John's Guide To Ghost Mode.

Hello and welcome to my (JohnAdamz) guide on ghost mode.
I hope you enjoy reading it as much as I enjoyed writing it.
Without further ado:

What you can expect from this guide:
A detailed walkthrough on how to play GhostMode from both the BL and GR sides of the game. This game will walk you through the mode from the point of a beginner, intermediate, and advanced player. It will offer tips in accordance with your play level.

Alright then, let's get started.

Beginers Guide To Ghost Mode:

GR: In short, this is the side with the guns. Left movement is accomplished by pressing a, Forward movement is accomplished by holding down w (tap for shorter movement). Backward movement is accomplished by tapping s, and sideways (to the right) is accomplished by pressing and holding d.

To shoot, press and hold the left mouse button.

To bring up your knife, press 3.

To bring up your grenade, press four.
To bring up your primary weapon press one.
To bring up your sidearm too, press two.

Now that basic movement and shooting is accomplished. Let us move on to something more indepth: shooting at your target, and who to shoot at.

For starters, do not shoot at anyone colored in blue: anyone with a name above their head is your friend (in theory, atleast). If you see anyone with a see-through outline, you want to shoot them.

Shooting is rather simple: hold your crosshairs over them (sniping is not reccomended as a novice to the game), and press and hold the left mouse button. Try to burst fire, that is, press and hold the mouse button down for about a second or two, and release.

Burst fireing retains most of the accuracy, while still allowing you to kill your opponent.

Weapons will not be covered indepth, for a greater looking into what weapon is "appropriate" see below, at the weapons chart (for now, stay clear of sniper rifles and you should be good).

Beginers Guide To Ghost Mode: BL.

Ghost is a fun side to play. You are invisible if you stop moving. However, this does not happen right away, and you will f****** and fade into obsecurity while you sit still. To counter this, however, you are granted faster speed.
You also lack one major advantage that GR has over you: guns. You are stuck with only a knife (or a shovel, or axe)... In short you are stuck trying to get into close range combat with GR.

Movement is accomplished with four keys: w, s, a, and d (front, back, left, and right, respectively). Press and hold to travel in that direction. Press and hold two to travel on a diagional.

The best way to get into close range combat with GR is to stay motionless until they pass by, and then knife them in the head (right click for a more damaging, but slower attack, left click for a weaker, but faster attack. Combo click, that is to say, right, then left click, for an assured kill... assumeing you hit the chest both times).

Be warned, however, breathing can be heard. And if a GR person walks into you, they will become stuck, alerting both them, and you, and their buddies, to your presence.
Therefore, the best way to hide is to stick closely to the side of a wall, and wait. This minimizes the chance of them shooting you, and of you being found out.

Tips for both GR and BL.

Use shift when walking. Shift lowers your walking speed, but it also grants you one crucial bonus: silent walking. When you press and hold shift, your footsteps disappear.

This is a valuable tool for GR, and equally valuable for BL. Now you simply cannot be heard by the opposeing team, rendering your position unknown (unless they have direct Line Of Sight on you).

Use ctrl when walking to minimize your profile. This further lowers you walking speed, but it allows you to be more accurate when shooting (or avoiding being shot).

For obvious reasons, do not use this if you are very close to the enemy team... It does have its' advantages if you are attempting to avoid fire (either in the form of bullets, or knives), however. Provided the range is far enough.

Intermediate Guide To Crossfire.

GR:

It is assumed now you have mastered the basic arts of walking (w,s,a,d), and shooting (left clicking).

Now you begin to size up the distances. Perhaps you have decided to specialize in one type of weapon (other then the m16, or m700). Perhaps not.

Reguardless, it is time to learn more advanced techniques.

First and foremost: Distance.

The simple fact is, you have the advantage in long ranged, and medium ranged fighting. If you stay out of close combat, you cannot die.

However, it is not this simple: BL will do their very best to keep this from happening. They will do their very best to achieve supremicy over you. They are close ranged fighters, with an advantage in speed. Anything shorter then a close ranged fight, they lose.

One way you can avoid letting them have a close ranged fighting is burst fireing down deserted corridors.
You might think this wastes ammo, and it does, to a certain extent. But fireing off four, five, or ten shots down a corridor before you walk down it, and knowing that it is temporarily clear of enemy soldiers seems worth it, do you not think?

The other way is pressing space and s to keep a maximum distance between you and the attacking ghost. Be warned though, this increases the threashold of missing shots.

BL:

Now it is time to learn how to bunny hop.

Bunny hoping is quite simple. Face backwards, towards where you want to go. Press and hold s, ctrl, and space at the same time. If your outline remains invisible, you have sucessfully bunnyhoped. Continue doing this in a chain sequence, and you will have no problem over-coming GR.

The biggest problem you face at this point in time is distance.

Up close, you win.

Far away, you lose.

Use bunny hoping to close the distance, and win.

Tips for both GR and BL.

Aim. You are comfortable with moving. Just aim and you should be good.

Advanced Tips:

"Leading untrained soldiers to the battlefield is a receipy for disaster."

In the advanced section of the guide, we will be covering techniques suchs as useing grenades properly, and team-tactics (crucial for any game... get three people working as a team, you pretty much win...). Along with advanced things, such as plotting.

Alright then, let's get started.

GR:

Will fill in later.

BL:

Will fill in later.

Weapons list:

There are four main list of weapons; Sniper rifles, auto rifles, sub-machine guns, and shot-guns (the winchester is in a class of its own... not a main class, but a sub-class).

Sniper Rifles: Uniquely suited for Ghost mode, these rifles dish out high power per shot (doing a minimal of 50-70 damage), at the cost of a slow reload rate, slow fire rate, and horrid close in combat. They are in many ways the extreme gun of GR.
That said, they can be incredably useful. If you can aim, I suggest you try one out. You may be pleasently surprised by it.

This class includes the popular m700, the AWM, and the Dragonov (to name a few).

Auto Rifles: High power per shot (less then a sniper rifle, but more then any class, excludeing shotguns up close), a fast fireing rate (slower then the sub-machineguns), and a decent reload time, the auto-rifle class is in many ways the best class for GR. If you do not mind being slower then the ghosts (slower then usual, at any rate), pick up one of these and try it out.

This class includes the Ak-47, Ak-74, M4A1 and varients, G36K, and k2 to name a few.

Sub-Machine Guns: Boasting the fastest fireng rate of any of the guns, the lowest damage per bullet, and a very fast reload time, these rifles (or guns, if you prefer) are very deadly in Ghostmode.

This class includes the popular MP5k, the Micro Galil, the MP7, and the Uzi, to name a few.

Why is this, you may ask? The speed is a crucial factor. The high speed of low impact bullets allows for quick headshots. The speed granteed by the guns allow you to move out of the way of the ghosts quicker, maintain distance from them for greater periods then with other guns (meaning you do not die, as you cannot be stabbed). The quicker reload speeds means you can put more lead on target in a faster period then with the other guns.
If you have the oppertunity to try one, I suggest you do. Be warned though, the faster fireing rate comes at a price: you need more bullets to down an opponent then with an auto-rifle. If you do not like this trade-off, then do not use.

Shotguns: Medium fireing speed (faster then a sniper rifle, slower then an auto rifle), high power (at close range, long range power is horrible), and a medium reload rate, you may not suspect these weapons of being dangerous. However, the distance a Ghost must opperate from you (very close) makes these weapons ideal for having in Ghost Mode. At close range, you can down a ghost in one shot (two or three at most, if you hit the arms), at far range, it may take as many as 10 or 12 to kill them (if you even hit them).
I highly suggest trying one out.
Be warned though, the distance required to opperate one effectively (very close range) puts you in grave danger. As you must strike a fine distance between staying just out of range of their knife (or shovel, or axe), and close enough you can finish them quickly.
Headshots help alot with this, so always aim for the head.

This class includes the two shotguns (and varients).

The winchester: It is not, contrary to popular belief, a shot-gun. It is a rifle. Not fully auto-matic, it is never the less a good gun. Boasting a medium fireing speed, medium reload rate, and very high damage (close range), the winchester is another gun made for ghost mode.

Be warned though: this is one of those love it or hate it guns. Either you like it, or you do not. My advice? Do not knock it until you try it.

This class includes the winchester.

Side-arms.

The last ditch weapon of any soldier (on the GR side), these are not meant to be your primary gun (, hence the name, unless you are a sniper).

Never the less, these are still very effective weapons.
Boasting smaller clips, but higher power (for many of the pistols), along with a slower fireing rate (slower then every gun but the shot-guns), the pistols are meant to be your last ditch choice (before your knife). Use them in a pinch when between reloads for your main gun, or when you need more ammo quickly (to finish off damaged opponents). Or to quickly get from point A, or point B.
Any sidearm is up to the task (with the possible exception of the M9), just aim.

This class includes the p228, Desert Eagle, Anaconda, Colt, and M9, along with varients.

The Knife:

The last ditch choice for any GR player. These means all your other options have left. You are now down to your last choice. All I can say at this point is good-luck. Ghosts have the advantage in speed. Aim for the head, and you should come through alright (one on one, that is).

This class includes the knife, the combat axe, and the shovel.

Grenades:

All three types are equally effective in this mode. It is up to personal preference what you like (heck, all three together pack a punch).

This class includes the flash-bang grenade, the smoke grenade (and varients), and the explosive grenade.

I hope this guide has aided you in playing the game.

Let me know what you think,

~John

Comments

  • Johnadamz wrote: »
    Hello and welcome to my (JohnAdamz) guide on ghost mode.
    I hope you enjoy reading it as much as I enjoyed writing it.
    Without further ado:

    What you can expect from this guide:
    A detailed walkthrough on how to play GhostMode from both the BL and GR sides of the game. This game will walk you through the mode from the point of a beginner, intermediate, and advanced player. It will offer tips in accordance with your play level.

    Alright then, let's get started.

    Beginers Guide To Ghost Mode:

    GR: In short, this is the side with the guns. Left movement is accomplished by pressing a, Forward movement is accomplished by holding down w (tap for shorter movement). Backward movement is accomplished by tapping s, and sideways (to the right) is accomplished by pressing and holding d.

    To shoot, press and hold the left mouse button.

    To bring up your knife, press 3.

    To bring up your grenade, press four.
    To bring up your primary weapon press one.
    To bring up your sidearm too, press two.

    Now that basic movement and shooting is accomplished. Let us move on to something more indepth: shooting at your target, and who to shoot at.

    For starters, do not shoot at anyone colored in blue: anyone with a name above their head is your friend (in theory, atleast). If you see anyone with a see-through outline, you want to shoot them.

    Shooting is rather simple: hold your crosshairs over them (sniping is not reccomended as a novice to the game), and press and hold the left mouse button. Try to burst fire, that is, press and hold the mouse button down for about a second or two, and release.

    Burst fireing retains most of the accuracy, while still allowing you to kill your opponent.

    Weapons will not be covered indepth, for a greater looking into what weapon is "appropriate" see below, at the weapons chart (for now, stay clear of sniper rifles and you should be good).

    Beginers Guide To Ghost Mode: BL.

    Ghost is a fun side to play. You are invisible if you stop moving. However, this does not happen right away, and you will f****** and fade into obsecurity while you sit still. To counter this, however, you are granted faster speed.
    You also lack one major advantage that GR has over you: guns. You are stuck with only a knife (or a shovel, or axe)... In short you are stuck trying to get into close range combat with GR.

    Movement is accomplished with four keys: w, s, a, and d (front, back, left, and right, respectively). Press and hold to travel in that direction. Press and hold two to travel on a diagional.

    The best way to get into close range combat with GR is to stay motionless until they pass by, and then knife them in the head (right click for a more damaging, but slower attack, left click for a weaker, but faster attack. Combo click, that is to say, right, then left click, for an assured kill... assumeing you hit the chest both times).

    Be warned, however, breathing can be heard. And if a GR person walks into you, they will become stuck, alerting both them, and you, and their buddies, to your presence.
    Therefore, the best way to hide is to stick closely to the side of a wall, and wait. This minimizes the chance of them shooting you, and of you being found out.

    Tips for both GR and BL.

    Use shift when walking. Shift lowers your walking speed, but it also grants you one crucial bonus: silent walking. When you press and hold shift, your footsteps disappear.

    This is a valuable tool for GR, and equally valuable for BL. Now you simply cannot be heard by the opposeing team, rendering your position unknown (unless they have direct Line Of Sight on you).

    Use ctrl when walking to minimize your profile. This further lowers you walking speed, but it allows you to be more accurate when shooting (or avoiding being shot).

    For obvious reasons, do not use this if you are very close to the enemy team... It does have its' advantages if you are attempting to avoid fire (either in the form of bullets, or knives), however. Provided the range is far enough.

    Intermediate Guide To Crossfire.

    GR:

    It is assumed now you have mastered the basic arts of walking (w,s,a,d), and shooting (left clicking).

    Now you begin to size up the distances. Perhaps you have decided to specialize in one type of weapon (other then the m16, or m700). Perhaps not.

    Reguardless, it is time to learn more advanced techniques.

    First and foremost: Distance.

    The simple fact is, you have the advantage in long ranged, and medium ranged fighting. If you stay out of close combat, you cannot die.

    However, it is not this simple: BL will do their very best to keep this from happening. They will do their very best to achieve supremicy over you. They are close ranged fighters, with an advantage in speed. Anything shorter then a close ranged fight, they lose.

    One way you can avoid letting them have a close ranged fighting is burst fireing down deserted corridors.
    You might think this wastes ammo, and it does, to a certain extent. But fireing off four, five, or ten shots down a corridor before you walk down it, and knowing that it is temporarily clear of enemy soldiers seems worth it, do you not think?

    The other way is pressing space and s to keep a maximum distance between you and the attacking ghost. Be warned though, this increases the threashold of missing shots.

    BL:

    Now it is time to learn how to bunny hop.

    Bunny hoping is quite simple. Face backwards, towards where you want to go. Press and hold s, ctrl, and space at the same time. If your outline remains invisible, you have sucessfully bunnyhoped. Continue doing this in a chain sequence, and you will have no problem over-coming GR.

    The biggest problem you face at this point in time is distance.

    Up close, you win.

    Far away, you lose.

    Use bunny hoping to close the distance, and win.

    Tips for both GR and BL.

    Aim. You are comfortable with moving. Just aim and you should be good.

    Advanced Tips:

    "Leading untrained soldiers to the battlefield is a receipy for disaster."

    In the advanced section of the guide, we will be covering techniques suchs as useing grenades properly, and team-tactics (crucial for any game... get three people working as a team, you pretty much win...). Along with advanced things, such as plotting.

    Alright then, let's get started.

    GR:

    Will fill in later.

    BL:

    Will fill in later.

    Weapons list:

    There are four main list of weapons; Sniper rifles, auto rifles, sub-machine guns, and shot-guns (the winchester is in a class of its own... not a main class, but a sub-class).

    Sniper Rifles: Uniquely suited for Ghost mode, these rifles dish out high power per shot (doing a minimal of 50-70 damage), at the cost of a slow reload rate, slow fire rate, and horrid close in combat. They are in many ways the extreme gun of GR.
    That said, they can be incredably useful. If you can aim, I suggest you try one out. You may be pleasently surprised by it.

    This class includes the popular m700, the AWM, and the Dragonov (to name a few).

    Auto Rifles: High power per shot (less then a sniper rifle, but more then any class, excludeing shotguns up close), a fast fireing rate (slower then the sub-machineguns), and a decent reload time, the auto-rifle class is in many ways the best class for GR. If you do not mind being slower then the ghosts (slower then usual, at any rate), pick up one of these and try it out.

    This class includes the Ak-47, Ak-74, M4A1 and varients, G36K, and k2 to name a few.

    Sub-Machine Guns: Boasting the fastest fireng rate of any of the guns, the lowest damage per bullet, and a very fast reload time, these rifles (or guns, if you prefer) are very deadly in Ghostmode.

    This class includes the popular MP5k, the Micro Galil, the MP7, and the Uzi, to name a few.

    Why is this, you may ask? The speed is a crucial factor. The high speed of low impact bullets allows for quick headshots. The speed granteed by the guns allow you to move out of the way of the ghosts quicker, maintain distance from them for greater periods then with other guns (meaning you do not die, as you cannot be stabbed). The quicker reload speeds means you can put more lead on target in a faster period then with the other guns.
    If you have the oppertunity to try one, I suggest you do. Be warned though, the faster fireing rate comes at a price: you need more bullets to down an opponent then with an auto-rifle. If you do not like this trade-off, then do not use.

    Shotguns: Medium fireing speed (faster then a sniper rifle, slower then an auto rifle), high power (at close range, long range power is horrible), and a medium reload rate, you may not suspect these weapons of being dangerous. However, the distance a Ghost must opperate from you (very close) makes these weapons ideal for having in Ghost Mode. At close range, you can down a ghost in one shot (two or three at most, if you hit the arms), at far range, it may take as many as 10 or 12 to kill them (if you even hit them).
    I highly suggest trying one out.
    Be warned though, the distance required to opperate one effectively (very close range) puts you in grave danger. As you must strike a fine distance between staying just out of range of their knife (or shovel, or axe), and close enough you can finish them quickly.
    Headshots help alot with this, so always aim for the head.

    This class includes the two shotguns (and varients).

    The winchester: It is not, contrary to popular belief, a shot-gun. It is a rifle. Not fully auto-matic, it is never the less a good gun. Boasting a medium fireing speed, medium reload rate, and very high damage (close range), the winchester is another gun made for ghost mode.

    Be warned though: this is one of those love it or hate it guns. Either you like it, or you do not. My advice? Do not knock it until you try it.

    This class includes the winchester.

    Side-arms.

    The last ditch weapon of any soldier (on the GR side), these are not meant to be your primary gun (, hence the name, unless you are a sniper).

    Never the less, these are still very effective weapons.
    Boasting smaller clips, but higher power (for many of the pistols), along with a slower fireing rate (slower then every gun but the shot-guns), the pistols are meant to be your last ditch choice (before your knife). Use them in a pinch when between reloads for your main gun, or when you need more ammo quickly (to finish off damaged opponents). Or to quickly get from point A, or point B.
    Any sidearm is up to the task (with the possible exception of the M9), just aim.

    This class includes the p228, Desert Eagle, Anaconda, Colt, and M9, along with varients.

    The Knife:

    The last ditch choice for any GR player. These means all your other options have left. You are now down to your last choice. All I can say at this point is good-luck. Ghosts have the advantage in speed. Aim for the head, and you should come through alright (one on one, that is).

    This class includes the knife, the combat axe, and the shovel.

    Grenades:

    All three types are equally effective in this mode. It is up to personal preference what you like (heck, all three together pack a punch).

    This class includes the flash-bang grenade, the smoke grenade (and varients), and the explosive grenade.

    I hope this guide has aided you in playing the game.

    Let me know what you think,

    ~John

    best GM guide ever!..but hella long
  • Z3T4 wrote: »
    best GM guide ever!..but hella long

    Which is why you shouldnt quote it...

    Ontopic: Good guide for people who just started playing CF in general. Guide focused more on the guns than the actual GM, but nevertheless - nice contribution
  • Nice guide. The movement parts/how to shoot were a bit unnecessary though.
  • Floet wrote: »
    Nice guide. The movement parts/how to shoot were a bit unnecessary though.

    Agreed.
    Its good, though.
  • Johnadamz wrote: »
    To shoot, press and hold the left mouse button.

    To bring up your knife, press 3.

    To bring up your grenade, press four.
    To bring up your primary weapon press one.
    To bring up your sidearm too, press two.

    lol what?!
    ..nvmnd that^ very smexy guide sir.
  • Btw you won't be able to 'fill in later'
    Nice guide get a mod to fill it in though.
  • i find that pinpointing ghosts that are next to the wall a lot easier than if theyre in the open since you can easily corner them on the wall
    nice guide for the gun preference though