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Tips for New Players
07-13-2012, 07:02 PM (This post was last modified: 07-13-2012 07:04 PM by Kamikaze28.)
Post: #31
RE: Tips for New Players
Mowmail just made the list.

@hubdrubbub: I think this Bombshell "sensing" units 4 spaces away thing is a tip for an advanced player who has already understood how Bombshell works before pulling shenanigans with it.

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Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test.
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07-14-2012, 05:04 AM
Post: #32
RE: Tips for New Players
(07-08-2012 11:01 PM)Kamikaze28 Wrote:  
(07-08-2012 10:37 PM)Harti Wrote:  When considering to special up, always make sure to have more than 7-9 wit. It is usually highly recommended to give them a boost with a Medic and guard them well. A good number would be at least around 11-12 which allows you to stabilise your defence or mobilise your offence.
ALWAYS COUNT BEFORE YOU MOVE or your unit will be TOAST!

Added. You should think about adopting that last sentence as your signature. Or as Yoda would say: "Do or do not, there is no undo." Wink

+1 for the Star Wars ref
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07-24-2012, 04:34 AM
Post: #33
RE: Tips for New Players
Omg, that Star Wars ref.

Cool tips. This will help me for my future games, even if I'm in Gifted league and won most of my games.

Game Center ID : 27 Pastore.
1v1 : Gifted
I'm up for friendly games to get better Tongue
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07-26-2012, 11:29 AM (This post was last modified: 07-26-2012 11:30 AM by Bluegodzill.)
Post: #34
RE: Tips for New Players
Don't brag... you won't be bragging when you get into masters Wink

Masters again finally Master League

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08-09-2012, 06:22 PM (This post was last modified: 10-06-2012 08:53 AM by Alvendor.)
Post: #35
RE: Tips for New Players
Some hard and fast tips I think are beneficial for new players. When you improve you will know when you can break them:

* Save the replay of every game you loose and review them.

* Value units based on how many wits are needed to recreate them in their current position. So a buffed runners that has moved out 4 steps from the spawn point is worth 3 wits.

* Never create a heavy.

* Attack as far away from opponents spawn point as possible.

* Put you soldiers in front and one runner behind them for vision.

* Never attack a unit unless you can kill it the same round.

* Put your medic next to your spawn point.

* Always boost snipers and specials.

IGNORE * Never have more than three runners on the map. IGNORE

* If you have 8 or more units on the map and are not currently in battle, save 3 wits to the next round.

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08-10-2012, 12:16 AM (This post was last modified: 08-10-2012 12:17 AM by swimj.)
Post: #36
RE: Tips for New Players
(08-09-2012 06:22 PM)Alvendor Wrote:  Some hard and fast tips I think are beneficial for new players. When you improve you will know when you can break them:

* Save the replay of every game you loose and review them.

* Value units based on how many wits are needed to recreate them in their current position. So a buffed runners that has moved out 4 steps from the spawn point is worth 3 wits.

* Never create a heavy.

* Attack as far away from opponents spawn point as possible.

* Put you soldiers in front and one runner behind them for vision.

* Never attack a unit unless you can kill it the same round.

* Put your medic next to your spawn point.

* Always boost snipers and specials.

* Never have more than three runners on the map.

* If you have 8 or more units on the map and are not currently in battle, save 3 wits to the next round.


That last one is crucial. I've been in a number of matches where my opponents army is larger but I save up to 16-18 wits and deal a huge blow in one turn, with a slightly smaller army. Because they haven't been able to save wits, they can only make 3-4 attacks in response.
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08-15-2012, 03:05 AM
Post: #37
RE: Tips for New Players
(08-09-2012 06:22 PM)Alvendor Wrote:  Some hard and fast tips I think are beneficial for new players. When you improve you will know when you can break them:
[snip]

Great, those should be added to first post.
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08-15-2012, 03:54 AM
Post: #38
RE: Tips for New Players
(08-15-2012 03:05 AM)jetricakerempuh Wrote:  
(08-09-2012 06:22 PM)Alvendor Wrote:  Some hard and fast tips I think are beneficial for new players. When you improve you will know when you can break them:
[snip]
Great, those should be added to first post.

I politely disagree with your assessment for the part I have put in bold in the above quote.
The tips in the first post are meant to ease new players into the world of Outwitters, not give them rules of thumb which they will eventually realize are fallacious.
Additionally, some of the points Alvendor raised are already in the first post:
  • The possibility of saving wits and the precursory routine of counting out your turn before moving any unit.
  • Buffing Snipers to make up for their vulnerability.
  • Learning the purpose of all units and using them accordingly.
  • Studying replays as a means for improvement.

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Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test.
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08-15-2012, 08:50 PM
Post: #39
RE: Tips for New Players
(08-15-2012 03:54 AM)Kamikaze28 Wrote:  
(08-09-2012 06:22 PM)Alvendor Wrote:  When you improve you will know when you can break them:

I politely disagree with your assessment for the part I have put in bold in the above quote.
The tips in the first post are meant to ease new players into the world of Outwitters, not give them rules of thumb which they will eventually realize are fallacious.

I deliberately made the tips very specific so I agree that they are different from the ones on the first page. Could you pls clarify what you disagree with, are you saying people will not learn when they can deviate from simple rules as they get better?

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08-15-2012, 10:28 PM
Post: #40
RE: Tips for New Players
(08-15-2012 08:50 PM)Alvendor Wrote:  
(08-15-2012 03:54 AM)Kamikaze28 Wrote:  
(08-09-2012 06:22 PM)Alvendor Wrote:  When you improve you will know when you can break them:

I politely disagree with your assessment for the part I have put in bold in the above quote.
The tips in the first post are meant to ease new players into the world of Outwitters, not give them rules of thumb which they will eventually realize are fallacious.

I deliberately made the tips very specific so I agree that they are different from the ones on the first page. Could you pls clarify what you disagree with, are you saying people will not learn when they can deviate from simple rules as they get better?

Players will learn and gather experience at their own pace. That is a process that can not be circumvented or significantly accelerated by tips. The primary purpose of this thread is to give new players a hand in their first steps. A thread was created which opened with the following:
(07-17-2012 05:26 AM)jaesonwu Wrote:  So no offense intended for the people who helped contribute to the tips page or the general advice I've seen given around the forum, but it hasn't been very useful for me. Why? Because it's largely common sense to anyone who has played TBS games in the past.
I don't disagree with that. Everything in the list is something players will sooner or later realize for themselves. By listing the tips here, we can help them to get this common sense sooner rather than later.

Your formulations implied universal truth and kind of go the way of "this is how you should play, everything else is wrong". Like "never create a Heavy" - that's a fair assessment of the current role the Heavy plays, but it is not wrong to build one. Also, if I were a new player reading this, I'd ask myself "why shouldn't I create a Heavy?". Instead I listed "learn the role of each unit".
After reading through the list again (it's been a while since I looked at it) and comparing it to your tips, I have decided to adopt the medic-positioning tip, with a little more explanation.

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Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test.
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