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Tips for New Players
09-02-2012, 05:45 AM
Post: #51
RE: Tips for New Players
(09-02-2012 05:30 AM)wonderpug Wrote:  There's no cap.

Sweet! Thanks.
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10-04-2012, 08:41 AM
Post: #52
Medic tip
Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don't need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.
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10-04-2012, 08:47 AM
Post: #53
RE: Medic tip
(10-04-2012 08:41 AM)theFATangel Wrote:  Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don't need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

To be honest the first tip isn't a very good tip; the maths behind it shows you will be worst off. It costs 4 wits to predict your opponents attack, yet they could have attack for 3 wits before with you countering with 2 wits +3 wits for a medic, so a cost of 2 wits. Not only do you lose less wits from doing nothing, but your opponent will come up with another strategy rather than targetting the medic.

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10-04-2012, 09:05 AM
Post: #54
RE: Medic tip
(10-04-2012 08:47 AM)Necrocat219 Wrote:  
(10-04-2012 08:41 AM)theFATangel Wrote:  Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don't need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

To be honest the first tip isn't a very good tip; the maths behind it shows you will be worst off. It costs 4 wits to predict your opponents attack, yet they could have attack for 3 wits before with you countering with 2 wits +3 wits for a medic, so a cost of 2 wits. Not only do you lose less wits from doing nothing, but your opponent will come up with another strategy rather than targetting the medic.

I completely agree with you about the first tip myself, Necrocat219 (hence the caveat in parentheses that follows it). I decided to mention it in the spirit of throughness as I did not see it mentioned at all elsewhere though.
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10-05-2012, 07:45 PM
Post: #55
RE: Medic tip
(10-04-2012 08:41 AM)theFATangel Wrote:  Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

I agree with Necrocat219 that, while this is a valid move, this is generally a bad idea and not well suited for new players.

(10-04-2012 08:41 AM)theFATangel Wrote:  You don't need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

Seeing as new players have difficulties grasping the functionality of Wit Spaces I felt this worth adding to the list and adding your name to the list of contributors.

When posting tips here, keep in mind that these are meant for people who have little to no experience with Outwitters. Imagine introducing a friend of yours to the game - these tips are like talking points during your conversation of the first half hour or so playing Outwitters.

I am in no way affiliated with or authorized by One Man Left Studios, LLC.
Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test.
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10-05-2012, 07:48 PM
Post: #56
RE: Tips for New Players
Here is a tip:

Never create Heavy. You should always be creating a Soldier or Sniper in any situation where you would want to make a Heavy.
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10-05-2012, 08:19 PM
Post: #57
RE: Tips for New Players
(10-05-2012 07:48 PM)garcia1000 Wrote:  Here is a tip:

Never create Heavy. You should always be creating a Soldier or Sniper in any situation where you would want to make a Heavy.

This came up on the previous page.

I explained why I won't add it. And 2 posts below that is some further explanation on the purpose of this thread.

I am in no way affiliated with or authorized by One Man Left Studios, LLC.
Any information on Outwitters I present is founded on personal experience, public knowledge or the Outwitters Beta Test.
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10-05-2012, 11:13 PM (This post was last modified: 10-05-2012 11:23 PM by garcia1000.)
Post: #58
RE: Tips for New Players
Well, I disagree that it is a rule of thumb to never create a heavy. You should in fact never create one under any possible circumstances. What I mean is, in any possible game ever played by any player anywhere, there has never been a game where the correct move is to create a heavy. It's not a rule of thumb, it's more like the theory of gravity or something.
(08-15-2012 10:28 PM)Kamikaze28 Wrote:  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.

To be more precise, I believe that it is 100% wrong in all circumstances to build a Heavy.

Edit: I agree with your decision not to add it
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10-06-2012, 12:47 AM
Post: #59
RE: Tips for New Players
I watched a replay of p1noyboy on Long Nine in which he spawned a heavy as part of a rush. So I don't think a blanket statement against ever using a heavy is necessarily warranted. But I generally agree that they are very rarely a good choice...
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10-06-2012, 01:12 AM
Post: #60
RE: Tips for New Players
I'm sure he made a mistake if he did make a Heavy.
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