r5825 - in trunk/Docs: . htmlfiles

esteel at icculus.org esteel at icculus.org
Tue Feb 10 05:53:18 EST 2009


Author: esteel
Date: 2009-02-10 05:53:18 -0500 (Tue, 10 Feb 2009)
New Revision: 5825

Modified:
   trunk/Docs/basics.html
   trunk/Docs/htmlfiles/basics.aft
Log:
updated basics.html with ballistic bullets and some minor fixes/changes

Modified: trunk/Docs/basics.html
===================================================================
--- trunk/Docs/basics.html	2009-02-10 09:21:47 UTC (rev 5824)
+++ trunk/Docs/basics.html	2009-02-10 10:53:18 UTC (rev 5825)
@@ -108,7 +108,7 @@
 <h3><a name="''Identifying Your Opponent''" id="''Identifying Your Opponent''"><em>Identifying Your Opponent</em></a></h3>
 <p class="Body">
 Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explaination of those at the end of this guide.
-If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the <tt>Auto</tt> button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the <tt>Auto</tt> button you can also press F6, thats a shortcut for the <tt>Auto</tt> button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press <em>TAB</em>.  The weapon color and the color behind your name is your team color.  Try to only hit the OTHER team(s) :).
+If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the <tt>Auto</tt> button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the <tt>Auto</tt> button you can also press F6, thats a shortcut for the <tt>Auto</tt> button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press <em>TAB</em>.  The weapon color and the color beside your name is your team color.  Try to only hit the OTHER team(s) :).
 </p>
 <!--End Section 2-->
 <h3><a name="''Hitting Your Opponent''" id="''Hitting Your Opponent''"><em>Hitting Your Opponent</em></a></h3>
@@ -116,27 +116,24 @@
 Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.
 </p>
 <p class="Body">
-When you use direct-hit (hitscan) weapons like the shotgun, machine gun, or nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
+When you use direct-hit (hitscan) weapons like the nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
 </p>
 <p class="Body">
-In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to <em>not</em> aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
+In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to <em>not</em> aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move yourself and thus your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
 </p>
 <p class="Body">
-Using projectiles weapons such as the mortar, rocket launcher, and electro, can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
+Using projectile weapons such as the shotgun, machine gun, mortar, or rocket launcher can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  Now thats the part that makes projectile weapons easier to use.  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
 </p>
 <p class="Body">
 Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.
 </p>
-<p class="Body">
-A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This <em>can</em> be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.
-</p>
 <!--End Section 2-->
 <h3><a name="''Controlling The Map''" id="''Controlling The Map''"><em>Controlling The Map</em></a></h3>
 <p class="Body">
 To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.
 </p>
 <p class="Body">
-The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly <em>re</em>generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight is not usually enough to restore you to useful levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
+The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly <em>re</em>generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight helps staying alive but is usually not enough to restore you to useful battle ready levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
 </p>
 <p class="Body">
 In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, &quot;I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place.&quot; Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.
@@ -159,22 +156,22 @@
 <li>The port-o-launch is the perfection of movement.  The grenade it launches creates two portals.  On first impact it creates the entrace portal, on secondary impact the exit portal.  If you enter the first one you (or others and also projectiles!!) will be teleported to the secondary portal.  As the first portal will teleport everything it can't be hit but the second portal is quite fragile and thanks to the used wormhole technology will take the other portal along if it lost too much energy.  The wormhole is also the reason why the portals energy decays after some time.  You can replenish the energy by simply teleporting something thru it.</li>
 </ul>
 <ul>
-<li>The shotgun is very similar to that of other games.  It shoots several hitscan pellets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  Starting with Nexuiz 2.3 the secondary firemode will also have a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.</li>
+<li>The shotgun is very similar to that of other games.  It shoots several ballistic bullets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  The secondary firemode also has a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.</li>
 </ul>
 <ul>
-<li>The machinegun is also quite self-explanatory.  It shoots hitscan bullets (do not get fooled by the eyecandy from the tracers, the mg IS HITSCAN it hits the moment you press fire were you aim) at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than any other weapon.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, the same as the primary modes <em>first</em> bullets.  It is therefore very useful as an improvised sniper weapon for long range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo just as the camping rifle.</li>
+<li>The machinegun is also quite self-explanatory.  It shoots ballistic bullets at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than most other weapons.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, its the same as the primary modes <em>first</em> bullets.  It is therefore very useful as an improvised sniper weapon for mid range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo just as the camping rifle.</li>
 </ul>
 <ul>
 <li>The HLAC (heavy laser assault cannon) is a similar gun but fires highly accelerated laser bolts at an insane refire rate.  The bolds explode on impact and for some extra damage the secondary mode fires several of them at once.  This is only gun that has reduced spread when crouching!  Beware of your cell ammo (shared with electro, crylink and (minsta)nex), this baby eats it like crazy.</li>
 </ul>
 <ul>
-<li>The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher, TAG and the hagar.</li>
+<li>The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher, TAG and the hagar.</li>
 </ul>
 <ul>
-<li>The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink, hlac and the (minsta)nex.</li>
+<li>The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of extra damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink, hlac and the (minsta)nex.</li>
 </ul>
 <ul>
-<li>The crylink is comparable to the shotgun, except that it is not hitscan but shoots plasma projectiles; so it's harder to aim but also does more damage.  The primary fire mode shoots several projectiles at a high rate of fire and narrow spread, while the secondary fire mode has a wider, horizontal spread and lower rate of fire.  The crylink uses cell ammo which is shared with the electro, HLAC and the (minsta)nex.</li>
+<li>The crylink is comparable to the shotgun but shoots slow plasma projectiles; so it's harder to aim but they also do more damage.  The primary fire mode shoots several bouncing projectiles at a high rate of fire and narrow spread.  Each bouce causes splash damage so try to hit the floor near someone for damage from the splash and the bullets themself.  The secondary fire mode has a wider, horizontal spread and lower rate of fire.  This mode does not bounce but also does more damage and is sometimes easier to aim.  The crylink uses cell ammo which is shared with the electro, HLAC and the (minsta)nex.</li>
 </ul>
 <ul>
 <li>The nex is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The nex uses cell ammo which is shared with the hlac, crylink, minstanex and the electro.</li>
@@ -183,21 +180,24 @@
 <li>The minsta nex is the snipers wet dream.  Similar to the nex but MUCH more powerful.  One hit, one kill, no kidding!  The secondary firemode is identical to the lasers primary shot.  Back in the glory days this gun was used solely in Minstagib to train steady aim and fast movement, now this gun can spread fear in every gamemode.  Cell ammo is also used by nex, crylink, hlac and electro.</li>
 </ul>
 <ul>
-<li>The camping rifle is a kind of mixture of a sniper rifle and an assault gun.  It fires fast, medium-to-high damage, wall piercing projectiles and is fed with bullets ammo.  The primary mode feels very much like a standard sniper rifle and is harder to use than the nex due to the projectile ballistics.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the rifle.  The machinegun uses the same bullet ammo as the camping rifle.</li>
+<li>The camping rifle is a kind of mixture of a sniper rifle and an assault gun.  It fires fast, medium-to-high damage, ballistic projectiles and is fed with bullets ammo.  The primary mode feels very much like a standard sniper rifle but is harder to use than the nex due to the projectiles.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the rifle.  Its also the only gun that can do headshots, which cause extra damage.  The machinegun uses the same bullet ammo as the camping rifle.</li>
 </ul>
 <ul>
 <li>The hagar can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small projectile missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The hagar uses rocket ammo which is shared with the mortar, TAG and the rocket launcher.</li>
 </ul>
 <ul>
-<li>The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket <em>near</em> him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar, TAG and the hagar.</li>
+<li>The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your flying rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket <em>near</em> him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar, TAG and the hagar.</li>
 </ul>
 <ul>
-<li>The T.A.G. seeker is a unique weapon system.  The primary fire mode launcher a small tagging device.  If it hits someone it will automatically release several target seeking rockets that will follow the tagged target for quite a while.  Its fun watching them run!  The secondary firemode launches small rockets that explode after a few meters and thus create a sort of explosion shield that will severely damage everyone in its radius and also stops incoming tag-rockets.  Rocket ammo is shared with the mortar, hagar and rocketlauncher.</li>
+<li>The T.A.G. seeker is a unique weapon system.  The primary fire mode launcher a small tagging device.  <em>If</em> it hits someone it will automatically release several target seeking rockets that will follow the tagged target for quite a while.  Its fun watching them run!  The secondary firemode launches small rockets that explode after a few meters and thus create a sort of explosion shield that will severely damage everyone in its radius and also stops incoming tag-rockets.  Rocket ammo is shared with the mortar, hagar and rocketlauncher.</li>
 </ul>
 <p class="Body">
-Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him!  This is also the primary way to make sure the T.A.G. seekers rockets do not hit you!  Make them explode by setting them off.
+Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him which his own weapons!  This is also the primary way to make sure the T.A.G. seekers rockets do not hit you!  Make them explode before they hit you by setting them off.
 Also note that some objects are affected / pushed by explosion like the keys in Keyhunt or the flags in Capture the Flag.
 </p>
+<p class="Body">
+A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This <em>can</em> be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.  Furthermore the ballistic bullets are affected by gravity much like real bullets and can also pierce walls and enemies like real bullets.  That enables you to hit several enemies or enemies behind walls/floors up to a certain thickness.
+</p>
 <!--End Section 2-->
 <h3><a name="''Using Jumping Effectively''" id="''Using Jumping Effectively''"><em>Using Jumping Effectively</em></a></h3>
 <p class="Body">

Modified: trunk/Docs/htmlfiles/basics.aft
===================================================================
--- trunk/Docs/htmlfiles/basics.aft	2009-02-10 09:21:47 UTC (rev 5824)
+++ trunk/Docs/htmlfiles/basics.aft	2009-02-10 10:53:18 UTC (rev 5825)
@@ -34,25 +34,23 @@
 
 **''Identifying Your Opponent''
 Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explaination of those at the end of this guide.
-If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the |Auto| button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the |Auto| button you can also press F6, thats a shortcut for the |Auto| button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press ''TAB''.  The weapon color and the color behind your name is your team color.  Try to only hit the OTHER team(s) :).
+If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the |Auto| button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the |Auto| button you can also press F6, thats a shortcut for the |Auto| button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press ''TAB''.  The weapon color and the color beside your name is your team color.  Try to only hit the OTHER team(s) :).
 
 **''Hitting Your Opponent''
 Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.
 
-When you use direct-hit (hitscan) weapons like the shotgun, machine gun, or nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
+When you use direct-hit (hitscan) weapons like the nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
 
-In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to ''not'' aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
+In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to ''not'' aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move yourself and thus your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
 
-Using projectiles weapons such as the mortar, rocket launcher, and electro, can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
+Using projectile weapons such as the shotgun, machine gun, mortar, or rocket launcher can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Also consider that almost all projectiles will explode when they hit something hard, and that explosion will also cause damage to players nearby (splash damage).  Now thats the part that makes projectile weapons easier to use.  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
 
 Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.
 
-A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This ''can'' be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.
-
 **''Controlling The Map''
 To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.
 
-The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly ''re''generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight is not usually enough to restore you to useful levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
+The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly ''re''generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight helps staying alive but is usually not enough to restore you to useful battle ready levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
 
 In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, "I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place." Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.
 
@@ -67,33 +65,35 @@
 
 	*The port-o-launch is the perfection of movement.  The grenade it launches creates two portals.  On first impact it creates the entrace portal, on secondary impact the exit portal.  If you enter the first one you (or others and also projectiles!!) will be teleported to the secondary portal.  As the first portal will teleport everything it can't be hit but the second portal is quite fragile and thanks to the used wormhole technology will take the other portal along if it lost too much energy.  The wormhole is also the reason why the portals energy decays after some time.  You can replenish the energy by simply teleporting something thru it.
 
-	*The shotgun is very similar to that of other games.  It shoots several hitscan pellets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  Starting with Nexuiz 2.3 the secondary firemode will also have a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.
+	*The shotgun is very similar to that of other games.  It shoots several ballistic bullets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or other projectile, and subsequently closed to a distance where these are no longer as useful, because it's hard to miss with at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  The secondary firemode also has a higher spread so the primary is useful for a longer distance then the secondary firemode.  The shotgun uses pellet ammo which is not shared with any other weapons.
 
-	*The machinegun is also quite self-explanatory.  It shoots hitscan bullets (do not get fooled by the eyecandy from the tracers, the mg IS HITSCAN it hits the moment you press fire were you aim) at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than any other weapon.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, the same as the primary modes ''first'' bullets.  It is therefore very useful as an improvised sniper weapon for long range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo just as the camping rifle.
+	*The machinegun is also quite self-explanatory.  It shoots ballistic bullets at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than most other weapons.  It is therefore devastating when used at close quarters.  One of the machinegun's unique features is that the first bullet after pressing fire does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but more accurate, and does even more damage per bullet, its the same as the primary modes ''first'' bullets.  It is therefore very useful as an improvised sniper weapon for mid range kills.  Like the shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The machinegun uses bullet ammo just as the camping rifle.
 
 	*The HLAC (heavy laser assault cannon) is a similar gun but fires highly accelerated laser bolts at an insane refire rate.  The bolds explode on impact and for some extra damage the secondary mode fires several of them at once.  This is only gun that has reduced spread when crouching!  Beware of your cell ammo (shared with electro, crylink and (minsta)nex), this baby eats it like crazy.
 
-	*The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher, TAG and the hagar.
+	*The mortar is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the mortar is a solid all-round weapon once you've got the hang of aiming it.  The mortar uses rocket ammo which is shared with the rocket launcher, TAG and the hagar.
 
-	*The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink, hlac and the (minsta)nex.
+	*The electro is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently then without, causing a lot of extra damage.  This combo is very effective in corridors and small rooms.  The electro uses cell ammo which is shared with the crylink, hlac and the (minsta)nex.
 
-	*The crylink is comparable to the shotgun, except that it is not hitscan but shoots plasma projectiles; so it's harder to aim but also does more damage.  The primary fire mode shoots several projectiles at a high rate of fire and narrow spread, while the secondary fire mode has a wider, horizontal spread and lower rate of fire.  The crylink uses cell ammo which is shared with the electro, HLAC and the (minsta)nex.
+	*The crylink is comparable to the shotgun but shoots slow plasma projectiles; so it's harder to aim but they also do more damage.  The primary fire mode shoots several bouncing projectiles at a high rate of fire and narrow spread.  Each bouce causes splash damage so try to hit the floor near someone for damage from the splash and the bullets themself.  The secondary fire mode has a wider, horizontal spread and lower rate of fire.  This mode does not bounce but also does more damage and is sometimes easier to aim.  The crylink uses cell ammo which is shared with the electro, HLAC and the (minsta)nex.
 
 	*The nex is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The nex uses cell ammo which is shared with the hlac, crylink, minstanex and the electro.
 
 	*The minsta nex is the snipers wet dream.  Similar to the nex but MUCH more powerful.  One hit, one kill, no kidding!  The secondary firemode is identical to the lasers primary shot.  Back in the glory days this gun was used solely in Minstagib to train steady aim and fast movement, now this gun can spread fear in every gamemode.  Cell ammo is also used by nex, crylink, hlac and electro.
 
-	*The camping rifle is a kind of mixture of a sniper rifle and an assault gun.  It fires fast, medium-to-high damage, wall piercing projectiles and is fed with bullets ammo.  The primary mode feels very much like a standard sniper rifle and is harder to use than the nex due to the projectile ballistics.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the rifle.  The machinegun uses the same bullet ammo as the camping rifle.
+	*The camping rifle is a kind of mixture of a sniper rifle and an assault gun.  It fires fast, medium-to-high damage, ballistic projectiles and is fed with bullets ammo.  The primary mode feels very much like a standard sniper rifle but is harder to use than the nex due to the projectiles.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the rifle.  Its also the only gun that can do headshots, which cause extra damage.  The machinegun uses the same bullet ammo as the camping rifle.
 
 	*The hagar can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small projectile missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The hagar uses rocket ammo which is shared with the mortar, TAG and the rocket launcher.
 
-	*The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket ''near'' him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar, TAG and the hagar.
+	*The rocket launcher is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your flying rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket ''near'' him, and use the secondary fire to cause splash damage which will badly hurt him.  The rocket launcher uses rocket ammo which is shared with the mortar, TAG and the hagar.
 
-	*The T.A.G. seeker is a unique weapon system.  The primary fire mode launcher a small tagging device.  If it hits someone it will automatically release several target seeking rockets that will follow the tagged target for quite a while.  Its fun watching them run!  The secondary firemode launches small rockets that explode after a few meters and thus create a sort of explosion shield that will severely damage everyone in its radius and also stops incoming tag-rockets.  Rocket ammo is shared with the mortar, hagar and rocketlauncher.
+	*The T.A.G. seeker is a unique weapon system.  The primary fire mode launcher a small tagging device.  ''If'' it hits someone it will automatically release several target seeking rockets that will follow the tagged target for quite a while.  Its fun watching them run!  The secondary firemode launches small rockets that explode after a few meters and thus create a sort of explosion shield that will severely damage everyone in its radius and also stops incoming tag-rockets.  Rocket ammo is shared with the mortar, hagar and rocketlauncher.
 
-Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him!  This is also the primary way to make sure the T.A.G. seekers rockets do not hit you!  Make them explode by setting them off.
+Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him which his own weapons!  This is also the primary way to make sure the T.A.G. seekers rockets do not hit you!  Make them explode before they hit you by setting them off.
 Also note that some objects are affected / pushed by explosion like the keys in Keyhunt or the flags in Capture the Flag.
 
+A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This ''can'' be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.  Furthermore the ballistic bullets are affected by gravity much like real bullets and can also pierce walls and enemies like real bullets.  That enables you to hit several enemies or enemies behind walls/floors up to a certain thickness.
+
 **''Using Jumping Effectively''
 You will need to be able to get around the map quickly and efficiently if you are to hunt down your opponents, and collect items well.  As already mentioned, the laser is useful for jumping and gaining speed - but you can use all explosive weapons for a similar effect.  Other weapons, however, will cause (much) more damage to your health, and not all offer the same strong push as the laser.  The rocket launcher will push you twice as far, but you will also take ''lots'' more damage.  The mortar has the same push as the laser, but its explosion is bigger so the timing and the right angle are less of an issue.  For this reason, the mortar is better for a beginner to learn these sorts of jumps.
 




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