If you want some texts about fortress basics, the backup of Concord's blog is still there. There's much more than the stuff I linked, like hoop's short text about the ideal double-grind. I think one can summarize these texts easily or take out a few snippets. Edit: You can just click to the link below (Insomnia forums) for all relevant playfortress articles I remember. It displays me as author, but most of these articles were written by other people, most notably Concord.
Then there's Luzifer's fort guide:
http://forums3.armagetronad.net/viewtop ... =3&t=20383
I started a topic about a manual once, but the file I posted is gone (probably was ashamed of it and deleted it...? sawwry
- Phytrotron posted the original manual there)
Anyway, the discussion is still relevant I think:
http://forums3.armagetronad.net/viewtop ... =3&t=20439
(and I used to spam pru's members area with guides/strategies etc.; perhaps Venom or Rx still have a backup.)
edit: Ah, this:
http://insomniaclan.proboards.com/threa ... ress-links ---> some more tips if you scroll down:
You know what the lagometer is, right? The white triangle that surrounds your enemies and shows you the true position of their cycles. You can see it even better if you type "/console predict_objects 1" (without the quotes, in normal chat). I have it turned off, but perhaps that will help some of you.
But since the cycle is always a bit further than you think, the trail end is too. That means if you attack, you shouldn't just try to kill the cycle, you should try to find the trail end and use the gap you can't see. Hard to explain, and most attackers still don't know that, but after a few successful cuts you'll get the principle.
In most game types there is a simple rule for tail/speed control.
Grinding makes you fast, turning slows you down. Remember this and use it to win the upper hand over your opponents. Get in front of them, core dump them. The same applies for ctf or df. If you don't have any brakes, turn. There are a few things you can practice in empty servers to get familiar with the physics, like camping (=surviving), grinding and getting through hard grinds, and of course attacking/defending/sweeping/shrinking a defense.
When you attack, avoid to close yourself in when you don't have any room - that should be obvious, right? In the best case you always have an exit for yourself. You should always try to take out the sweepers first so you can hole/attack and have enough freedom to get speed, but if the opportunity presents itself, just core dump the defense.
Sometimes you can even use the sweepers to hole. That's why the sweepers should always keep some distance from the def and try to core dump the enemies/get core dumped elsewhere if possible. Holing early can have two effects:
1) the enemies are distracted and everyone panics and dies while trying to gank. Then it all depends on your best sumoers inside the zone. If you win it's pure luck.
2) the enemies stay cool and core dump you one after another, absorbing your entire team if you don't react properly.
from my experience i know that 3v1 never works if 3 players attack at the same time and don't hole. They don't have enough room. 2v1 works if the 2 both stick to their half. and you can win an 1v1 only if you have enough patience, provided that you're the attacker. the def has always an advantage since it can hide behind its trail end. You can turn that into a disadvantage by shrinking it.
And you should be good at basic mathematics.
Every point matters, winning a round (with zone) means 10 points.
If it's round 10 (of 10) and your team has 90 points while the others have 78 you'd win it even if you give up your zone. you just need to make sure that your whole team stays alive.
The no-point-hole is useful when the score is 90-98. If you're the team with the 90, do an nph and you win.
Staying alive (= player advantage) is the most important thing. Just don't take silly risks, don't follow opponents everywhere. If you're not sure about a certain move, don't make it. When you try to close someone and he still has the upper hand, turn back immediately afterwards. And if you happen to have boxed someone, don't let him out again. A lot just depends on one's ability to think ahead.
I doubt I'll get a Pulitzer for that. Anyway, keep in mind this is my younger, more inexperienced self. I just edited this a little to make it easier to read