performance yourself.
I was going to use a match from one of the OMG! clan players but so I didn't step on any toes, I will put my gameplay on the line. By the way you can analyse your gameplay just the same way as you do another players.
So you have a list of example questions above and feel free to add more questions of your own. I will write these example questions again and put the answers I would give so you get a better idea of what I'm trying to get from you. Of course some answers will be down to interpretation so I don't expect the same result.
What mode was it?
What level was the player?
What loadout did the player use? (Remember if you have the cinema file you can find this information out easily *Topic above for instructions*. Since this is a video just have your best guess.)
Long Gun: Elena's G Mal
Pistol: Jade's Para 9/ Elena's Raffica
Booster 1: Fleet Foot level 3
Booster 2: Monkey Man level 1
Kickback: Speedy G (Don't think I used it so unknown)
What skin did the player use?
Default Elena so with the loadout information they probably have the third booster "Thanks Buddy"
Did the player switch loadouts during the match?
What starter route did the player use?
Went straight for the Pak80 spawn
What parts of the map did player spend the most time in and feel most comfortable in?
Seemed to spend most of the time above ground and only went to the lower level when they had a power weapon.
What power weapons did the player use?
Pak 80, Hammer and T Bolt
What tactics did the player use? What kind of player are they?
Wasn't very agressive, mainly waiting for opportunites to come to them.
What was the final score and player's K/D?
Final score 50/28 Player's K/D 17-4
Was there a strong opposition compared to the player?
Hard to tell as there was a lot of quitting. Opposition who stayed put up a good fight under the circumstances.
Were you impressed by the player performance?
Pak 80 Connect Four at 3:25
What didn't impress you about the player?
Should have shoulder switched at 1:33. Got greedy at 3:03 and died trying to get a Triple not noticing player on the right. Poor camera movement going up the stairs at 2:02 which lead to unneccessary death.
Have a go at analysing some matches of other players and your own performances if you like. It a great thing to take the time to do if you want to improve as an Uncharted 3 player.
Art of deception (PeteX19)
Video example coming soon...
Alright so the whole idea of this technique is to pretend to be unaware of your enemy to gain the advantage. You may have noticed there are those players who love to go for stealth kills or just think they can get easy kills from what they see as an unsuspecting victims
You hear an enemy behind you. The most obvious thing to do is turn around and start shooting. This will probably end up in you getting killed or you both dying. You want to regain the advantage the enemy currently has over you before striking.
I spoke about this in another section as it's one of the benefits of being able to do 360 camera movements while still keeping your character moving with the left stick. Practice being able to keep your character going one direction while your camera faces behind you.
The great thing is the enemy has no idea you have locked your camera on him because he still thinks that as you're running away your camera must be facing forward. The aim here is to get the advantage again by luring them into a trap such as:
- Open areas
- Little cover area so they can't retreat
- Low terrain so you have height advantage
Once you feel ready get your aim dot around the enemies location, press L1 and unleash the fury. Someone as gullible to get in that situation, is very unlikely to stand a chance, they will be taking damage before they even realise that they lost the advantage over you.
Picture Desert Village where the T-Bolt spawns. You hear an enemy climbing up behind you and the first instinct is to turn around and aim at where they will pop up. Instead keep your character facing the opposite direction they're climbing but turn your camera round to face them.
Option 1) When you see the enemy hands on the ledge and he begins to climb up, aim your gun and start firing, he will be stuck in the climbing animation for a split second before he has a chance to retaliate. By the time that he does start firing his health will be low and you can finish the job with ease.
Option 2) If the enemy decides that climbing up isn't the best option and thinks firing his sidearm while hanging is a better idea, that's even easier to deal with. Even if you take a bit of damage any long gun (maybe not Kal-7) will trump a side arm. The enemy is stationary while firing and is an easy target to finish off. If you're cheeky you could run over and kick him off but it's risky.
Option 3) If the enemy throws a nade get ready with triangle to throw it back in their direction and then proceed to fire at the target.
Option 4) If the enemy seems hesitant, you see his hands on the ledge but he seems to still be evaluating the situation, tease him. Just like your bate, move your character left and right slightly with the left stick. Make it look like you've spotted an enemy far away, until your ledge hanging friend can't resist and climbs into your trap.
The only other variable to this is distance from the target. Desert Village has a good few meters from the ledge opposite the T-Bolt. What about if the distance is shortened?
Take the T-Bolt nest on Museum. You hear an enemy climbing, you pretend to be oblivious but it's less likely a long gun is going to help you. This confrontation will most likely be CQC. So while the enemy is climbing, press left on your D-Pad to equip your side arm and be prepared to blindfire and punch the enemy. It will be the best course of action in those CQC situations.
Always remember you can retreat from the confrontation at anytime you have the advantage. Try it and see; it works great in public matches.
Why a high K/D means nothing and how to get over your attachment to it (PeteX19)
I see a lot of players quitting and I feel this has turned in to an epidemic. There are many reasons why players do it but I want to focus on one of them and how to fix it. I want to focus on players who quit because they worry about the hit their K/D will take. For some I believe it has become a habit to quit whenever the game becomes challenging, or whenever they're having a bad match.
What is so funny is if you watch tournaments you see brilliant players going negative all the time. In scrims you see brilliant players go very negative one match and then the next match they're at the top of their teams the next. K/D means nothing to most of those players I'm sure and it frees them to fully concentrate on winning the objective, being a good team player and improving on their weak areas.
The main problem is if you quit a lot you're damaging your potential to get better at this game. You will always be at the same level and never improve. I mentioned in another topic about learning from your deaths, how are you going to do that if you quit whenever a challenge presents itself?
How to fix it
- Go into a match, preferably with the booster "Back In The Saddle Level 3" attached so you spawn more often.
- Nade yourself as many times as you can before the match finishes
- Repeat this until you stop caring about your K/D
Example of me doing this. Can you beat my score?
It's a drastic measure but you will realize that all the time you wasted caring about it and leaving matches for it were for nothing. There's so much to learn about this game which the tome clearly shows; don't let your K/D be the barrier which prevents you from improving at this game. I know a good player when I fight them; a player's K/D means nothing to me
Suppression fire tactics (PeteX19)
This is something I don't see very often even at a high level in UC3. This topic is about suppressing the enemy by firing bullets at their location and essentially trapping them or controlling their movement.
Let's go over the negatives of suppressive fire from your angle. First of all, you're making your location known to your enemy by firing your gun. Second of all, you're using up ammo to keep the enemy where you want them.
These can easily be solved, so let's start with the first problem. I'm only going to use suppressive fire if I know my teammates have my back or if I know my location is safe, at least until the enemy I'm supressing is dead.
The second problem regards what gun you have. Automatics are the best for this. When I lay down suppressive fire, I only fire as much as I need to control the enemy's movement. So, if I'm using the M9, AK-47 or PAK-80, I will fire single shots at a slow rate at the enemy's location. If they start to move or fire back, I will fire bursts. There's a lot of ammo in each clip to keep an enemy pinned down, you just have to use it wisely.
Another purpose for suppressive fire is to neither kill the enemy nor allow yourself to be killed. You're preparing them to be killed by your teammate, who will flank that enemy. It's a great tactic for teams to use to distract enemies and shock them with a surprise attack.
There's also a "quick clear" version of this tactic. If you have two players against an enemy who is in an advantageous position (good use of cover, high ground, etc.) then this tactic works well to take them out quickly. One player should stay a couple of meters back and suppress the enemy while the second player sprints to the weak side of the enemies location and takes them out. The player sprinting will probably take some damage. Worst case scenario: one of you dies, but the enemy is killed. Best case scenario: you both live and clear that area.
Try this tactic when the situation requires it. Good communication and team work can help make suppression become second nature and a useful tool to use against a team unexperienced with suppressive fire. Anything that gives you an advantage over your enemy is worth practicing as far as I'm concerned. 3TDM match is good for practicing the "quick clear" version. Try it out
Practice Techniques & Games
This part I will add games that will help improve your abilities to become an all round good player. They're designed to focus on the weak areas in your skill set and through setting boundaries and rules, improve on that area of weakness.
Find your weak areas and make up games to solve them (PeteX19)
I noticed I was getting too dependent on certain guns, probably through over use of the Ammo Award booster. I decided to make a game up in my head which would force me to use all the weapons in the game. Once I killed an enemy I would have to go over to the body and use their weapon to get my next kill. It really helped me get used to all the weapons and I cursed the crazy person who dropped the Tau Sniper XD
This is something I do all the time as it keeps things interesting. If I can make up some games which focus directly on my weak areas then it is very beneficial in the long run.
A sidearm is better than a reload (PeteX19)
This won't apply to every veteran player as most already do this. Everything I write is from my own experience and if it helps, great.
Now for most of UC3 I have used the fast reload mod on my long gun. It means I have lost the ability to even think to use my side arm. After going against a few good players recently who will finish off their enemies with a pistol, it was time for a change.
Here's a game I made up to help solve this problem;
Rule 1) Take off fast reload mods on my long gun.
Rule 2) You can't reload your long gun until you have killed an enemy with the pistol. This means if you use up a clip of a long gun ammo in a fire fight against an enemy and don't kill them, you can't back off and reload, instead you must switch to the pistol to finish them.
Variant: Weapon Expert Level 2 increases the speed you can switch between long gun to pistol. Get used to the speed increase and if it's something you find useful, maybe Weapon Expert is a good choice for that first booster slot.
This game will give you better faith in thinking you can kill with your pistol. The pistols might not be as strong as UC2, but as weapons to finish off enemies, they're invaluable. Experiment with the different types of pistols to find the one which works best for you and also take into consideration the long gun you're using with it. I've noticed opposites attract so if you have a single shot long gun then semi/automatic pistols are the way to go. If you use semi/automatic long guns then single shot pistols are the way to go.
The power hunter challenge (PeteX19)
I have come across matches where no one uses the power weapons. There's an argument that using power weapons is noobish. I used to believe that too, until I started playing with the top players and realized something. Any advantage you can use over the enemy is vital to winning the match. If you don't know where the power weapons are or refuse to use them during a match, the other team will. Plain and simple.
Understanding the importance of power weapons in Uncharted is one thing. Being proficient with them, as well as your favourite loadout weapon, is another entirely. Each power weapon has its own characteristics that make it deadly but also render it useless in inexperienced hands. The power hunter challenge will get you used to using power weapons and be able to use them to their full potential.
- You are only allowed to use power weapons to kill the enemy. No loadout weapons of any kind.
- Using Kickbacks is a personal preference, I would suggest not using them. In the video example below I did use creepy crawler, so maybe limit it to kickbacks that cost 14 medals. You decide.
- As far as boosters go I recommend Power Hunter Level 3.
Each map varies in how difficult a task this challenge will be to accomplish. A map such as London Underground has lots of power weapons that spawn regularly. Molten Ruins is on the other end of the spectrum with two power weapons that are snatcedh up before you can get near them. You will spend more time hiding and running away on a map like that, than actually killing the enemy. I suggest sticking with maps that have a high percentage of power weapons as your goal here is to practice using power weapons, not hiding in a corner waiting for them to respawn.
What this game will teach you
- How to use power weapons and become better equiped to handle them.
- Learn where all the power weapons are on all the map.
- Improve at gauging how often power weapons respawn on a map.
- Understand the Power Hunter booster better and its benefits. A secondary function of the booster is to tell you if an enemy has picked up a power weapon. If you see a power weapon icon disappear and there are no players on your team around that power weapon icon, then you can be sure the enemy has picked that power weapon up and is still in that area of the map.
Here's a video example of me trying the power hunter challenge on London Underground.
Loadout switching during matches (PeteX19)
After watching a Marvel vs. Capcom match, I wondered if in UC3 you could create a combo but over the space of a whole match. When I started playing this game I was very focused on finding the one loadout which worked the best for me. What I discovered was that there were quite a few which worked but for different reasons. Just like each character in MvC has a purpose, maybe I could tailor loadouts, so that I could switch between them to always give me an advantage at different stages of a match.
Pre-planning your loadout slots for a match can be difficult. Mainly focusing on a mode like TDM or focusing on an aim like getting money quickly, will help get you started. When I was focused on leveling quickly I had three loadouts using combinations of different boosters. If I was getting my *** kicked then I would be use a loadout customed to killing with a slight money boost. If the match was easy I would switch to a full on money making loadout.
Now money isn't an issue, I'm looking for very subtle changes during a match which decide my next loadout after death. Are the enemy all camping in one place? Did I see a power weapon free? Are my teammates good enough for me to take more of a support role? Is the enemy using call out? Is it the beginning, middle, or end of the match?
Let me give some examples of loadouts and the function behind them:
- I currently have a loadout which is focused on the fastest way to get medals. It means I get kickbacks really fast but it only works well if I'm on a constant killing streak. If I'm just not racking up medals, I will switch to a different loadout.
- As I mentioned in the questions I have a loadout for the beginning of matches. Usually a sniper set up works well on Syria because each side can be easily seen and picked off from across the map. Once I die though I switch to an all-purpose loadout with a mid-range weapon, now that the enemies are all spread out across the map.
- You could even have loadouts which are incredibly similiar but have a huge impact in the heat of a match. I might have gotten 8 medals and died with Fleet Foot and Monkey Man as my boosters. If I change to a loadout which is exactly the same except my boosters are now Bargain Level 3 and Explosive Shell Expert Level 2?: I become a beast. With that loadout, I can activate my RPG which now has two rounds. If I didn't change, I would have come back with no kickback, had to get two more medals for the RPG and might have missed valuable chances for multikills, pushing the enemy back.
Hopefully these examples will make you think what an asset those loadout slots are. It's easy to just use one and barely change as you get so used to the same old set up. Next time, use those ten seconds to think about whether another loadout might work better when you spawn back in. Experiment with different loadouts and plan for situations where they might become useful. Create the ultimate fighting combo, change to different loadouts to test and confuse your enemy, it's quite a thrill when you get it right
How to improve your reaction time through visualization (PeteX19)
A fight scene from Sherlock Holmes showing how he visualizes a confrontation and the thought process behind it. Also it's a **bleep** awesome clip so check it.
Watching the BIG2KREW tournament and FFA tournament in particular, you notice a couple of players that seem to have lightning fast reactions and can deal with any situation. Now taking the part of the equation out of having to be a 16 year old who is powered by Red Bull, I believe there are things all players can do to improve their reaction time.
Being able to visualize the possibilities is what I believe to be a large factor of improving your reaction speed. I'm going to explain how to have this layer of thinking constantly running through your head while playing the game. There are four elements to visualize in UC3.
What do you have at your disposal in a confrontation:
- Shooting (aiming)
- Long gun or Pistol
- Throwing a nade
- Environmental pick ups (guns on the floor, power weapons, turrets, shields, throw nade back)
- Using kickback
I've probably missed one but let's say there are 13 options. Using one or a combination of these will increase your chances of surviving 1v1s dramatically. You need to learn how to use the correct one or combinations to survive a confrontation.
The practice for this is quite fun. Just experiment with different combinations, for example, in close quarters I like throwing a nade while jumping, blindfire with my pistol and finishing off with a melee/roll. Watch the FFA tournament for ideas and check out FFA matches on the OMG! youtube channel. The way I see it the pros have done all the hard work in figuring out the best combinations to win confrontations. All you have to do is copy their techniques.
This first element will become second nature after a while. Of course adding new combinations will take thinking time but definitely the combos you use a lot will become natural.
So we have are options of what to do while in a fight but what other elements need to be considered?
What is your success of killing an enemy and surviving to face a new conflict?
Sometimes we completely zone in on killing one enemy and hunt them like a dog. This narrow minded focus can get us in compromized positions, away from our teammates and sometimes end up in us dying while are target lives.
It's important to see the bigger picture. Try to always keep the advantage, for example don't stand in the open even if it means you have a clear shot on an enemy across the map. It's not worth it unless you know your team mates have your back. If you can kill an enemy and retreat back to cover, that other enemy swooping in will have a harder time finishing you off so easily.
Be more aware of the locations you're going in and your ability to get to safety over getting a kill.
How do you react after you kill an enemy?
Most of the time I'm just pleased to have got a kill and kind of chill out for a second after it. This usuaully means I get killed by another enemy straight away XD
Recently I started pretending where a potential enemy would be after I just killed my last victim, so as to keep my attention up. Let me give you an example:
- So I'm killing an enemy and I know I have it in the bag.
- I pretend there is an enemy attacking 90 degrees to my left, so I immediately aim at where the hypothetical enemy is. Sometimes firing as well to keep my reflexes up.
- The next stage is to take in to account where an enemy may attack me from. What hotspots (explained in another topic) are close to me where another enemy may appear? Aim at one of those directly after you kill an enemy.
It's about keeping your attention at 100% and not giving into a false sense of security. Just because you took one enemy down doesn't mean there isn't another confrontation waiting a moment later.
Map awareness and what experience has taught you:
If you know maps well, it will become easier to adapt to confrontations. There's only a set number of places an enemy will approach from your current location. If you know them, then it makes it a lot easier to visualize where the enemy might be. On the flip side for being defensive/stealthy, you can learn the hot zones of the map where lots of confrontations go down, and also the safe zones where not many confrontations occur.
Experience is best learned from your deaths. Always anaylse why you died? I'm not talking about them lagging, think about your location on map (higher ground etc), weapons used and how you could of approach it differently. Better use of time than complaining to your team mates for ten seconds before you spawn back in don't you think?
The top players know the maps inside out and have hundreds if not thousands of examples of confrontations in their head from experience. They know what techniques work for them and what is a risky move. Be rest assured this doesn't mean they win every confrontation: they're still learning new tactics and strategies just like everyone else. What it does mean is that they are better equipped to deal with confrontations.
For us mortals, when practicing the elements from this topic, work at them one at a time. Element 1 is probably the most basic and fundamental; a lot from this will become second nature after a while. The other elements are higher thinking hypothetical questions to keep asking yourself while you're playing. It's that voice in your head asking questions that you wont go to the mental hospital for XD
Visualization is the key to getting your focus in the right place at the right time, so your second nature (element 1) can do the rest. What people see as fast reflexes is actually a deeper thought process which helps you keep at the top of your game.
Scrims- Advanced Guide (PeteX19)
Public practice is poison for a scrim
A month or so ago I was invited to take part in a scrim. In two years of playing UC2 and the couple of months of UC3, I had never played a scrim, been in a clan or been in a tournament. So I was purely a public match player and everything I had learnt was from that environment.
There are some incredible players you see in public matches who have become masters of that style of play. They will get a really high K/D most rounds, know all the spawns and really seem like a terminator around the map. With randoms, there is less team work and more emphasis on relying on your own skill and ability. You learn the hard way that assuming your random teams mates have your back or can take out an enemy isn't always going to happen.
Now, the competition is obviously lower in general than scrims. What I'm trying to get across is there is a skill to it. The problem is when a public player, who mostly plays with randoms, comes to scrims shocks them because those skills don't work.
The reason those skills don't work is because the match plays very differently to what a public player is used to. The best way I can describe it is if you learnt a martial art and then had to fight underwater. The environment is similiar but something feels off and you can't pull off your moves. Scrims are like fighting underwater and practicing on land won't help you prepare for them.
So what is different about scrims and how do I adapt to them?
Teamwork: trying to be a one man army just doesn't work in scrims. If you hunt down one enemy it's more than likely the second you start firing, you will be flanked by his team mate. You have to learn that you're part of a unit and work within those restraints. Being part of a unit means you forget about any individual goals you may have, for example getting a high K/D or trying to prove yourself against the top players. Put simply, no one gives a **bleep** how well you do as long as you help the team win. If you read my beginner's guide you will know being a slayer is not the only way to help your team win a match.
Now you maybe one of those players who plays in a party of five most of the time in public. As a party in public you're more like a wolf pack hunting sheep. In scrims you're more like two wolf packs attacking each other. What gives one team an advantage over the other is using tactics such as these:
- Location awareness of team mates
Imagine a constellation of stars in your head. Now imagine you and your team mates are those stars and you're looking down on an Uncharted map. Link those stars together and you begin to understand the space a group of players takes up on a map.
Try to imagine your team as an ever changing shape/constellation as you move around the map. It gives you another dimension on how to interact with your teammates. You are always part of a unit.
Ever wondered why you get shot in the back or get ambushed?
Think back to those links I mentioned that connect the five players. Those links between you stretch, making them thinner the further you are apart. The links also become stronger the closer you are together or when one player can see another.
Those links snap when an enemy player goes between them. It creates weaknesses that cause a hole in your defenses. If you're unaware of where your teammates are, you're more likely to get killed by a group on the other team. Keep enemy players out of center of the constellation and you will be a much stronger unit.
- Reviewing a team mate's ability
Some players are better than others. Some players are better at using certain weapons than others. Some players are better at killing. Some are better at taking objectives.
Do some analysis of the players as you play the different modes in scrims with them. This could be by playing a couple of scims with the same people or watching the cinema of a scrim after the match. It will help you understand the best position you can fulfill.
For example, if Marked Man comes up in Objective mode and I'm the best killer on the team, then I will hunt the enemy marked man. If I'm not, I will support my team's marked man.
This isn't a straight up rule. It's just that I personally find it tends to work out well for the team winning that round. If everyone knows their role on the team, it makes the team stronger in my experience.
- Knowing how to flank
I learnt how to flank by playing a game called Brothers in Arms: Road to Hill 30. Fantastic game that had a great suppression, cover and flanking mechanic. The simple rule to follow is this. If you have opposition you can't take out head on, you need to send some of your squad to kill from a vantage point, while the remaining members continue to supress the enemy.
Relating this to Uncharted you will notice good teams will split up into groups. Say you want to take the boiler room on Facility from the staircase and there's three enemies in there. One group will make themselves known to the enemy firing at them, distracting them basically. While the rest of the team (2nd group) goes behind the enemy, either climbing up the truck a level below or coming from the sniper side.
It's a great tactic that can be used in any shooter. It happens in scrims all the time so watch out for it.
- Knowing when to push a location as a unit
- Weigh up the options to how much of a success it will be.
- How many team mates might die?
- Do you have control of the power weapons or do they? A hammer can clear an area or stop a group trying to take that area in a few seconds. Important to know this.
- How long have they been there? Might be running low on ammo.
- Element of surprise? Sometimes if you have played defensively all match, the other team won't expect a full-on aggressive push. I've seen it work many times because they aren't ready.
- Will you attack in two groups or one? Both have positives and negatives.
Plenty of questions to be asked in a very short space of time. It's best to have a leader who makes decisions like this. You trust them and do as they tell you without question as hesitation = death. The leader is usually the person who talks the most like Mr.Squid
- Controlling the vantage points of a map
Vantage points are always high ground and have easy access to power weapons. Think of the constellation I mentioned earlier. You know the size of the area and you want to form a shape which takes the shape of that vantage point. The links will be stronger if you are at least in eye contact with one of your teammates.
It's about locking down an area, covering the access points, keeping clear sight of your teammates back and not letting anyone break through the links between you.
- Controlling the power weapons
Power hunter booster is a must for at least one player on your team. That player will have a mic and let the rest of the team know when power weapons appear, if an enemy has picked them up (easy to tell because they disappear and your teammate is nowhere near that area) and if they listen careful how much ammo is left in the power weapons. If I hear 3 T-Bolt shots, see the T-Bolt on map not in it's usual spawn, I will assume it has 2 shots left. It's up to the teammate if they will risk going to pick it up for two shots.
On top of that booster, just controlling an area where power weapons spawn will give you easy access to those weapons.
- Adapting to the flow of the match
I've seen teams losing terribly and pull back to win. Sometimes it's good to take a breather and instead of just running back where the bullets are flying, stop for a moment. Try to visualize where the enemy is, use boosters like Let me See and power hunter and work out a new plan of attack between the players.
Long matches really are like a tug of war sometimes. Work out where the rope is and who is about to cross the line. It helps to clear your head whether you're winning or losing and focus on what you have to do.
Knowing that matches aren't a continous fast paced slaughter is the first step. Use those quiet moments wisely while your brain does not need to calculate aiming and shooting a guy in the face.
- Communication over mic
I don't need to explain this. You know what information is important and what is not. Negativity, raging, and blaming lag will not help the focus of your team. Giving clear, precise and useful information that will help your team is what is needed. Tell your teammates about enemy locations, power weapons, and group tactics. I don't need to explain any further.
Focusing even on one of these will help to re-write how you think Uncharted should be played and knock out any bad habits you had aquired through public matches.
There's a good number of suggestions here to surviving in scrims and going on to winning the match. Scrims are fun because everyone knows what they're doing so there's actual team work. It's a chance for you to experiment with booster combinations; trust me, what works in pubs doesn't always work in scrims. For example having Ammo Award might work when you get close to a Rampant against noobs, but it's useless when your average life span is 10 seconds in a scrim objective mode. On top of that, practice thinking about some of the aspects I have mentioned above. It will you help you as a player, as a team player and help you adapt from a pub star to a scrim warrior!!! XD
Think you're good at the game? Show me ten people who have learned from you. (PeteX19)
I was watching the Bartendaz on YouTube and the leader of the group said something that stuck with me: He doesn't care if you're good, just show him ten people who improved because you taught them. Then you will have proved you're good at what you do.
There seems to be push to get new players into UC3. The methods have been to just include them in game nights or scrims. For me, I think we can go a step further. It can be daunting for a new player who thinks they are unskilled to jump into a scrim with players who play 4 hours+ a day. Secondly, not everyone is free to play at these set times when scrims and game nights happen. If a new player misses a few game nights then it can be hard to get back on the horse and join in again.
This is my idea for growing and expanding the community and I would like to thank Kristantei for helping me realize it. The two groups I focus on are people who play co-op and very new players, below level 50 first legacy. The idea is to ask those players when you're in a lobby if they want to play some matches and if it's cool to send a friend request.
Two modes to train on and how to communicate with your new UC3 buddy
There are two modes in UC3 that you will be using to help these players get better.
The first is spending some one-on-one time in 3TDM. This is a fantastic mode, as it relies on two people using team work and sticking together to win the match. The new player's job is to shadow the experienced player. The experienced players job is to escort the new player and make sure they stay alive. After a few matches, you will notice an improvement in the new player as they gain confidence and start using team work rather than running round like a headless chicken.
You can use a mic if they are using a mic. A word of warning: an experienced player does tend to put across a lot of information that can go over a new player's head.
For me, I don't know this new person yet so I don't usually use a mic. I send a message after the match saying good game and giving them some positive feedback. Sometimes after we finish playing I watch the cinema and send them a message about what they're doing wrong.
It's rewarding to help other players. Even if you delete that player the same night it still has had an impact on them. Those who want to carry on being friends, start playing UC3 more often and usually stay on my friend's list. I put time into people who show the willingness to learn.
The second mode after I have played a good few games in 3TDM is tdmTDM Now, I usually team up with three other people, so the new player is joining a party of four. The rules for 3TDM apply for TDM: new player shadows you and you protect them. Make sure you buddy up at the beginning of the match so you spawn on each other.
It's amazing the teamwork that builds up between you and your buddy. I would like to thank Kristantei who was mainly a co-op player. We started playing a lot of Co-op and 3TDM and he has improved dramatically. Here's a match where he got a better score than me. Also, notice how close we work together for the majority of the match.
So, top players, this might seem like a slow process but if enough of us do it, then we will be able to build a stronger community. Squid wants another hundred dedicated Uncharted players. You won't get that from scrims and game nights or pushing YouTube content. It's about making room on your friends list, stepping back from the group of top players you always play with and helping those you make go 0-13. Trust me it's more rewarding playing with a low level player and seeing them improve, than mindlessly kill farming them in the safety net of a five man group. On top of that, you can build their confidence up to eventually try scrims and game nights, along letting them know about the forums and various YouTube channels that support UC3. Those players will become the next group of dedicated players of UC3 and hopefully UC4.
So go on. Make a free space on your friends list and next time you see a player getting his **bleep** kicked or someone who only plays Co-op (check their stats), send them a friend request and ask them if they want to play a few matches, no strings attached. You never know, they might teach you something