So ya, I'm new to Armagetron...

General Stuff about Armagetron, That doesn't belong anywhere else...
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Saitek
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So ya, I'm new to Armagetron...

Post by Saitek »

Hey all. So ya, I'm new... started playing like, yesterday? Oddly I've never played anything like Tron... but it's seriously addicting and fun :P. When I logged on I saw a CTF server and I was like YAY, and imo it's probably the best game-type... but then again that might just be because I really haven't played any others :P.

So just wanted so say hi and get some info... like what servers do you guys play on? How big/ how much emphasis are clans? Stuff like that...

Anyway, just wanted to say hi... I've been chillin on the Wild West CTF server, if anybody's seen me there (name same as forums).


-Saitek
Last edited by Saitek on Sun Aug 03, 2008 6:25 pm, edited 1 time in total.
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Post by fantomzed »

Well.. mainly I just go on durke durka land, thats A fun server
owned
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Post by owned »

fortress is the best game type of all. (sumo-dumb name is pretty good too)

I usually play on wild west sumo/team sumo, eddie's auth fortress, fortress bar, Ct Ladle Fort, and I occasionally visit CTWF, and other servers.

Clans can range anywhere from like 2, to 30.
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Post by Saitek »

owned wrote:fortress is the best game type of all. (sumo-dumb name is pretty good too)

I usually play on wild west sumo/team sumo, eddie's auth fortress, fortress bar, Ct Ladle Fort, and I occasionally visit CTWF, and other servers.

Clans can range anywhere from like 2, to 30.
I tried to figure it out, fortress at least, but it's still pretty vague.. how exactly is Fortress played? And Sumo as well?


-Saitek
Random thought of however often I feel like updating it:

Why does "colonel" have an "r" sound in it? Somebody explain this to me >_<
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Post by DDMJ »

Saitek wrote:I tried to figure it out, fortress at least, but it's still pretty vague.. how exactly is Fortress played? And Sumo as well?
Well, I'll start off with sumo since that is probably the easier of the two to understand.

Basically, you start near the edge of a circular zone. If it is normal sumo, there can be up to 3 other enemies in the zone also. If it is team sumo (teams of 2 players each), there can be up to 3 other enemy teams in the zone.

The entire of idea of sumo is to stay inside and survive. You are allowed to leave your zone for about 2 seconds, but after about 3 seconds your zone will be "conquered" and you will randomly explode (eradicate).

For team sumo, the concept is the same, but this time you have a teammate on your side. As long as one of you guys is in the zone, you will not be "eradicated." However, if you both leave the zone or are killed, the enemies will conquer your zone.

The scoring is much different than most servers. For normal and team sumo, 30 points for a kill, 0 for a death, -30 for a suicide, and 60 points for conquering a zone. The thing about conquering a zone is that if 3 teams are in the zone, each team gets 20 points (20*3 = 60), if 2 teams are in the zone, each team gets 30 (30*2 = 60), and if 1 team is in the zone, they get all 60 of the points.

In team sumo there's also something informally called "team leaching". This is when your teammate stays in your zone (and hopefully doesn't die) while you go to the other zones in the map and try and jack points. That could sometimes result in teams getting just 15 points for conquering a zone (15*4 = 60) and etc.

So if you're still confused, just remember this: to win a sumo game, just stay inside and survive.

Now I'll talk about fortress.

Sumo was made to be a practice for fortress. Although the game types are completely different, the idea of conquering your opponents zone remains.

2 teams start on opposite sides of a big square grid. Typically, each team has one designated "defender." What this person will do is make some type of box-like figure around his zone in order to prevent the other team from entering it and capturing it. In order for the defender to "do his work," this requires that all members of his team leave the zone as soon as possible at the start (you start inside your zone).

The fastest and most efficient way to do so is by "grinding" the center. You spawn in a triangular shape with the center player being slightly ahead of everyone else. The players on the team then wiggle their way onto the center players wall as illustrated here. By grinding the center, this allows everyone to simultaneously gain speed and help get to the enemy defense faster after the "split." Since each team starts opposite each other, they will eventually have to turn before hitting each other after having gathered enough speed during the grind. This is called the split and is very crucial in fortress.

After the split, players try and either attack the other teams zone or stay back and help their defender fend off the opposition.

To conquer the enemy zone, your team needs to generally have more players in the opposing than the enemy does. For example, if it is 1 defender vs 1 attacker, the zone in unconquerable. 1 defender vs 2 attackers is conquerable. On most fortress servers, 2 defenders vs 2 attackers in conquerable. 2 defenders vs 1 attacker is obviously unconquerable. Of course if you just kill the entire other team, you win the round as well.

Anyways, those are the basics to fortress, but before you start playing I should advise you of the 3 nevers: never TK (team kill), never don't grind the center (or you will probably get poll-kicked), and never not split (leaving your teammates with no room to split causing them to die (you're essentially TKing them)).

I didn't cover everything, but I tried to talk about the basics. If you would like to read a true fortress tutorial you should probably check out this page. I also know that a few people are working on a more advanced fortress tutorial so just keep checking these forums for updates.

Also, you might want to check out some fortress videos on youtube such as this one.

Anyways, hopefully I helped.

- Durka
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Saitek
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Post by Saitek »

Ah...

Ya, being in the middle on CTF irritates me, because people center grind me and don't break... highly annoying.

And ya, that makes sense... thx for explaining. Is there any best/ particular way to attack a defended position? On CTF I just basically find the spot closest to the flag on their def, then go in and out double-binding and work my way in... it ends up taking forever tho, is there a more effective way?


-Saitek
Random thought of however often I feel like updating it:

Why does "colonel" have an "r" sound in it? Somebody explain this to me >_<
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Post by Lucifer »

Holy crapamole, Durka! When did you learn how to write? :P
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Post by kyle »

ya maybe now he has time to update AFL stuff :)

or does this mean he is too busy correcting is writing to make it look good?
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Post by DDMJ »

kyle wrote:or does this mean he is too busy correcting is writing to make it look good?
his*
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Post by Saitek »

Wow, I saw Durka in a game earlier... amazing to actually see people there who talk here lol.

Coupla questions that I couldn't find in the FAQ, maybe I just missed them tho, so if you have a link please post it...

1. How do I tell if I've been locked in, or if I've locked somebody in? whenever I try to get out of being locked in I'm, well, locked in... but I can't ever seem to lock other people in.
2. What's the best way to attacked a good defender? Attrition?
3. How do I keep the effing camra more stiff? Whenever I get all tight with my movements, it zooms in so much and doesn't move, so I can't see who's coming and half the time forget which keys bring be where, because all I have is an ariel view...

Anyway, if you can help me that would be awsome :)


-Saitek
Random thought of however often I feel like updating it:

Why does "colonel" have an "r" sound in it? Somebody explain this to me >_<
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DDMJ
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Post by DDMJ »

Saitek wrote:1. How do I tell if I've been locked in, or if I've locked somebody in? whenever I try to get out of being locked in I'm, well, locked in... but I can't ever seem to lock other people in.
3. How do I keep the effing camra more stiff? Whenever I get all tight with my movements, it zooms in so much and doesn't move, so I can't see who's coming and half the time forget which keys bring be where, because all I have is an ariel view...
Questions 1 and 3 are somewhat related.

What I suggest is playing around with your camera settings as well as experimenting with glances.

First off: glances. I suggest binding keys to Glance left, Glance right, and Glance back. By glancing to these directions, you will probably be able to tell if you're trapped (assuming that's what you mean when you say "locked in") or if you've trapped someone.

Another thing you can experiment with is your camera settings. If you can't find a good camera setup, try making your own using the Custom Camera. This allows you to adjust most of the things that frustrate you by the default camera.
Saitek wrote:2. What's the best way to attacked a good defender? Attrition?
Ah yes, the good ol' question of how to attack. There is no set "best way" or else everyone would do it. And if everyone did it, I'm sure the defenders would figure out a way to stop it.

However, there are specific strategies that can be used in different scenarios to break down the opponents defense.

Before I even think about writing another block of text, I'll just cut-to-the-chase and mention that attacking in Fortress is much different than CTF.

Fortress has lose double binds and low rubber while CTF has tight double binds and higher rubber as well as faster speed. This allows for a CTF defender to stay alive much longer since he can just double back on his tail for a while without worrying of dying.

A good strategy of attacking is by pressuring the defender. This is done by following the defender's turns very closely, trying to gather some space in their zone. In Fortress, if the defender is pushed in enough, the attacking team can "cram" the small spaces forfeited by the defender in hopes of conquering the zone. In CTF, since the tails are pretty short, this pressure will quickly force the defender to shrink his defense, essentially trapping him.

Of course, if the other team has decent sweepers, you can't just keep following the defender around and around. Another good strategy is speed. If the attacker can gain enough speed it might come to the point that the attacker can use this speed to shoot through a gap in the defense. Without the speed, the defender has time to react and can easily kill the attacker.

Obviously there are other attack methods, but I'm pretty tired and don't feel like writing anymore.

Hope I've helped you again,

- Durka

P.S. Luci, the only reason I'm writing long messages again is because I'm practicing for my AFL newsletters if it starts up again ;) :P.
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Post by Saitek »

Those camra angles look interesting... but when i went and looked for "autoexec.cfg" it wasn't there >_<. Yay macs? If somebody who has a mac can explaini where that files is I would be grateful... I could probably find it on a windows, but I still have no clue about the inner-workings of a mac...

And ya, that's pretty much what I figured for the attacker. What's a sweeper tho? A teammate that runs around outside the defender's def and tries to keep the enemy away?


-Saitek
Random thought of however often I feel like updating it:

Why does "colonel" have an "r" sound in it? Somebody explain this to me >_<
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Post by Lucifer »

That file doesn't exist, you have to create it with a plain text editor. Look for user.cfg and put autoexec.cfg in the same directory as user.cfg.
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Post by DDMJ »

You don't actually need to create that file to make a custom camera unless you want to "save" your camera settings. Just make the changes by pressing the con button (default is ~) and entering in the settings, one by one.
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Post by Saitek »

Ah... gotchya. Seeing as I'm lazy tho I think I'll just make the file :P.

Thanks again


-Saitek
Random thought of however often I feel like updating it:

Why does "colonel" have an "r" sound in it? Somebody explain this to me >_<
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