How to build your skillset

Anything about how you get those awesome core-dumps, or why you don't get them...
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Lucifer
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How to build your skillset

Post by Lucifer »

Ok, I figure it would be cool to approach this subject more directly. I see a lot of players giving advice to new players on this topic, so we may as well collect some of our wisdom somewhere, so it will be, well, collected.

So, how to build your skillset, Volume 1

Server Selection

Obviously, you're going to select servers on which you have high pings. The main settings to be concerned with are wall size, rubber, base speed, acceleration, and point awards. Some servers have brakes, others don't, so to build the most portable skillset, you need to work without brakes. I suggest unbinding your brake key while learning.

Each server, due to its settings, is going to emphasize a different part of your skillset. High rubber means heavy grinding. Infiinite walls give a distinct advantage to mazing, and so forth. So to start, you should make sure you're playing several different servers that you can reach with a reasonable ping. You should also play servers that you have a really nasty ping on, so you can learn how to account for lag into your tactics.

It's a common myth that playing locally will enhance your skills for internet games. I recommend not doing that if your ultimate goal is to play over the internet, because lag is a big enough part of the game that playing locally will affect your skillset negatively; you won't learn to account for lag.

The main areas (as I see them) that you need to work on are Grinding, Fast and Slow maneuvering, Dueling, Zoning, and Camera Control.

Grinding is such a basic part of the game that it's inarguably the first area for you to focus on. If you can't grind well, you can't accelerate well, it's as simple as that. Grinding can be defined as "Getting as close to the wall as possible without crashing, and turning so that you are running parallel to the wall". This is for any player's wall as well as the grid wall, with the player's walls giving you acceleration in the deal. In order to grind, you approach a wall and actually hit it. At the moment of contact with the wall, there will be a slight pause before your cycle explodes into pieces. The length of that pause is determined by your speed and the amount of rubber available. When you have run out of rubber, you explode. So the longer you wait before turning, the closer you will be to the wall after you turn. But if you wait too long, big bada boom.

Grinding is also a tactic, as well as a basic maneuvering skill. As a tactic, it's fairly straightfoward. To seal someone in a box, you have to grind the open points on the box, closing the box. To drive someone into a corner (any corner, not necessarily the grid corners) you have to grind both sides of the corner, leaving one side with enough space for the player to reasonably get in it and sealing the other side so they can't turn without hitting your wall. Grinding as a tactic can be effective, but is also easily defeated by better grinding, so while you need to build this skill first, it's a skill you should work on intermittently on its own. Instead, focus on working grinding into the rest of your tactics, where it will serve you best.

Speed confers a strong advantage to a person who can maneuver at high speeds, but a tactical advantage can also be gained by being good at low speed maneuvering, especially against someone who depends on speed and is therefore likely to have a weakness in low speed manuevering. As you pick up speed, it becomes harder to grind any wall you approach, because the magical period during which you have struck the wall but haven't crashed is reduced in time, requiring faster moves to make the grind.

Speed isn't used as a standalone tactic, generally. It is part of every move you ever make, however. A speed kill is generally associated with a pretty simple kill that you earned through the advantages conveyed by high speeds, but the kill itself is usually very basic in nature. If your speed is high enough compared to the bike you've targetted, it is possible to build all four sides of the box around that bike before they escape and/or attack you directly.

To build skills at different speeds, you want to work in both an open grid and a pretty confined grid. The open grid will give you plenty of opportunities to work on grinding at high speeds, and the confined grid will give you plenty of opportunities to work on manuevering at high speeds in close quarters. The open grid will also give you an area in which to work on building a high speed and maintaining it. Reaching a high speed is generally pretty easy, but staying at a high speed is harder because as you get faster you have to grind more to stay fast.

Maneuvering and mazing are shades of the same skills. Mazing can be defined as maneuvering at close quarters, but that's not entirely accurate. Maneuvering is as much navigation as it is simple turning. The right moves can be found to kill everyone at any speed in any situation, so this is easily the most important skill you need to build. It's also the most basic skill of the game, so you will always be working on it.

Maneuvering as a tactic comes in three flavors: mazing, attack, and defense. Mazing is both an attack and a defense, and there's a fine line between a good mazer and a damn camper. Building a maze is tricky because it requires you to create paths that will confuse anybody who enters it, but still allow you to get out. Some players are easily suckered into mazes, others will go in to get you, and still others won't go in at all, preferring to fight in the open grid.

Maneuvering for attack is all about putting your wall in front of someone before they can turn away from it. You don't necessarily have to cross their line to get them to hit your wall. A little subtlety will go a long way in this regard. Tricking players to turn into your wall is generally more reliable (and harder) than just crossing their path.

Maneuvering for defense is all about putting walls in places to prevent someone from attacking you or allowing yourself a way out.

Maneuvering, on the whole, is a very complex subject and makes up most of any discussion of tactics, so I'll leave details to the thread rather than try to cover it here.

Zoning is what you might expect it to be if you've ever played a zone defense in any regular sport. The grid itself is made up of several zones. As walls get laid down, several zones will appear. Generally speaking, you can expect the zones to appear in a predictable fashion, even though all players on the grid will behave unpredictably. Being able to play the zones is comprised of knowing how to take advantage of each zone to attack someone, and knowing how to maneuver into and out of each zone consistently.

Each cycle also has several zones around it that interact with the zones of the arena, and with each other's zones. Each attack you make will be initiated first from your cycle, then through a specific zone around your cycle, through the grid zone that the two cycles are in, and through/across a zone around the target cycle, and finally ending at the target cycle.

On a simpler note, defending that requires initiating some sort of action is about closing your zones to the other cycle. The easiest way to do it is to turn around and run, but it's not the only way.

Working the zones is key to using zoning in your tactics. Like any other sport, zoning can be de-emphasized. But like the other sports, doing so opens up weaknesses. Zoning is most used in team play, when understanding the interaction of the zones is vital to killing other cycles without killing your teammates.

On the whole, zones get tighter and smaller as more players enter the grid, so your zone-based tactics will need to be different depending on the number of players on the grid.

Camera Control is all about being able to look around you so you know what's going on. It was the hardest skill for me to add to my skillset, and it still frequently results in me crashing because I was looking somewhere besides right in front of me. But it's an essential skill. Glance controls are the ones most used, because they give you the ability to look around and then return back to a regular view.

Dueling is obviously the skill that is used when it is you against one other cycle. The tactics change for one cycle versus many cycles. Dueling and jousting are similar, the difference between that jousting usually involves both cycles turning away and having to go back to the end of their traces to face each other again. This resembles medieval jousting quite a bit, actually. Dueling involves knowing the other player well enough to know how to attack them. Some players are better attacked by defending yourself instead and letting them screw up. Other players are better attacked in a straightforward fashion. Still others can only be defeated with subtlety and trickery. And still others only give you a few seconds to make an attack, and if it doesn't succeed you're dead. Dueling as a skill can be de-emphasized safely, if you're willing to sacrifice a point at the end of each round when it's just you and one other cycle. On servers that provide point awards just for being the last one standing (also known as the Camper Reward :) ), you will have to duel the last enemy alive.

Choosing your keybindings is pretty tricky. In any discussion of keybindings, I find that most people have completely different keybindings. How your hands work together is important. I would suggest that piano players and expert typists should put left-hand moves and cameras on their left hand, literally, and right-hand moves and cameras on their right hand. As a guitar player, I find putting moving on my right hand and cameras (and score) on my left-hand works very well. It's important to remember that you can bind the same action to multiple keys. This brings us to double-binding versus non-double-binding. I don't want to get into it as a tactic or skill, but choosing your keybindings is integral to choosing your game. It's also a subject you should revisit periodically and see if you can make your keybindings better.

Like I suggested at the beginning, I recommend unbinding your brake for starters. You can bind it later and work it into your skillset, but there are distinct advantages conveyed on the player who can play without brakes that can't be denied. Some servers don't have brakes at all, others make their brakes an accelerator. Even among servers that have brakes the effect of the brake varies widely. Players also vary widely in their opinion of the brake. As a result of all of this, the skillset that is most portable amongst servers is the skillset that doesn't depend on any specific brake effect and can also easily assimilate the server's brake settings. After you've gotten fairly good and find yourself winning a few rounds by skill rather than luck, then you might consider binding the brake key and learning how to use your brakes on the servers that have them.

I hope I didn't leave anything out, so we can just go into details that will hopefully help new players get better faster. :) I figure we can beat on this for awhile in this thread and then sometime in the future someone (maybe me, maybe not) can take all of the information and compile it into an even looooonger post than this one. The second revision would then get beat on, and turn into a third revision, and so forth. Keeping in mind that it's to everyone's advantage for new guys that really enjoy the game to get better faster, because it keeps the game always changing and hopefully always interesting.
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Post by nicolas.b »

great stuff, luci. my hat's off to you. i wish there was something like this available when i first started playing online. on that note i am going to play a couple matches right now since i finally got my new gamepead working and DSL (temporarily) routed to this machine. maybe i'll see some familiar faces OTG (on the grid). =)

i confess as to not having read thru the whole guide (since i consider myself expert-level when in practice- you should have seen how tank and i endlessly pawned all competition in various teamplays) but one little quibble would be the idea of a myth about playing locally- granted it's not the same experience, but playing locally was what taught me a basic skillset which got expanded upon quite a bit in later centuries. and even when in peak shape i would sometimes do some local play just to flesh out a concept, such as imitating commie's don't-know-what-you-call-em-deception-speed-boxes. but that's just my rant. :D
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Post by Lucifer »

bump. I'm happy to have rediscovered this, I'll copy it to the wiki. :)
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Post by KamP »

Well i wasn't around when this was
Anyway
Maneuvering for defense
Since this is almost all that i do, i think i'm pretty good at it. Or really bad

Anyway, if anyone happens to play me one on one, you'll notice something.
I always put up a wall, and then hide behind it. That's the essence of defensive driving :) . You want YOUR risks to be completely controlled.

Hiding's done in this basic way.
Say KamP and Lucifer are going parallel in the same direction, but Lucifer's going at about twice the speed of KamP. What KamP would do is, once he sees Lucifer turn inwards on KamP's wall, going for the kill, KamP would double back, making a little box if you triple bind, 180 if you double bind, or make a nice big box if you single bind :D and grind back on his own wall.
The whole point of this, is that (a) Lucifer now has to go the whole way around KamP's box, which isn't a big deal if you triple or doble bind, but works out nice in a single bound setting. (b) KamP's gaining speed on his own wall whil Lucifer's suddenly at a modest disadvantage because he's made a couple turns in succession to try and get KamP.

Successfully implementing this kind of strategy takes patience in mass, and also a lot skill in the area of low speed maneuvering, since actually the point of this strategy is to slow down your opponent to the point where you've both got about the same speed. Then you can take them in a lower speed duel, and let the best man win.

Oh one more thing in Play. Never go in something you can't get out of. That means that if you feel like dancing inside, please, please leave yourself a way out. Personally, i've extended this to all areas of the game, even leaving myself a pretty sizeable tunnel to backtrack on walls. You DO get a speed gain by driving near the walls, and leaving yourself a tunnel like that works out great in a server with walls of set size.

Anyway, have fun on the grid, that's the point, right?
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Post by Lucifer »

Heh, KamP. That defense wouldn't have worked on me right before 0.2.7.1, I would've chased you through the tunnel, and it clearly would have been unexpected. :) Learned that from root down.... (I'm doing it a lot on the fortress server right now, but about half the time I'm killing myself getting into the tunnel. It's not like riding a bike, no pun intended)

Anyway, I managed to copy this to the wiki, so if you'd like to expound on the defensive stuff (or anything else), that's a good place to do it. ;)
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Post by Phytotron »

A lot of 'vets' will follow you into anything, be it a long, straight tunnel or something smaller and more intricate. Nemo, for instance, used to get me like that all the damned time. Now, I let them. :) But then I do this move or that move to either block them or trade places with them. Not that it always works, but it's the beginning of a counter that itself yields a counter, and on and on. That's when things get cool and you see two players, which might include yourself, cutting in and out of each other in more and more intricate ways, pushing the limits until someone finally gets the upperhand—or screws up.

KamP's style has merit, especially if and when he eventually expands and elaborates upon it. I think there was a topic here somewheres about whether the game is inherently offensive or defensive. I tell you, whenever I try to think of analogies between tron and sports, I find that defensive ones work best, especially with respect to defenses that are meant to force turnovers (the equivalent of a core dump). Offensive analogies work as well (such as juking, cutbacks, crossovers, backdoors), but I just find more defensive ones in my noodle, especially regarding an entire scheme, as opposed to specific moves. Here's one thing to think of, too: your entire tail is like a team. Know where it is, how it is, what it is—by itself, and in relation to all the other tails—and get it all to work together.

He made another good point that seems obvious but may be overlooked by a lot of players: Always leave yourself an out. This is half the reason I rarely grind—besides my aversion to speed, heh. Leaving multiple outs is even better. Being able to disguise them so that others don't block them is even better. Being able to use them not only for retreat, but as well for surprise attacks is even better.

There are a few thoughts.
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Post by Lucifer »

Keep in mind, the other day, to relieve the two preexisting attackers at the bad guy's fortress, I chased Joda through his "out", turned around and used his "out", and he died. :) Your out is a weakness, make sure you keep it covered so you can use it, or close it.
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Post by Phytotron »

Eh, it depends on how it's formed, where it is, how it's used, and all those even-better's that I mentioned. And then you get back to the first paragraph I wrote about the accumulation of counter moves (arms race).

Or maybe we have two different things in mind, I dunno. But I've found the way I do it to be very effective and far more a strength than a weakness (providing I'm not stupid about it), even against very good players. Even against you! :D :wink:
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Post by Lucifer »

this particular one was a tunnel around the fortress. You know, close enough to maintain speed, but not too close that you can't turn around and duck through it in a hurry. I guess you could call it a rabbit hole. :)

I should point out the reason my attack worked was the element of surprise. Had he known I was there, I would have been dead as a doornail. So never underestimate the element of surprise. :)
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2020
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heheheheh

Post by 2020 »

sorry guys
all this talk about gameplay
and i all i want to do is play...
see you on the grid
hehe
hold the line
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Post by Walking Tree »

good article !

1. /me plays on shrunkland, gets consistently beaten by lukesky
2. /me reads that article and gets some sleep
3. /me consistently beats lukesky. lukesky changes strategy and consistently beats /me. /me changes startegy.... etc
4. /me notices that /me wouldn't have changed strategy at all without reading that article
on the grid as ~free::zombie~
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Phytotron
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Post by Phytotron »

Well, see, my posts aren't in reference to Fortress gameplay. Also, I realised later that I should have mentioned I was talking about more mazey type stuff, not obvious straight-line tunnels. Anyhoo.
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Post by Lucifer »

Ironically, 2020 started a thread called "entertaining the noobs"
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Post by Walking Tree »

social engineering at its very best, or what is 2020 again ?
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Post by 2020 »

Walking Tree wrote:social engineering at its very best, or what is 2020 again ?
social engineering is done top-down
by the powers that be
while
all this open-source stuff
is more organic and self-organising
and as yet...
untested

i mean
if you can opensource a program like armagetronad
then perhaps you can opensource a social program...

i am not a programmer
though i think you guys are developing a hell of a lot of interesting skills
while providing me with a far-tto-addicting game :D
hold the line
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