Interviewee: HX
Interviewer: Captain Harloch
Date: 16th December, 1999 (mid-Beta test)
Reason/Significance: X.
NAME:
x
DATE FIRST PLAYED INFANTRY:
10/1/99
COUNTRY OF RESIDENCE:
USA
REAL NAME (optional):
N/A
EMAIL:
N/A
ICQ UIN:
N/A
EGN UIN:
N/A
SQUADNAME/SITE (if applicable):
N/A
WHERE YOU GOT YOUR NAME FROM:
random choice
WHAT RESOLUTION DO YOU PLAY AT:
1280 x 1024
WHAT CONNECTION DO YOU HAVE:
ADSL
WHAT PROGRAMS (IF ANY) DO YOU CLOSE WHEN YOU
PLAY INFANTRY:
none
WHAT ZONES DO YOU SPEND >75% OF YOUR TIME:
CTF, sometimes TheArena
FAV CHARACTER TYPES (list from 3 - 6 characters):
heavy
engineer
infantry
commando
FOR EACH FAV CHARACTER TYPE, NAME YOUR ULTIMATE
WEAPONS SETUP, TAKING
INTO ACCOUNT DAMAGE, RELOAD, RECOIL, TERRAIN
RESTRICTIONS AND ENCUMBERENCE.
AFTER EACH, NAME THE REASONS WHY YOU THINK THESE
SETUPS ARE BEST:
The following selections stress the importance of minimizing
multiple ammo types and weight considerations. Emphasis is
placed on mobility for the most damage.
HEAVY
Each character setup is different, depending upon the map used.
TP was a smaller map, and thus used closer ranged weapons. CC
got larger and had more "tunnel" type of terrain, so a longer range
weapon was used. KR is a more difficult map to play in, being
even larger and more open spaces. KR and CC allowed you to
use the bounce effect of the plasma cannon, while in KR, you can't
utilize it as well. The Plasma Cannon is still good for rooms, and
around hills, but isn't used as much. The Auto Cannon is the
weapon of choice for the heavy. The key is to use 1 slug which
uses no energy, and 1 energy, which can provide the bounce
factor needed for close range or enclosed spaces. The AC uses
very little ammo, and for each round of MG used, it hits hard.
walls, turrets, even vehicles can be killed (although tanks take a
while). The key for this weapon is to stay out of range as much
as possible, letting the round do it's damage from far away. Snipe
mode (shifthome to start, shiftend to stop) is effective here against
all except the commando. The main use of this character is fire
support, or to break through enemy lines. Despite the slowness of
the MG round, it still can kill more effectively than most weapons at
a distance. Laying a few plasma mines around you keeps them
from getting too close. Or if you have no plasma mines, then lay a
demo pack, and back away from them. A CFD is a must, to spot
any commandos that creep up next to you. Most commandos I find
run away when you start firing the auto cannon. Hoverboards are
hard to kill in these cases, so the demo pack is a must if you see
one coming at you. In KR you can carry 250 rounds of MG, but
100 rounds is really all you need, unless you've got lots of support,
then the 250 rounds can be helpful. In CC, the auto cannon
allowed me to successfully defend the room just outside the flag
room against 5 simultaneous attackers for 3 minutes until team
support could arrive. In CC, up to 7 attackers could be kept at bay,
but in KR, there is no "tunnels" to fire down. in TP, the
underground tunnels made mince meat against invading forces
with the auto cannon firing upwards. KR requires more small
squads of attackers, due to having to defend in all directions. Best
used with 2 heavies, 1 engineer, 1 commando, and a roving medic.
The use of steron frees the heavy from the weight constraints -
providing 75 extra hp with the movement of a engineer/medic. It's
also good if you get sniped. An added value is the explosive
qualities of the AC makes the enemy think twice before getting too
close. No other weapon can consistently provide a reasonable
defense against engineer made devices. Kill ratio is about 3:1 or
higher with this combo. Take note that in TP, the dual MG was a
preferred weapon. As KR changes, the heavy is becoming a more
difficult player, requiring the heavy to be extremely dependent
upon others to get to places as well as cover fire.
ENGINEER
While rocket turrets are nice for large areas, I find that the extra
weight isn't reasonable to use, so I use the MG turret kit and the
Plasma turret kit mostly. The MG is good for hills with little rocks
around it, provides a good amount of damage that's immediately
apparent. Plasma turrets are great for enclosed or areas where
things bounce. In this way, they can't use rocks for protection.
Even if they walk up to the turret to reprogram it, it's useless,
because it'll just bounce of the wall, and back at them. The same
applied to both TP and CC. In KR, however, the damage isn't
enough using just one turret, so placing them in pairs is critical.
The good thing about plasma turrets is that it isn't apparent that
you're being hit, until the damage is done. A wall kit is essential to
protecting your turrets. There are 3 types of defensive measures
used with walls. primary is to protect your turrets from foot
soldiers, but blocking them off from walking past your turrets (also
commandos can't kill walls). At times, 2 layers of walls or walls
close together is useful. Secondary is a few walls in open areas
in front of your turrets to block them from grenades or mortars, or
auto cannon attacks. Using 2 turrets together allows the damage
to be severe, slowing down most attacks. The idea is to make a
crossfire defense so they have more than one target to attack.
The third method of using walls is against tanks. Tanks must go
around walls, or kill the walls. Spacing enuf walls randomly apart
slows them down until the heavies can pick them off. Although
rarely used, it can be extremely effective when manpower is low,
and only a few heavies are around to kill the tank. The incinerator
is the weapon of choice. It'll catch any attacker that is within arm's
reach and kill them before they have a chance to react. Moving
back and forth when you use the incinerator is a must, to
compensate for lag from the other player. By doing that, you vary
the range and damage of the incinerator. Keep in mind, that it is a
short range weapon, and useless against longer range attackers.
It's also used to destroy turrets very quickly, whether it's a friendly
turret or an enemy turret. Since energy is required to "make"
devices, a good light ammo with lots of kill power was needed -
hence the incinerator.
INFANTRY
Assault rifle is the weapon of choice for the infantry. While the
CAW is nice, it has no range, and totally ineffective for sniping of
any kind. Whatever you do, don't upgrade the AR for the AR
(snipe). It provides little value and limits the weapon. You also
can't sell upgraded weapons, so that's out. Secondary weapon
would be the Gauss Rifle. They both use the same kind of ammo.
The Gauss Rifle provides a little more firepower when needed.
The downside is it uses energy, so you need to be aware of how
much energy you have. In the latest incarnations of KR, the Jump
and the Infantry are the only ones that can drive vehicles now.
Having a few Rifle Grenades is nice too, for things that are rather
stubborn. Take note, that Dual Plasma SMGs are light enough to
carry around for the "bounce" factor in enclosed areas. In areas
of long corridors, they have the right amount of speed vs
firepower. Now with tanks, turrets and walls, the role of the
infantry is not as important as a heavy is.
COMMANDO
the down side, is that the disruptor doesnt' seem to kill turrets.
atleast not from far away, which makes them useless. So the
Plasma Rifle (purple bullets) and the Particle Accelerator (PA) is the
weapons of choice. Sniping is the word of the day. In the old
days, Frag Grenades were used to kill turrets, then LAWs, and
now it seems only 4 well placed EMP grenades exactly placed will
do the trick. But that means only 1 turret can be killed. So
commandos aren't used for any confrontations like that anymore.
The Improved Cloak is a must. The Pulsar used to be good for
small rooms, but KR doesn't have much of that anymore, so it's no
longer the weapon of choice - but it was great for TP, and even in
some cases CC. As the maps grew larger, so did the use of the
Pulsar go down - the worst part is you can't sell it either. This
character is only fun if you have great support from other players.
Otherwise, it makes you be cranky and unappreciative.
FOR EACH FAV CHARACTER TYPE, GIVE WHAT YOU
CONSIDER THE 3 BEST
TACTICS THOSE CHARACTERS CAN USE:
HEAVY
1-fire the auto cannon continuously in the direction of the enemy
from a distance. It usually kills something, even if you're not in
snipe mode. Since it uses very little ammo, you can do this for a
very long time without running out of ammo.
2-use the plasma cannon to bounce off of something into the
enemy, especially in rooms - they don't expect it, and it usually kills
them.
3-plant a demo pack with they are getting close while firing at them
as you walk backwards. 50% of the time, it ends up killing the
attacker.
ENGINEER
1-plant a mixture of turrets on the flag hills. At the top, an MG
turret, then one level below, a plasma turret, then below that,
another plasma turret. They see the one at the bottom, try to attack
it, instantly die from 3 turrets. A few walls around the bottom
turret to assist it. In most cases, you can't see the above turrets,
only the lowest one.
2-plant turrets in the titox fields, at a minimum in pairs (plus walls)
to prevent the enemy from building turrets.
3-plant turrets at the edge of bridges, to prevent the enemy from
crossing them. normally 3 plasma turrets plus walls are nice.
INFANTRY
1-drive around and create havoc in vehicles in the enemy spawn
locations
2-snipe from a distance using the assault rifle (good accuracy
even at long range)
3-provide cover fire for the heavies, pick up tito and pand for the
engineers and medics (infantry can carry a lot)
COMMANDO
1-sniping at the enemy spawn with the PA of course
2-letting them chase you, then suddenly release a bunch of
sunspots (effectively killing them of course)
3-run up to the enemy, let them see u, then round around a lot,
keeping their team busy trying to find you so they can't flag
NAME ANYTHING DIFFERENT ABOUT YOUR KEYBOARD
CONFIG THAT BETTER YOUR GAMEPLAY:
yes, I've changed the strafe left to capslock+uparrow and strafe
right to shift+uparrow.
key assignments are specific too. anything I thow or drop (ie
mines) is F5. F6 is anything that is layed after it's made (ie turrets).
Tab is used for the main gun. Ctrl for secondary weapon.
CtrlShift for demopacks, repair of turrets. Shift-Tab for turning on
the armor, then reassigned to the Suit Recharge, then reassigned
to a third function (I always want the recharge and armor turned
on. once it's on, why use up the key for that function?). F7 is for
the CFD, F8 for teleport. This is regardless of the alias that is
used. The spacing of the key determined why I used the specific
function key. F5 and F8 are near blank spots. F6 and F7 I can take
my time to use, so quickly locating it isnt needed.
HOW IMPORTANT TO YOUR GAMEPLAY IS STRAFING:
not too much. It should be, but just walking backwards and
forwards usually works well. I must admit, it's probably a weak
point I have.
HOW IMPORTANT TO YOUR GAMEPLAY ARE GRENADES
(Rep/Frag/Emp):
This used to be the critical weapon used to 1) remove mines (rep)
2) kill the turrets (Frag in TP). In CTF, I sometimes use Rep, but not
much now. Hidden mines in the shadows of rooms are less so
now that there aren't many rooms with flags. Most of the flags are
on hills, so grenades can't always reach them.
HOW IMPORTANT TO YOUR GAMEPLAY ARE PORTALS:
N/A in CTF. Used frequently in TP, but overall, I feel it's a sort of
cheating to use them by placing one just before the flag game ends
to get into the enemy base. In its true form, portals are extremely
important to invading the enemy after they have lowered their
defenses at home.
WHAT DO YOU AIM TO GET BY PLAYING INFANTRY (best
rec/high
bty/points/fun/best squad/combination):
fun where team effort and good strategy is used. bounty, record,
points are very misleading in how "good" a player is. It usually
means they don't have must team thinking if their bounty is high, or
only good records, etc.
I do look forward to someone figuring out that in such a large map
like KR, you need small squads of specialized teams defending
assigned areas of the map. I have seen sparks of this, but nothing
organized to a large degree.
In regards to the "best" of each category, it's hard for CTF. In the
smaller maps, certain players used to stand out, like AKenCofish,
gauze, etc but in the larger maps, it's no longer "players" that
matter, as much as everyone doing team work. Individuals who
stand out in the smaller maps get lost in the shuffle now.
WHO IN YOUR OPINION IS THE BEST MEDIC IN CTF:
WHO IN YOUR OPINION IS THE BEST INFANTRY IN CTF:
WHO IN YOUR OPINION IS THE BEST JUMP TROOPER IN CTF:
WHO IN YOUR OPINION IS THE BEST HEAVY WEAPONS DUDE IN CTF:
WHO IN YOUR OPINION IS THE BEST COMMANDO IN CTF:
WHO IN YOUR OPINION IS THE BEST ENGINEER IN CTF:
WHO IN YOUR OPINION IS THE BEST OVERALL PLAYER IN THE GAME CURRENTLY:
WHAT QUALITIES MAKE THIS PERSON SHINE ABOVE THE REST:
WHO IN YOUR OPINION IS THE FUNNIEST PERSON IN INFANTRY:
funniest ... maybe the sysops?
WHO IN YOUR OPINION IS THE MOST ANNOYING PERSON IN INFANTRY:
That's easy. Vegeta during USA vs Canada. Recently, xenich with his putting
down of players, and calling everyone horrible players. Usually the players
who make sounds, or players who call for help for no reason (there is one like
this, but I forget his name). Or those that ask for stuff, but refuse to help
(and they just sit in spawn).
Oh yeah, Attack! is totally annoying too :)
WHAT POTENTIAL FUTURE INCLUSIONS IN THE GAME ARE YOU MOST LOOKING
FORWARD TO:
jungle fighting, desert warfare, and other non-building type of warefare.
Although, I have to admit, the idea of a rpg with skyscrapers sounds very cool
(ie, rescuing the president) - where you have to 1-locate the enemy, 2-invade
their base using stealth, then 3-the rescue!
ON A SCALE OF 1 TO 100, RATE INFANTRY IN ITS
CURRENT FORM:
78
DOES ROD HUMBLE TITILATE YOU:
um ... no, not really. I prefer women :)
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