Ghost Mode: Final Guide
Final version of the GM Guide. Won't be posting more unless there's some SUPER BIG change of GM. Hopefully this covers everything . Maybe like every 2 GM maps they add I'll remake the guide, probably not though.
This guide is for those beginning or wanna learn more about GM. Pros, don't expect too much, they're all standard things you should already know.
If you wanna flame, I dun see why you would want to...*sobs*
Originally I WAS gonna have a Table of Contents but the indents wouldn't work when I previewed this on the forums so I decided to not do them.
1. Global Risk
I don't wanna add a section for the setting to use when you play GM so Ima just add it right here. Apart from common thought, 100 GAMMA really isn't all that great. The majority of what raises is the brightness of the background ie. walls, ceiling, floor. The actual players are somewhat raised but to a point where it's not a total necessity to have 100 GAMMA. Personally, I put it to 90 or so. It doesn't burn my eyes, the map looks nice and the ghosts are visible. This is purely opinionated. Some may see better with 100 GAMMA but don't believe you have to put it to 100.
Headsets are another common requirement. If you had a choice betwen updating your sound card or buying a $100 headset, go with the sound card. I bought like a friggin' $130 headset and it doesn't improve the hearing that much. It's not a total waste but the sound card will have a much cleaner sound and you can tell the difference between your sniping breath and the ghosts.
A. Pinpointing
Pinpointing is pretty much the life saver of GR. When you describe Ghost Mode to somebody who doesn't understand how it's played, it sounds like the ghosts have a HUGE advantage over GR. But the staff have actually balanced the mode out by adding breath. To be honestly, this is actually the hardest to teach. Some might disagree but it's pretty confusing to just write it out and have someone read.
Simply, the concept is to zone out and only watch the screen for ghosts and listen for breath. This is pretty tricky because you can't help but notice spray tags and people spraying for no reason. When you DO hear a ghost, you can usually hear the general direction.
[KMA]Dino note:
I asked Dino how he pinpoints and how he put it was amazing. It couldn't have been better.
Move your gun until the breath is equal in both ears. That means he's right ahead of you.
Then shoot.
You can tell if he's behind you or not. Use your senses and instinct. Try closing your eyes in class next time and concentrate. You can see that you don't have to move your head side to side thinking about where they could be. Why do that in-game then? It's a little different because it's a virtual noise but it's quite similar.
This is pretty much it for pinpointing. It's very hard to be taught but once you know the concept, practicing makes it so much better. The term "practice makes perfect" really plays into GM.
B. Covering
There are many types of covering in GR. Covering the sniper, covering the bomb, covering the defuser, covering a spot in the map. I'm gonna talk about covering players and the defuser and covering a spot in the map.
First off, covering another player. This is simply watching the person's back and making sure no ghosts sneaks up to him and shanks him. Just pinpoint if you hear anything but don't go out of your way to rack up kills. Stay behind him and watch the back and sides. If he doesn't watch his front, then he's ******ed unless he has something better to do than not die.
Covering the defuser is easy. There has been another guide specifically about the ways you can cover the defusers, if you want, go look it up but some of them I don't agree with. There are 2 main ways to cover the defuser that I use.
1. Pinpoint and camp. It's a lot like covering another player, watch him and make sure no visible ghosts get to him. Then while you watch, pinpoint and see if any ghosts are nearby. Like I stated before, don't go out of your way and kill a ghost. Wait for them to come. If you leave the area, make sure other people are covering.
2. Nade the defuser. This sounds dumb but it really is smart. Ghosts can't shoot the defuser so they have to approach the defuser. Of course, you have to know WHEN to throw the nade. If you throw it when you see a ghost, the defuser will die. What I usually do is throw it after he begins to defuse. It'll drop, pause, and BOOM. If you don't get any ghosts by the time it blows, shoot 'em down.
These are the two main ones. They're pretty broad so there's a lot of room for last minute plans.
Covering a spot in the map is pretty easy. You could call it camping but there's honestly nothing wrong with camping. It's different in S&D and stuff like that but in GM, it's logical and smart. The ghosts can't shoot you so they come to you. You can hear them or see them before they're within killing range. While you camp, just look around and make sure there aren't any ghosts running across the hall that are too far to pinpoint. You don't wanna use a shotgun or any weak gun or high recoil gun. If you see a ghost, burst fire at them. Simple.
C. Rushing
Rushing is when you pretty much run straight to some point in the map at the beginning of the game and get as many kills as possible or try to get to a spot in the map to cover before ghosts flood it. In every map there are places ghosts mob at like the vents in the Office at Laboratory. The purpose of rushing is primarily to get as many kills as possible. I personally don't like rushing because there really isn't a team strategy to this, even though you don't really call strats in pubs. Either way, it's just run and shoot. It's good for kills, don't get me wrong but it's a lot to risk if the ghosts get smart and see your pattern.
D. C4 Covering
When the ghost who has the C4 dies, GR has a big advantage over BL. They have the "game ender" essentially. To cover the bomb, you need to cover all entrances into the area. If the area is small or in a vent, you're in luck. If it's pretty open, best of luck to you. To make covering easy, just let everybody on your team cover their own spots, they'll usually just camp there and look down one end. All YOU need to do is look down another opening of the spot and make sure no ghosts come through there. What you DON'T wanna do is smoke yourself. You can't see the bomb, the ghosts can just run through and you can't see the ghosts. If you have the urge to smoke, smoke somewhere that seems logical. It won't last forever but you can some help to see ghosts for a little bit. If you do happen to lose the C4, run to the furthest site. The rest of your team will run to the closer site because they're lazy .
E. Clutching
Clutching isn't like grasping something. It's when you're alone on your team and there are a number of opponents and you kill them all and win the round. It's epic and it's sexy. In GM, it's pretty hard since you have to pinpoint then kill the ghosts then probably defuse the C4. I don't even know why I added this section but that's alright :P.
F. Defusing the C4
Go near the C4 and look at it and hold E. Don't move around so much, if you turn too much the C4 bar gets reset and you have to hold E again. Try to look at some entrance to see if a ghost is gonna go for u. Your teammates SHOULD cover but they probably won't, seeing as its a pub so try to cover yourself. If you think you can defuse the bomb before a ghost kills you, by all means try it.
2. Black List
Easy concept. You're almost invisible. You can move without being seen if you got finger talent. You got a shanker.
A. Bunny Hopping
To be honest, I dunno how to teach bunny hopping. There are SO MANY GENERATIONS that I get confused and I dun even know what generations of bhoppping I do. There's a guide out there, Phoenix's Bunny Hopping Guide I believe it's called. It's really nice, it has lotta flashy things and you can go OOH and AHH to. Check it out and learn the many ways you can gain finger talent.
Oh, BY THE WAY, BHOPPING DOES NOT STAND FOR FKING BACKWARD HOPPING. JUST BECAUSE THEY'RE GOING FORWARD DOESN'T MEAN IT'S A HACK.
B. Rushing
Rushing in BL isn't that great. It's not really rushing if you bhop since it's like stealthy and all that. You can easily get shot down. But if you're rushing in the beginning for like 5 seconds, that's alright since GR can't really get anywhere you'll be in 5 seconds. I would refrain from rushing COMPLETELY since there's just a lot of death that can happen. Yes, a lot of death.
C. Diversions/Tactics
Diversions are useful when you're trying to bait some campers out of their hole and overpower them with your invisibility powers of a superhero. You can't really explain diversions, if the time is right, do it. NIKE, JUST DO IT.
D. C4 Recovery
If you lose the C4 and there's a full 8 man team, sorry but I don't really see a way in. If there aren't that many people, use some diversions, pick 'em off one by one and hope for the best. Bunny hopping is your best bet along with a couple strokes of luck. This is pretty much a situation you can't describe since the location of where the C4 is, is ALWAYS different and other factors too. So yeah, if you lose the C4, TOO FKIN BAD
E. Clutching
Honestly, I think BL clutching is a lot easier than GR clutching. I like GR better but I'm better at BL...which really sucks.
Anyway, clutching is hard, it's easier to pick 'em off one by one if you're in a situation like that. Really not much to say other than don't die...have fun? Dodge bullets? I have no clue.
F. Planting the C4
Planting the C4 is pretty easy. All you hafta do is make sure nobody is around, they'll hear the BEEP BEEP BEEP and run to the site and call their buddies for a shoot out. If you do see someone, either stop planting or, if the bomb already beeped, plant it and bhop away as fast as you can.
Some people like to try to hide the C4 so that the GR can't find it, well, it's actually not that great because if GR finds it, smokes the defuser and a ghost gets there late, that ghost won't know where anything is. Put it out in the open in an obvious spot or it might come back and haunt you. :O
This guide is for those beginning or wanna learn more about GM. Pros, don't expect too much, they're all standard things you should already know.
If you wanna flame, I dun see why you would want to...*sobs*
Originally I WAS gonna have a Table of Contents but the indents wouldn't work when I previewed this on the forums so I decided to not do them.
1. Global Risk
I don't wanna add a section for the setting to use when you play GM so Ima just add it right here. Apart from common thought, 100 GAMMA really isn't all that great. The majority of what raises is the brightness of the background ie. walls, ceiling, floor. The actual players are somewhat raised but to a point where it's not a total necessity to have 100 GAMMA. Personally, I put it to 90 or so. It doesn't burn my eyes, the map looks nice and the ghosts are visible. This is purely opinionated. Some may see better with 100 GAMMA but don't believe you have to put it to 100.
Headsets are another common requirement. If you had a choice betwen updating your sound card or buying a $100 headset, go with the sound card. I bought like a friggin' $130 headset and it doesn't improve the hearing that much. It's not a total waste but the sound card will have a much cleaner sound and you can tell the difference between your sniping breath and the ghosts.
A. Pinpointing
Pinpointing is pretty much the life saver of GR. When you describe Ghost Mode to somebody who doesn't understand how it's played, it sounds like the ghosts have a HUGE advantage over GR. But the staff have actually balanced the mode out by adding breath. To be honestly, this is actually the hardest to teach. Some might disagree but it's pretty confusing to just write it out and have someone read.
Simply, the concept is to zone out and only watch the screen for ghosts and listen for breath. This is pretty tricky because you can't help but notice spray tags and people spraying for no reason. When you DO hear a ghost, you can usually hear the general direction.
[KMA]Dino note:
I asked Dino how he pinpoints and how he put it was amazing. It couldn't have been better.
Move your gun until the breath is equal in both ears. That means he's right ahead of you.
Then shoot.
You can tell if he's behind you or not. Use your senses and instinct. Try closing your eyes in class next time and concentrate. You can see that you don't have to move your head side to side thinking about where they could be. Why do that in-game then? It's a little different because it's a virtual noise but it's quite similar.
This is pretty much it for pinpointing. It's very hard to be taught but once you know the concept, practicing makes it so much better. The term "practice makes perfect" really plays into GM.
B. Covering
There are many types of covering in GR. Covering the sniper, covering the bomb, covering the defuser, covering a spot in the map. I'm gonna talk about covering players and the defuser and covering a spot in the map.
First off, covering another player. This is simply watching the person's back and making sure no ghosts sneaks up to him and shanks him. Just pinpoint if you hear anything but don't go out of your way to rack up kills. Stay behind him and watch the back and sides. If he doesn't watch his front, then he's ******ed unless he has something better to do than not die.
Covering the defuser is easy. There has been another guide specifically about the ways you can cover the defusers, if you want, go look it up but some of them I don't agree with. There are 2 main ways to cover the defuser that I use.
1. Pinpoint and camp. It's a lot like covering another player, watch him and make sure no visible ghosts get to him. Then while you watch, pinpoint and see if any ghosts are nearby. Like I stated before, don't go out of your way and kill a ghost. Wait for them to come. If you leave the area, make sure other people are covering.
2. Nade the defuser. This sounds dumb but it really is smart. Ghosts can't shoot the defuser so they have to approach the defuser. Of course, you have to know WHEN to throw the nade. If you throw it when you see a ghost, the defuser will die. What I usually do is throw it after he begins to defuse. It'll drop, pause, and BOOM. If you don't get any ghosts by the time it blows, shoot 'em down.
These are the two main ones. They're pretty broad so there's a lot of room for last minute plans.
Covering a spot in the map is pretty easy. You could call it camping but there's honestly nothing wrong with camping. It's different in S&D and stuff like that but in GM, it's logical and smart. The ghosts can't shoot you so they come to you. You can hear them or see them before they're within killing range. While you camp, just look around and make sure there aren't any ghosts running across the hall that are too far to pinpoint. You don't wanna use a shotgun or any weak gun or high recoil gun. If you see a ghost, burst fire at them. Simple.
C. Rushing
Rushing is when you pretty much run straight to some point in the map at the beginning of the game and get as many kills as possible or try to get to a spot in the map to cover before ghosts flood it. In every map there are places ghosts mob at like the vents in the Office at Laboratory. The purpose of rushing is primarily to get as many kills as possible. I personally don't like rushing because there really isn't a team strategy to this, even though you don't really call strats in pubs. Either way, it's just run and shoot. It's good for kills, don't get me wrong but it's a lot to risk if the ghosts get smart and see your pattern.
D. C4 Covering
When the ghost who has the C4 dies, GR has a big advantage over BL. They have the "game ender" essentially. To cover the bomb, you need to cover all entrances into the area. If the area is small or in a vent, you're in luck. If it's pretty open, best of luck to you. To make covering easy, just let everybody on your team cover their own spots, they'll usually just camp there and look down one end. All YOU need to do is look down another opening of the spot and make sure no ghosts come through there. What you DON'T wanna do is smoke yourself. You can't see the bomb, the ghosts can just run through and you can't see the ghosts. If you have the urge to smoke, smoke somewhere that seems logical. It won't last forever but you can some help to see ghosts for a little bit. If you do happen to lose the C4, run to the furthest site. The rest of your team will run to the closer site because they're lazy .
E. Clutching
Clutching isn't like grasping something. It's when you're alone on your team and there are a number of opponents and you kill them all and win the round. It's epic and it's sexy. In GM, it's pretty hard since you have to pinpoint then kill the ghosts then probably defuse the C4. I don't even know why I added this section but that's alright :P.
F. Defusing the C4
Go near the C4 and look at it and hold E. Don't move around so much, if you turn too much the C4 bar gets reset and you have to hold E again. Try to look at some entrance to see if a ghost is gonna go for u. Your teammates SHOULD cover but they probably won't, seeing as its a pub so try to cover yourself. If you think you can defuse the bomb before a ghost kills you, by all means try it.
2. Black List
Easy concept. You're almost invisible. You can move without being seen if you got finger talent. You got a shanker.
A. Bunny Hopping
To be honest, I dunno how to teach bunny hopping. There are SO MANY GENERATIONS that I get confused and I dun even know what generations of bhoppping I do. There's a guide out there, Phoenix's Bunny Hopping Guide I believe it's called. It's really nice, it has lotta flashy things and you can go OOH and AHH to. Check it out and learn the many ways you can gain finger talent.
Oh, BY THE WAY, BHOPPING DOES NOT STAND FOR FKING BACKWARD HOPPING. JUST BECAUSE THEY'RE GOING FORWARD DOESN'T MEAN IT'S A HACK.
B. Rushing
Rushing in BL isn't that great. It's not really rushing if you bhop since it's like stealthy and all that. You can easily get shot down. But if you're rushing in the beginning for like 5 seconds, that's alright since GR can't really get anywhere you'll be in 5 seconds. I would refrain from rushing COMPLETELY since there's just a lot of death that can happen. Yes, a lot of death.
C. Diversions/Tactics
Diversions are useful when you're trying to bait some campers out of their hole and overpower them with your invisibility powers of a superhero. You can't really explain diversions, if the time is right, do it. NIKE, JUST DO IT.
D. C4 Recovery
If you lose the C4 and there's a full 8 man team, sorry but I don't really see a way in. If there aren't that many people, use some diversions, pick 'em off one by one and hope for the best. Bunny hopping is your best bet along with a couple strokes of luck. This is pretty much a situation you can't describe since the location of where the C4 is, is ALWAYS different and other factors too. So yeah, if you lose the C4, TOO FKIN BAD
E. Clutching
Honestly, I think BL clutching is a lot easier than GR clutching. I like GR better but I'm better at BL...which really sucks.
Anyway, clutching is hard, it's easier to pick 'em off one by one if you're in a situation like that. Really not much to say other than don't die...have fun? Dodge bullets? I have no clue.
F. Planting the C4
Planting the C4 is pretty easy. All you hafta do is make sure nobody is around, they'll hear the BEEP BEEP BEEP and run to the site and call their buddies for a shoot out. If you do see someone, either stop planting or, if the bomb already beeped, plant it and bhop away as fast as you can.
Some people like to try to hide the C4 so that the GR can't find it, well, it's actually not that great because if GR finds it, smokes the defuser and a ghost gets there late, that ghost won't know where anything is. Put it out in the open in an obvious spot or it might come back and haunt you. :O
Comments
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2nd Part
3. Guns
A. Rifles
Good for any sort of range, not that great at long range but it'll do the job. Most commonly used guns are M4s and AKs. Not too much ammo so you can get tempted to spray but not too little or fast RoF so that you reload too often.
B. Shotguns
Close ranged, powerful. Put a pistol with it if you're gonna use it. Good for getting ghosts that try to rush you but bad if you're on the opposite side of the map trying to get kills. Can't really spray so no problem with that.
C. SMGs
Close ranged, semi powerful. Lotta bullets with decent power is nice. The RoF is usually fast but somewhat compensates for the mag size. I dun like SMGs unless it's a Kriss . Recoil is a little too much for me.
D. Snipers
Long ranged, powerful. Not accurate without scoping. Get some experience sniping in any mode and then try GM. You need quick aim and fast reaction time. Find some spots in the map you like and test it out. Put a pistol with this!
E. MGs
Close ranged, powerful. Not very accurate with the recoil. It has a huge ammo capacity with a pretty fast RoF. More of a spraying machine rather than a ownage machine. Don't go for it in GM. You'll **** your team off and you can't pinpoint for fk.
F. Pistols
Useful for ANY type of Primary gun. I haven't used the USP yet even though I have it so I can't say whether or not that is any good. Judging from other forum threads, it seems pretty good. Get whichever pistol you're most comfortable with, I would shy away from the weaker pistols since a ghost could easily tank the shots.
4. Melee Weapons
This is really only concerning BL since GR doesn't really run around trying to shank ghosts. It's fun but there's nothing I can help you with if you wanna knife people. I would say you have issues and getting professional help is the hardest step.
A. Knife
The knife. This is the melee weapon you start out with. Most people will use it since they don't do surveys or buy ZP. I don't really use the knife so I don't know the timing all that well, but what I'm pretty certain of is that the chest is a 1 hit killer and so is the head. But when you try to right click, the knife somewhat moves down from the crosshairs. To change this, just aim a little bit higher than you want. If you try right clicking, I'm sure you'll know what I mean...unless they changed it...or unless I'm making something up... :O
If you use the knife, most of the time you'll get 90 damage inflicted on the opponent. Then just slash. You might get called a slashing noob but that's alright. Fk 'em.
B. Axe
This is probably considered the most skillful ZP melee. It does 80 damage to the legs and 100 to the rest of the body with a swing. Slashing, however, is a bit different. Unlike all the other melees, it does a 1 hit killer on the head if done properly. Usually, I like to right click and if they're somehow still alive, slash once so I don't waste time. It's quick and clean.
Utilize's Note:
Danny and I had to argue about this for a while since he was giving me the EXACT same thing Dino gave me...which was really annoying, thanks Danny...
Anyway, so now Utilize decided to go with midhop axing. The concept is simple. While you're bunnyhopping, whichever way, kill the enemy as soon as they're in range. If you're going forward, you don't really need to turn but after you kill the guy, you might mess up your pattern. Backward, it'll take a bit of practice switching from backward hop to forward and back to backward. All you need to do is really turn your mouse, it'll take time but once you get the feeling, it looks cool and is fun to utilize LOL GET IT? So, simply, way to do it is, and I quote from Utilize, "hop hop hop turn and hit" (bad grammar and all :P).
C. Shovel
Shovel, just don't use it. You'll get raged at, people will lose respect for you, and such. In pubs it's alright but there WILL BE FKERS WHO RAGE AT YOU. It just ruins the game a lot of the time when you got a Breath Down, bunny hopping shoveler rampaging. It looks cool from the BL end but it's a pain in the ass and annoying to kill these guys.
D. Katana
To be perfectly honest, I haven't used the katana. Since I quit before it came out, I haven't had the opportunity to try it out. I talked with Utilize and he said it's not that common anymore since it's not all that great. I've seen a couple game play videos of it and it looks pretty cheap with the range but hopefully you guys know how to deal with it. HOPEFULLY. :O
5. Throwing items
Easiest way to describe it, round thingies you throw to make boom boom, white screen or smokey fog.
A. Grenades
Don't just throw it in the beginning of the game to look dumb. There will be times where you'll find you coulda gotten an awesome nade kill but oh...I threw it at a wall and knocked off 20 HP.
B. Smoke grenades
I like to use smokes when I'm covering a certain spot or trying to make ghosts go the other way so I can kill 'em. DON'T SMOKE YOUR TEAMMATES. It's ******ed and annoying.
C. Flashbangs
Not really used in GM that much since ghosts can stay still and the annoying shriek of the flash can ruin your pinpointing. If you do use it, MAKE SURE NOBODY IS AROUND TO GET HIT BY IT ON YOUR TEAM.
6. Items
A. Breath Down
Some people say it's for noobs now, I dun even know where the fk that came from since it's not really noob. Breath Down, I believe (now don't hold me to this), cuts about half the distance of the ghost. So if the ghost were say 10 feet away, it would be 5 feet away with BDown. Don't lie about whether or not you have it equipped. Just because you have it doesn't make you a noob like people say. HAVE CONFIDENCE. STAND UP FOR WHAT YOU BELIEVE IN. LIKE UNICORNS AND RAINBOWS.
B. Step Down
It's actually quite useful in GM, since you can rush somewhat and GR can't run after your footsteps if they're a floor above you. It's not necessary and it's not gonna give you a big advantage but it's one of those small little helpers.
C. Fall Damage Down
If I could only buy one Down item, I would get this. It's SO USEFUL! If you fall from say BL base down to GR base in Hakenkreuz, it does barely any damage (depending how you fall). Those points that are taken away when you fall are very useful and could save your team.
D. Armor
Shovel. Armor. Breathdown. Bunnyhopping. No. Just. No.
7. The Wonderful World of Hackers
Easy way to deal with them really. The hacks are usually the same. Although I did hear the chams were finally patched, but who knows. Speeding ghosts are really easy to deal with. If you guys think they aren't, try having 5 FPS and kill them. YEAH. THAT'S NOT HARD AT ALL THEN. There IS a difference between lagger and speed hacker. Usually if you hold TAB, if the "speeder" has 200+ spiking ping, they'll lag. Some people can only have 200 ping because of their location so don't mistaken them for laggers. You can feel a difference. But yeah, really, just SS it, report it in. Stop bagging on Z8 for not taking care of hackers, it's just really immature and annoying.
8. Maps
[KMA]Shun's Note:
"know the maps layouts by heart. learn to dodge.. learn to aim" I put it in this section because the most important thing is the map layout. Like he says, KNOW IT LIKE THE BACK OF YOUR HAND. (It's a figure of speech, don't reply to this saying "I DON'T KNOW THE BACK OF MY HAND". That would just deserve a ***** slap and a DOUBLE face palm especially since you're reading this. But yeah, back to the topic. It's REALLY IMPORTANT to know the map. That way you can anticipate the ghosts and see where they're headed to. It's not even that hard to know the map. If you play like a mere 3 rounds a day in 1 map, you'll have it down pat. I said
this in the previous guide, but I'll stress it again. KNOW THE MAP LIKE A FAT KID KNOWS CAKE.
A. Laboratory
Favorite map . Very simple and easy. The layout is so simple, it couldn't get easier. Some places to avoid are the vents and water ways.
B. Lost Relics
2nd favorite map :P. Looks awesome, some great sniping points. It's kind of hard for ghosts since there's water everywhere and the floor is either broken or uneven. BUT MY FELLOW GHOST MODER! It's pretty hard to see a ghost failhopping on the uneven floor because the color blends in with you. So keep in mind of that.
C. Hakenkreuz
Pronounced hackin' crews. At least in my mind it is. Not that great of a map in my opinion. There a lot of open ground so it's kind of hard to pinpoint, the ghosts hvae a lot of room to bunny hop in but it's somewhat small on the main floor.
D. Metro
Dun like Metro very much. The smoke makes everybody lag and there's just too many levels on the map where ghosts can camp so it's hard to pinpoint. Most ghosts always rush at the same spot making it easy to get kills and most soldiers camp at the same spot so it's easy to get multi kills.
E. Complex
Called the Lab2. It somewhat resembles the Lab but it's not that similar. There are a lot of ways to get from A to B or B to A. Hehe, ABBA *breaks out in song*. Anyway, be careful of the ghosts. Like Metro, there are a few spots where ghosts always go to, so if you want the Daily done, try to figure those spots out .
LAST NOTE:
I left out a lot of parts from my old guide, mainly because I can't expand on them so if you want to get the pretty much full full version of the guide, read the previous one I suppose.
I hope this guide helps, maybe it won't and I wasted my time but that's alright. If you guys have any questions or anything, PM me on forums, post a reply or maybe somehow get onto GroundZero's Vent and talk to me there. I'm the one with the super long sexy name, you'll know who it is right when you log on . -
3. Guns
A. Rifles
Good for any sort of range, not that great at long range but it'll do the job. Most commonly used guns are M4s and AKs. Not too much ammo so you can get tempted to spray but not too little or fast RoF so that you reload too often.
B. Shotguns
Close ranged, powerful. Put a pistol with it if you're gonna use it. Good for getting ghosts that try to rush you but bad if you're on the opposite side of the map trying to get kills. Can't really spray so no problem with that.
C. SMGs
Close ranged, semi powerful. Lotta bullets with decent power is nice. The RoF is usually fast but somewhat compensates for the mag size. I dun like SMGs unless it's a Kriss . Recoil is a little too much for me.
D. Snipers
Long ranged, powerful. Not accurate without scoping. Get some experience sniping in any mode and then try GM. You need quick aim and fast reaction time. Find some spots in the map you like and test it out. Put a pistol with this!
E. MGs
Close ranged, powerful. Not very accurate with the recoil. It has a huge ammo capacity with a pretty fast RoF. More of a spraying machine rather than a ownage machine. Don't go for it in GM. You'll **** your team off and you can't pinpoint for fk.
F. Pistols
Useful for ANY type of Primary gun. I haven't used the USP yet even though I have it so I can't say whether or not that is any good. Judging from other forum threads, it seems pretty good. Get whichever pistol you're most comfortable with, I would shy away from the weaker pistols since a ghost could easily tank the shots.
4. Melee Weapons
This is really only concerning BL since GR doesn't really run around trying to shank ghosts. It's fun but there's nothing I can help you with if you wanna knife people. I would say you have issues and getting professional help is the hardest step.
A. Knife
The knife. This is the melee weapon you start out with. Most people will use it since they don't do surveys or buy ZP. I don't really use the knife so I don't know the timing all that well, but what I'm pretty certain of is that the chest is a 1 hit killer and so is the head. But when you try to right click, the knife somewhat moves down from the crosshairs. To change this, just aim a little bit higher than you want. If you try right clicking, I'm sure you'll know what I mean...unless they changed it...or unless I'm making something up... :O
If you use the knife, most of the time you'll get 90 damage inflicted on the opponent. Then just slash. You might get called a slashing noob but that's alright. Fk 'em.
B. Axe
This is probably considered the most skillful ZP melee. It does 80 damage to the legs and 100 to the rest of the body with a swing. Slashing, however, is a bit different. Unlike all the other melees, it does a 1 hit killer on the head if done properly. Usually, I like to right click and if they're somehow still alive, slash once so I don't waste time. It's quick and clean.
Utilize's Note:
Danny and I had to argue about this for a while since he was giving me the EXACT same thing Dino gave me...which was really annoying, thanks Danny...
Anyway, so now Utilize decided to go with midhop axing. The concept is simple. While you're bunnyhopping, whichever way, kill the enemy as soon as they're in range. If you're going forward, you don't really need to turn but after you kill the guy, you might mess up your pattern. Backward, it'll take a bit of practice switching from backward hop to forward and back to backward. All you need to do is really turn your mouse, it'll take time but once you get the feeling, it looks cool and is fun to utilize LOL GET IT? So, simply, way to do it is, and I quote from Utilize, "hop hop hop turn and hit" (bad grammar and all :P).
C. Shovel
Shovel, just don't use it. You'll get raged at, people will lose respect for you, and such. In pubs it's alright but there WILL BE FKERS WHO RAGE AT YOU. It just ruins the game a lot of the time when you got a Breath Down, bunny hopping shoveler rampaging. It looks cool from the BL end but it's a pain in the ass and annoying to kill these guys.
D. Katana
To be perfectly honest, I haven't used the katana. Since I quit before it came out, I haven't had the opportunity to try it out. I talked with Utilize and he said it's not that common anymore since it's not all that great. I've seen a couple game play videos of it and it looks pretty cheap with the range but hopefully you guys know how to deal with it. HOPEFULLY. :O
5. Throwing items
Easiest way to describe it, round thingies you throw to make boom boom, white screen or smokey fog.
A. Grenades
Don't just throw it in the beginning of the game to look dumb. There will be times where you'll find you coulda gotten an awesome nade kill but oh...I threw it at a wall and knocked off 20 HP.
B. Smoke grenades
I like to use smokes when I'm covering a certain spot or trying to make ghosts go the other way so I can kill 'em. DON'T SMOKE YOUR TEAMMATES. It's ******ed and annoying.
C. Flashbangs
Not really used in GM that much since ghosts can stay still and the annoying shriek of the flash can ruin your pinpointing. If you do use it, MAKE SURE NOBODY IS AROUND TO GET HIT BY IT ON YOUR TEAM.
6. Items
A. Breath Down
Some people say it's for noobs now, I dun even know where the fk that came from since it's not really noob. Breath Down, I believe (now don't hold me to this), cuts about half the distance of the ghost. So if the ghost were say 10 feet away, it would be 5 feet away with BDown. Don't lie about whether or not you have it equipped. Just because you have it doesn't make you a noob like people say. HAVE CONFIDENCE. STAND UP FOR WHAT YOU BELIEVE IN. LIKE UNICORNS AND RAINBOWS.
B. Step Down
It's actually quite useful in GM, since you can rush somewhat and GR can't run after your footsteps if they're a floor above you. It's not necessary and it's not gonna give you a big advantage but it's one of those small little helpers.
C. Fall Damage Down
If I could only buy one Down item, I would get this. It's SO USEFUL! If you fall from say BL base down to GR base in Hakenkreuz, it does barely any damage (depending how you fall). Those points that are taken away when you fall are very useful and could save your team.
D. Armor
Shovel. Armor. Breathdown. Bunnyhopping. No. Just. No.
7. The Wonderful World of Hackers
Easy way to deal with them really. The hacks are usually the same. Although I did hear the chams were finally patched, but who knows. Speeding ghosts are really easy to deal with. If you guys think they aren't, try having 5 FPS and kill them. YEAH. THAT'S NOT HARD AT ALL THEN. There IS a difference between lagger and speed hacker. Usually if you hold TAB, if the "speeder" has 200+ spiking ping, they'll lag. Some people can only have 200 ping because of their location so don't mistaken them for laggers. You can feel a difference. But yeah, really, just SS it, report it in. Stop bagging on Z8 for not taking care of hackers, it's just really immature and annoying.
8. Maps
[KMA]Shun's Note:
"know the maps layouts by heart. learn to dodge.. learn to aim" I put it in this section because the most important thing is the map layout. Like he says, KNOW IT LIKE THE BACK OF YOUR HAND. (It's a figure of speech, don't reply to this saying "I DON'T KNOW THE BACK OF MY HAND". That would just deserve a ***** slap and a DOUBLE face palm especially since you're reading this. But yeah, back to the topic. It's REALLY IMPORTANT to know the map. That way you can anticipate the ghosts and see where they're headed to. It's not even that hard to know the map. If you play like a mere 3 rounds a day in 1 map, you'll have it down pat. I said
this in the previous guide, but I'll stress it again. KNOW THE MAP LIKE A FAT KID KNOWS CAKE.
A. Laboratory
Favorite map . Very simple and easy. The layout is so simple, it couldn't get easier. Some places to avoid are the vents and water ways.
B. Lost Relics
2nd favorite map :P. Looks awesome, some great sniping points. It's kind of hard for ghosts since there's water everywhere and the floor is either broken or uneven. BUT MY FELLOW GHOST MODER! It's pretty hard to see a ghost failhopping on the uneven floor because the color blends in with you. So keep in mind of that.
C. Hakenkreuz
Pronounced hackin' crews. At least in my mind it is. Not that great of a map in my opinion. There a lot of open ground so it's kind of hard to pinpoint, the ghosts hvae a lot of room to bunny hop in but it's somewhat small on the main floor.
D. Metro
Dun like Metro very much. The smoke makes everybody lag and there's just too many levels on the map where ghosts can camp so it's hard to pinpoint. Most ghosts always rush at the same spot making it easy to get kills and most soldiers camp at the same spot so it's easy to get multi kills.
E. Complex
Called the Lab2. It somewhat resembles the Lab but it's not that similar. There are a lot of ways to get from A to B or B to A. Hehe, ABBA *breaks out in song*. Anyway, be careful of the ghosts. Like Metro, there are a few spots where ghosts always go to, so if you want the Daily done, try to figure those spots out .
LAST NOTE:
I left out a lot of parts from my old guide, mainly because I can't expand on them so if you want to get the pretty much full full version of the guide, read the previous one I suppose.
I hope this guide helps, maybe it won't and I wasted my time but that's alright. If you guys have any questions or anything, PM me on forums, post a reply or maybe somehow get onto GroundZero's Vent and talk to me there. I'm the one with the super long sexy name, you'll know who it is right when you log on .
I haven't seen anyone put so much effort into a GM guide... Good job. -
-
By the way. Think before you act. Just cause Albert here says to nade the defuser it depends on the situation. Dont nade him if hes low on hp. Dont nade him after all the ghosts die. Accidently killing teammates might be funny, but some kids get mad.
specially when they die and the bomb turns red and ur like OH FK! and you run to the C4 -
-
Final version of the GM Guide. Won't be posting more unless there's some SUPER BIG change of GM. Hopefully this covers everything . Maybe like every 2 GM maps they add I'll remake the guide, probably not though.
This guide is for those beginning or wanna learn more about GM. Pros, don't expect too much, they're all standard things you should already know.
If you wanna flame, I dun see why you would want to...*sobs*
Originally I WAS gonna have a Table of Contents but the indents wouldn't work when I previewed this on the forums so I decided to not do them.
1. Global Risk
I don't wanna add a section for the setting to use when you play GM so Ima just add it right here. Apart from common thought, 100 GAMMA really isn't all that great. The majority of what raises is the brightness of the background ie. walls, ceiling, floor. The actual players are somewhat raised but to a point where it's not a total necessity to have 100 GAMMA. Personally, I put it to 90 or so. It doesn't burn my eyes, the map looks nice and the ghosts are visible. This is purely opinionated. Some may see better with 100 GAMMA but don't believe you have to put it to 100.
Headsets are another common requirement. If you had a choice betwen updating your sound card or buying a $100 headset, go with the sound card. I bought like a friggin' $130 headset and it doesn't improve the hearing that much. It's not a total waste but the sound card will have a much cleaner sound and you can tell the difference between your sniping breath and the ghosts.
A. Pinpointing
Pinpointing is pretty much the life saver of GR. When you describe Ghost Mode to somebody who doesn't understand how it's played, it sounds like the ghosts have a HUGE advantage over GR. But the staff have actually balanced the mode out by adding breath. To be honestly, this is actually the hardest to teach. Some might disagree but it's pretty confusing to just write it out and have someone read.
Simply, the concept is to zone out and only watch the screen for ghosts and listen for breath. This is pretty tricky because you can't help but notice spray tags and people spraying for no reason. When you DO hear a ghost, you can usually hear the general direction.
[KMA]Dino note:
I asked Dino how he pinpoints and how he put it was amazing. It couldn't have been better.
Move your gun until the breath is equal in both ears. That means he's right ahead of you.
Then shoot.
You can tell if he's behind you or not. Use your senses and instinct. Try closing your eyes in class next time and concentrate. You can see that you don't have to move your head side to side thinking about where they could be. Why do that in-game then? It's a little different because it's a virtual noise but it's quite similar.
This is pretty much it for pinpointing. It's very hard to be taught but once you know the concept, practicing makes it so much better. The term "practice makes perfect" really plays into GM.
B. Covering
There are many types of covering in GR. Covering the sniper, covering the bomb, covering the defuser, covering a spot in the map. I'm gonna talk about covering players and the defuser and covering a spot in the map.
First off, covering another player. This is simply watching the person's back and making sure no ghosts sneaks up to him and shanks him. Just pinpoint if you hear anything but don't go out of your way to rack up kills. Stay behind him and watch the back and sides. If he doesn't watch his front, then he's ******ed unless he has something better to do than not die.
Covering the defuser is easy. There has been another guide specifically about the ways you can cover the defusers, if you want, go look it up but some of them I don't agree with. There are 2 main ways to cover the defuser that I use.
1. Pinpoint and camp. It's a lot like covering another player, watch him and make sure no visible ghosts get to him. Then while you watch, pinpoint and see if any ghosts are nearby. Like I stated before, don't go out of your way and kill a ghost. Wait for them to come. If you leave the area, make sure other people are covering.
2. Nade the defuser. This sounds dumb but it really is smart. Ghosts can't shoot the defuser so they have to approach the defuser. Of course, you have to know WHEN to throw the nade. If you throw it when you see a ghost, the defuser will die. What I usually do is throw it after he begins to defuse. It'll drop, pause, and BOOM. If you don't get any ghosts by the time it blows, shoot 'em down.
These are the two main ones. They're pretty broad so there's a lot of room for last minute plans.
Covering a spot in the map is pretty easy. You could call it camping but there's honestly nothing wrong with camping. It's different in S&D and stuff like that but in GM, it's logical and smart. The ghosts can't shoot you so they come to you. You can hear them or see them before they're within killing range. While you camp, just look around and make sure there aren't any ghosts running across the hall that are too far to pinpoint. You don't wanna use a shotgun or any weak gun or high recoil gun. If you see a ghost, burst fire at them. Simple.
C. Rushing
Rushing is when you pretty much run straight to some point in the map at the beginning of the game and get as many kills as possible or try to get to a spot in the map to cover before ghosts flood it. In every map there are places ghosts mob at like the vents in the Office at Laboratory. The purpose of rushing is primarily to get as many kills as possible. I personally don't like rushing because there really isn't a team strategy to this, even though you don't really call strats in pubs. Either way, it's just run and shoot. It's good for kills, don't get me wrong but it's a lot to risk if the ghosts get smart and see your pattern.
D. C4 Covering
When the ghost who has the C4 dies, GR has a big advantage over BL. They have the "game ender" essentially. To cover the bomb, you need to cover all entrances into the area. If the area is small or in a vent, you're in luck. If it's pretty open, best of luck to you. To make covering easy, just let everybody on your team cover their own spots, they'll usually just camp there and look down one end. All YOU need to do is look down another opening of the spot and make sure no ghosts come through there. What you DON'T wanna do is smoke yourself. You can't see the bomb, the ghosts can just run through and you can't see the ghosts. If you have the urge to smoke, smoke somewhere that seems logical. It won't last forever but you can some help to see ghosts for a little bit. If you do happen to lose the C4, run to the furthest site. The rest of your team will run to the closer site because they're lazy .
E. Clutching
Clutching isn't like grasping something. It's when you're alone on your team and there are a number of opponents and you kill them all and win the round. It's epic and it's sexy. In GM, it's pretty hard since you have to pinpoint then kill the ghosts then probably defuse the C4. I don't even know why I added this section but that's alright :P.
F. Defusing the C4
Go near the C4 and look at it and hold E. Don't move around so much, if you turn too much the C4 bar gets reset and you have to hold E again. Try to look at some entrance to see if a ghost is gonna go for u. Your teammates SHOULD cover but they probably won't, seeing as its a pub so try to cover yourself. If you think you can defuse the bomb before a ghost kills you, by all means try it.
2. Black List
Easy concept. You're almost invisible. You can move without being seen if you got finger talent. You got a shanker.
A. Bunny Hopping
To be honest, I dunno how to teach bunny hopping. There are SO MANY GENERATIONS that I get confused and I dun even know what generations of bhoppping I do. There's a guide out there, Phoenix's Bunny Hopping Guide I believe it's called. It's really nice, it has lotta flashy things and you can go OOH and AHH to. Check it out and learn the many ways you can gain finger talent.
Oh, BY THE WAY, BHOPPING DOES NOT STAND FOR FKING BACKWARD HOPPING. JUST BECAUSE THEY'RE GOING FORWARD DOESN'T MEAN IT'S A HACK.
B. Rushing
Rushing in BL isn't that great. It's not really rushing if you bhop since it's like stealthy and all that. You can easily get shot down. But if you're rushing in the beginning for like 5 seconds, that's alright since GR can't really get anywhere you'll be in 5 seconds. I would refrain from rushing COMPLETELY since there's just a lot of death that can happen. Yes, a lot of death.
C. Diversions/Tactics
Diversions are useful when you're trying to bait some campers out of their hole and overpower them with your invisibility powers of a superhero. You can't really explain diversions, if the time is right, do it. NIKE, JUST DO IT.
D. C4 Recovery
If you lose the C4 and there's a full 8 man team, sorry but I don't really see a way in. If there aren't that many people, use some diversions, pick 'em off one by one and hope for the best. Bunny hopping is your best bet along with a couple strokes of luck. This is pretty much a situation you can't describe since the location of where the C4 is, is ALWAYS different and other factors too. So yeah, if you lose the C4, TOO FKIN BAD
E. Clutching
Honestly, I think BL clutching is a lot easier than GR clutching. I like GR better but I'm better at BL...which really sucks.
Anyway, clutching is hard, it's easier to pick 'em off one by one if you're in a situation like that. Really not much to say other than don't die...have fun? Dodge bullets? I have no clue.
F. Planting the C4
Planting the C4 is pretty easy. All you hafta do is make sure nobody is around, they'll hear the BEEP BEEP BEEP and run to the site and call their buddies for a shoot out. If you do see someone, either stop planting or, if the bomb already beeped, plant it and bhop away as fast as you can.
Some people like to try to hide the C4 so that the GR can't find it, well, it's actually not that great because if GR finds it, smokes the defuser and a ghost gets there late, that ghost won't know where anything is. Put it out in the open in an obvious spot or it might come back and haunt you. :O
If I don't remember wrong, you called me hack and tried to tell people to kick me once. -
If I don't remember wrong, you called me hack and tried to tell people to kick me once.
O.o u sure? Because I only played with u once or twice and Im pretty sure didn't kick u
and I always looked up to u, one of te best bhoppers I've seen -
OMG I HAVENT SEEN U IN SUCH A LONG TIME I FORGOT UR IGN
...hmm...im pretty sure its not quell...hmm while i think of that, thanks
It is mwa! I scrimmed ya'll yesterday in lab and got my butt kicked royally. Havn't been rolled like that in GM since mark rick rolled me way back in Relentless.
But Utilize can tell you that I got my revenge in SnD. -
this was a good guide you put together.
it would be an honor playing with you.
btw, im that psycotic pinpointer who loves to kill ghosts with axes, winchesters, and deagles
www.youtube.com/NowBringIt
i am working on another one right now, and i have all the files for it. -
no o.O bad is one of the best hoppers ive seen
ofc idk who's any good at GM nowadays since i dont go on
I'm not sure, that's why I said "If".
Btw, your guide is acceptable out of many guides here but why wait so much time to make that?
This guide won't help the noobs cux they will just do exactly like u said, they can't create their own way doing that.
- A noob wanna practice bhop, he got some success hop there but too slow then got hs. " Omg I was bhoping, u noob hack.er".
- A noob who has nice headphone and know how to ppoint like ur guide said. He can ppoint and kill a dumbazz ghost who stands still in front of him like a stone, then he got killed without hearing any breath cux the ghost was doing fastfowardhop and killed him while hopping. " Omg, speed hack, aimbot, u noob hack.er"
See my point? The only thing that matters is the players themself. -
i suppose, im already considering letting this guide die out and remaking it completely different so it benefits the beginners more than just saying how to do things
you shouldn't make it at all. Let some one who is good and doesn't run around with a shovel in clan wars make the guide. -
Its a nice guide props for sharing! I can play both as GR and BL. GR makes me fall asleep sometimes cuz I pick out my camping spots on the map and wait. I have a strong habit of caving my face in with face palms when my defusing isnt successful. There are too many headless chickens (sprayers) around me not giving me cover.
On the other hand, BL is cool cuz you are constantly on the move. I just need to work on being an aggressive knifer. Watching headless chickens during camping in a safe spot is funny and entertaining.
Too bad the headless chickens need to work on choriography, timing, and rythem. XD -
Overall good tips. However I'd like to add some points of my own.
For starters, I don't increase Gamma jejeje. Ok that's a useless comment.
Moving on...
A few extra tips for pinpointing. In combination with swaying your view looking side to side, you should side step and generally keep your walking pattern as random as possible, so bhopers have trouble closing directly on you. The key is to control where they go and how they get to you, using the terrain as much as possible, the better you are at this the easier it is to pinpoint them, or to just simply get them to make a mistake.
On bhoping, the guide you mentioned is good. But to truly master the techniques requires much practice, and I'm not referring to "generation bhoping techniques". I mean there are tricks and places you can bhop and get to that many aren't aware of. I'm pretty much on the same page as you Banana, it's almost impossible to teach.
And well I've only used knife my entire time in ghost mode, so I think I'll throw in my two cents here, since you don't know to much about it.
The one stab kill is generally in the lower body, mostly to the side. Slashing is completely legit, people who complain don't make sense. If you slash there is a split second they could shoot you, and/or you could miss. The best way to slash is, to tap fire, don't hold fire. If you get the timing right you can double how fast you slash, this is a "fast slash". The easiest method is to stab then finish with a slash if you missed the head.
And Killing mid bhop can be difficult, but is key to taking down pro Pinpointers. The idea is to stab/slash as you pass by. Do not stop next to them to hit, cause if you don't kill them first hit you're most likely dead, and even if you got him, you're going to get mowed down by his pals. Guerrilla warfare is a ghosts greatest weapon, don't go for kills, just go for damage and the kills come automatically.
Another thing I'd like to point out that VERY few know, many I've told didn't even believe me till they saw it for them self. The knife actually has quite a bit of range, it extends outward like a cone, the farther away you are, the more accurate you have to be. For example, people camping ontop of that area outside of vents at B site in lab? You can jump and HS them even while there standing, also with proper timing and perfect aim, you can reach people aiming out of the hole above the ramp at B site. And I mean even if they back away from the opening. With enough practice this technique reaches the point of insanely awesome kills that will get you called a "long knifer". Well in essence it is long knifing, but it requires tremendous skill and practice. It is in no way overpowered because of that fact.
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