The Jedi Academy. THE Place for Jedi training.
Forums
Content
The Academy
Learn
Communicate
Personal


Forums | Jedi Knight: Jedi Academy Discussion
Random thoughts on Siege
Nov 29 2003 07:56pm

JavaGuy
 - Student
JavaGuy
--Score means *%$#. You can have the worst score on the team and be the most valuable player. On Hoth (my favorite map and the subject for most of my comments here) a tech might have a negative score because he keeps jumping into the pit to get more shields, yet he's the guy putting up shields to hold back the ATAT. You also might get 20 points (whoopee, I suppose) for completing an objective, but someone else might have done 99% of the work for you.

--The concept of "most valuable" is preposterous. A tech may be the guy holding back the ATAT, but he's useless without some protection to keep the combat troops busy. One guy may feel more valuable because he carries the codes 99% of the way to the control console only to be killed at the last moment and have a teammate get the credit by picking up the dropped codes and carrying them the last five feet--yet in that case the codes would not have been delivered at all if it hadn't been for the second teammate escorting him, fighting off enemies and being johnny-on-the-spot to grab the codes when necessary and carry them those last five feet.

--Similarly, some players think they own because they rack up high scores killing people...while their team loses match after match because nobody is paying attention to the objectives. Killing enemies _is_ important, of course, but only in the context of attacking/defending the objectives.

--Some people just don't understand that Siege is a timed game and that chat-kill is therefore a meaningless concept. I'll refrain from killing someone with a chat-bubble up if the game clock will stop for the duration of the chat-bubble. As long as the clock keeps ticking, though, I'll keep killing. Siege is like combat, and you don't get to call time-out in combat. If the clock is still ticking, chatters take a licking.

--If you log onto a server, and the server message says no chat-kill, either find another server or else respect that rule. Yes, it's a retarded rule, but when you log onto a server you're essentially a guest in someone's house.

--People who blow their own team's mines need to be sterilized, lest they reproduce their pond scum-level brains.

--Whenever you see "Joe Blow blew himself up," ask yourself if he blew _himself_ up, or if he was carefully laying trip mines when some neanderthal on his own team set them off.

--Trip mine placement: If it's for coming around a corner, as close to the floor as possible. They often get overlooked that way. It's best if the mine itself is concealed behind an extrusion of the wall. The control room on Hoth has excellent places for this. It's tempting to think that if it's down low they can just jump over it, but if it's at chest level they can just back up and shoot it. Down low they often don't see it until it's too late.

--The data room on Hoth is easily defensible by two demo guys (especially with an assault guy to back them up), but _only_ if those two demo guys are not sabotaged by their own team mates. Here's what I like to do: I set trip mines just inside both doors to the droid room at about chest level (if the droid is alive he'll trip them if they're any lower, and if the droid is dead it's still the level I like). Then I set one trip mine on either side of both lifts. Then I stand back from the lifts and toss thermal detonators (left-click, so they bounce) down the lifts every few seconds. It's tempting to stand right up by the edge so you see your target, but that temptation comes from the Dark Side. You'd be amazed how many attackers you detonate without even seeing just tossing grenades down the shaft every few seconds. There's one lift that most of the imperials will come up, so I concentrate on that one, but be careful for intelligent opponents (and there are a few) who get wise to that. When invaders do manage to reach the top of the lift without getting killed by the trip mines, they're usually injured badly enough to be easy pickings. Note that I'm talking trip mines here--left-click--not the proximity mines.

--Whenever I defend the data room using the above tactics, some idiot always comes through and repeatedly blows all my trip mines. They always run into the droid room, blowing my mine by the one door, and then they think it's a good idea to run out the other door, thus blowing my other mine.

--The control room on Hoth (where you take the codes if you're the attacker): If you're the attacker and a Jedi, jump the pit and go in the back way. N00bs always leave the back door undefended. Experienced players know better but are sometimes too busy.

If you're on defense, mine the back door _first_. Put a mine down low, to your left as you're facing outward, just behind one of the columns along the wall. A Jedi who has just jumped the pit will often come racing through here expecting the back door to be undefended, and the mine is hard to see there unless you're really paying attention. Put another at chest level further in, just around that little jog, far enough in that it won't blow when the outer one trips. Put another below that. You want it to be impossible to come in the back undetected by simply jumping or ducking under the beams. Anybody coming in has to blow the mines. This is important because of cloaked Jedi.

Next, mine the console. This is another one that some idiot on your own team is likely to blow. Here's how you do it: Place for trip mines on the floor, the blue beam pointing straight up, evenly across the platform (not just in front of the console). Then place a mine _very_ low on the side wall with the blue beam running horizontal along the other four. This is how it will look:

--|-----|-----|-----|--

The horizontal dashes represent the beam going across, and the vertical ones are the trip mines pointing up. When the runner reaches the top with the codes, no matter where he comes onto the platform he'll trip the horizontal beam, which will blow the mine on the floor closest to it, which will in turn blow the next mine, and so on. In short, anyone who goes up there will blow all the mines and himself up. (Invariably you'll have a teammate who thinks he's helping by blowing this ingenious setup and replacing it with three or four easily avoidable mines just in front of the console.)

After you've trapped the console, then and only then mine the front. Do it in exactly the same fashion as you mined the back door: One low and semi-hidden towards the front (it's not nearly as hard to spot as the one in back, but so be it), and two more further back where they won't blow along with the front one.

There's a reason I said to mine the back, then the console, then the front in that order. When you mine the front it's decision time--you can go out the front door and up to the front line, or you can stay inside to defend the data center. Since it's a highly defensible area (one demo man can sometimes hold it single-handed against a horde of attackers) it's often good to stay in and defend it. Note that score-whores will not want to do this because you may spend a long time watching and waiting instead of fragging, but you will be a tremendous asset to your team because you're defending a highly defensible area precisely where the Imperials want to get. They also serve who only stand and wait.

--When you're a rebel on Hoth and you take the lift up to the data room and see the platform blocked by trip mines, DO NOT blow the mines. Duh. Same thing with trips anywhere else. My angriest moment ever on Siege was after I had completely sealed off the control room with trips, and my own teammate then blew my mines and replaced them with chest-level mines that could be ducked under. I asked him what the hell he was doing, and he said, "This is better. Now we can go in and out without blowing the mines." An instand later I was sabred by a cloaked Jedi who had snuck in undetected, thus proving that my teammate was right: You _could_ go in and out without blowing the mines!

--The trip mine configuration I described for mining the console above is good for other things. If you want a mine hidden around a corner but there's no good spot to place it, just drop it on the floor where it won't be seen and use the same "chain" of mines to cover it with a long, low horizontal beam. This can also let you set them up so that they're harder to shoot. In some ways this is better than proximity mines because it doesn't "expire" and blow spantaneously.

--If you do use proximity mines, hide them if possible. One of their advantages is that there's no telltale blue beam, so use this to your advantage.

--Memorize the voice-chat commands! Use them!

--When someone says "I need a tech (or whatever) up here!" and you're a tech (or whatever), go up there! He didn't say it for no reason.

--On Hoth the rebels should have two techs if possible. When you place a shield to supplement your teammates shield, wait until you think your teammates shield is about to expire.

--In the very first part of Hoth, put a shield in front of the gate. Not IN it! Most Hoth games the rebs hardly put up any defense for this objective, but if done right it can last quite a few minutes. If you put the shield _in_ the gate, the objective is completed the instand the ATAT walks up to it because it will be in the gate. If you're the Imperials for this one, watch for that mistake, and if the tech doesn't make that mistake he may put it too far out from the gate--try to slip in behind the shield (don't just try to blast it, you'll die faster than that).

--If you're rebels on Hoth, put shields in front of the bridge controls. Be careful not to sabotage your own demo man, who may be setting up his own defenses for this room at the same time.

--If you're an Imperial demo man, put trip mines right outside the doors of those rebel spawn points that have doors--the first interior one and later the infirmary. People rush out of those things carelessly. Boom!

--Use your environment! Hide around corners, use cover when sniping, blast people off ledges. If you're rebel, whore the lift, and to hell with the whiners who call it an "exploit." A hack, exploit or bug is something the developers did not intend to be possible, like blasting the codes irretrievably into the cieling (don't do this). The lift button was put there by developers. Use it (and count on its being used against you when you're the attacker).

--On Korriban (or whatever it's called), the attacking team should concentrate on one crystal at a time. Defenders tend to spread themselves thin. Attack where they are not, and everybody go together.

--For defense on Korriban, defend the blue crystal. It is the most defensible, but you need the whole team because the attackers will certainly bring everything they have to bear. I don't understand teams that think they can spread out their resources and simultaneously protect three crystals from attackers who bring the whole team to attack one at a time. Against a careful, coordinated defense, the blue chamber is almost unassailable, but it usually falls because two or three yahoos think it's a good idea to abandon their posts and go defend the green or red crystals. _You don't have to stop the Jedi from getting any crystals at all; you only have to stop them from getting all the crystals._ Denying them the blue crystal is easiest. Defending them all is impossible, and it's retarded to try.

--If the valley gate does get destroyed, have one demo guy guard the sceptre chamber and everybody else guard the altar chamber.

--If you're attacking on Korriban and get the sceptre, go up the side to get to the altar. You'll never make it straight up the ramp unless the defenders suck hard. If you've never done it, it's tricky to figure out exactly where you _can_ go up the side, but it can be done, and everyone should learn how.

--Bind a key to say "Buttplug!!!"

--Not many of the people on the Hoth map are appropriately dressed for the climate.


_______________
My signature is only one line. You're welcome.

  Login and add your comment!  
Comments
Dec 28 2003 09:13pm

Mockran
 - Ex-Student
 Mockran

So basically do what I do (0_o) and just kill everything in your path while helping your team! Easy enough and my version is shorter...expect I know what I'm doing and eh eh ok I'm done
_______________
Life is Something that Happens when You can't Get to Sleep.
Everybody Lies, but it Doesn't Matter Because Nobody Listens.


Dec 28 2003 02:23pm

Bail Hope of Belouve
 - Student
 Bail Hope of Belouve

I really should start playing Siege
Never played it before:)
_______________
Visit the Belouve Family Website!
Quote:
I try to have fun with my friends and try to make a difference as best I can. What does making a difference mean? Well, it can be as simple as saying hello, answering a question that seems obvious or heck, just talking. -- Vladarion

Want to know Vladarion? Read the Article about his life here.


Dec 26 2003 10:07pm

tarpman
 - The Tarped Avenger
 tarpman

Desert as imps: Boba Fett is invaluable. He can get pretty much anywhere in a hurry, and the jetpack's idle speed is easily slow enough to snipe from. Just stay the hell away from Jedi.

Rebels: I can't remember ever seeing a Rebel on Desert using the emplacements to defend the first set of walls. Of course they're useless when there's rebels right in front of the walls, but use them to clear out the streets, especially if the rebels are n00bs who don't understand the concepts of cover and going a different way.
_______________
Saving the world, one kilobyte at a time.

Dec 21 2003 05:36pm

Ren
 - Ex-Student
 Ren

Blue is only easiest when the attacking team first enters the area. That should be the first crystal they get because no one on defense is in there waiting. If the attacking team doest go blue first it always takes the longest to get and sometimes ends the game because the attacking team doesnt go in there with the full team but individually.

On hoth a tech can own if properly used and protected especially when two are placed on the pad that leads to the back way of the CC. Place one near the elevator pointing the the direction of the hanger elevator and put the other on above the door pointing towards the medical bay. That way any opponents are emp'ed and cannot fire their weapons, while your own team finishes them off.
_______________
Consultant, Colossal Entertainment
~Jedi Outcast and Jedi Academy Maps~


Dec 20 2003 08:22pm

Buzz
 - Student
 Buzz

You can Also have a tech standing at the bottom blasting away with the Demp's secondary fire. That makes it through the lift to the person and just having a Jedi ready to try and make the leap up
_______________
When you are going through Hell, keep going.
-Sir Winston Churchill.

Those who seek power and control of others, no matter the level, no matter the intentions, should never be given it.


Dec 20 2003 05:44pm

Luke Skywalker
 - Student
 Luke Skywalker

That's something we don't have to worry about, because there are two ways no matter what.

But if it was the only way, yes, because there is a way to stop the elevator from going back up using the control at the bottom.

As the lift comes down, press the switch at the bottom quickly and it should come down completely. That's when you get what people you can and rip some rockets or repeater concussion shots at the guy on top.
_______________
:alliance:Luke Skywalker:alliance:

Dec 20 2003 06:33am

(Jedi)Obi-JK
 - Student
 (Jedi)Obi-JK

Sup,

Just to play devils advocate, would you still "whore the lift" if it was the ONLY was up?
_______________
Silent Bob (Kevin Smith): You know, there's a million fine looking women in the world, dude. But they don't all bring you lasagna at work. Most of 'em just cheat on you.

-Steve (Obi)


Dec 16 2003 04:39am

Buzz
 - Student
 Buzz

"If you're rebel, whore the lift, and to hell with the whiners who call it an "exploit."

I experienced this tonight. Even my own teammates on the server were whining. I think I did it for about 5 minutes. Even with the teammates defending the other way they should be able to get through eventually or else they're not good enough. My own members were shooting at me to knock me away from the controls. I finally stopped because I got sick of them. Of course it only took my team 10 minutes less time to finish the mission because of that.
_______________
When you are going through Hell, keep going.
-Sir Winston Churchill.

Those who seek power and control of others, no matter the level, no matter the intentions, should never be given it.


Dec 10 2003 10:12pm

SirBizNatch
 - Student
 SirBizNatch

good thinking.

Ive just found my new favorite group: scouts.:)
Its much fun sniping people, and I can kill people easy with primary fire.

-Its good to change positions, because eventually the enemy will wise up

-the best people to aim for are those aiming for you, since they will most likely stand still to fire at you, to get better aim, making easy targets
_______________
Personal body guard to teh 1337 Jacen Aratan!

Midbie Council Memeber||Member of the Almighty FiZZsters


Dec 09 2003 03:30am

Luke Skywalker
 - Student
 Luke Skywalker

Bizzy, about those turrets at the beginning: Don't use them for the first AT-ST that spawns, destroy it as it comes up then mount the RIGHT SIDE turret during the few seconds before another AT-ST spawns. When it spawns, fire upon it as much as you can, it'll make finishing it off a lot easier, that is if your teammates aren't complete n00bs. :)
_______________
:alliance:Luke Skywalker:alliance:

Dec 09 2003 02:27am

SirBizNatch
 - Student
 SirBizNatch

When rebels on Hoth, techs should NOT be using secondary fire around mines. Tis fine when no mines are around, but it pisses me off whenever they blow my mines and the imps get in.

When Imps on Hoth: when you get the access codes (jedi) but the door is blocked (mines/sheilds), you can hide/wait on the lights near the ceiling, between boxes, on the rebel bunker, etc...

People should creative with mines. When people are charging, throw them at random, but when you have time, think placement out. Hide them behind corners, on the ceiling, etc...

Ive never really seen anyone use those guns at the begining of Hoth, are they useful at all?

When your an Imp jedi on Hoth, use the force :D
Use push to repel rockets, knock people off ledges, pull to bring them closer to your saber, spam saber throw, disappear with mind trick (remember to not swing your saber), etc...Most of all, MOVE! you are not bound to the ground like the other units, jump alot, roll, run along walls, you are Neo compared to everyone else ;)Be aggressve when a jedi, you are pretty much Neo with a light saber.

The most important things to watch out for as a jedi are mines. You cant block them, and you have little health (50 hp I believe). You can blow them up with your saber throw though.

I suck at getting up that stupid ramp at the beginning with th AT. Help?

Fun thing to do next time you play on Hoth as Imps: destroy the rocks on the rebel side, and lure the wampa out into their spawn point. :D
Once I had the wampa follow me all the way to the pit lol
_______________
Personal body guard to teh 1337 Jacen Aratan!

Midbie Council Memeber||Member of the Almighty FiZZsters


Dec 07 2003 12:18pm

Acey Spadey
 - Student
 Acey Spadey

one thing I did well with defending blue crystal is I had the reborn offence guy and just stood at the top above the entry door.

hardly anyone running in bothers to stop and look up. so they just go run forward and jump and I pull them into the lava. cause you can pull faster than you can push (I think it's 1 push persecond Vs 3 pull per second). plus I had 2 demo guys up the top near the lift dropping bombs on anyone who got by.
_______________
.Lag Bro to Xanatos. Adopted Twin to Bubu. Big-Brother to SmilyKrazy ---- JATSRAD Guru, JASE Member, JA SP Mod Staff ---- The Order of the Stick -- Big thanks to Mango for my avatar -- Quote:
Sometimes you've got to specifically go out of your way to get into trouble. It's called fun.
Quote:
(Random hella old quote) <Fizz of Belouve> .. in sovjet russia, cereals spit at YOU!
Quote:
whats the point of growing up, if your not allowed to act childish!
Padawan - Henkes


Dec 07 2003 11:51am

Flash
 - Student
 Flash

You can still get pushed back with absorb, just you get pushed alot farther if you're not using absorb, and besides, absorb still fights the dark force powers.

Dec 07 2003 04:26am

Luke Skywalker
 - Student
 Luke Skywalker

In my opinion the whole absorb thing is just pointless. I bet you could defend against push or pull just as well WITHOUT absorb. They REALLY ought to change that...
_______________
:alliance:Luke Skywalker:alliance:

Dec 03 2003 07:24am

(Jedi)Obi-JK
 - Student
 (Jedi)Obi-JK

Sup,

Yeah I forgot EVEN WITH ABSORB they can keep pushing you so you wont make that jump in the blue crystal room, isnt that bug?
_______________
Silent Bob (Kevin Smith): You know, there's a million fine looking women in the world, dude. But they don't all bring you lasagna at work. Most of 'em just cheat on you.

-Steve (Obi)


Dec 03 2003 02:49am

Zoro Kakashi
 - Ex-Student
 Zoro Kakashi

nice long post there.


who's still playing siege?

the server is full of cob webs
_______________
"When did Noah built the Arc, before the rain, before the rain."

Dec 03 2003 01:49am

JavaGuy
 - Student
 JavaGuy

Blue is usually easy to get because most teams do put all their manpower on it and/or have a sloppy defense, e.g. blow their own mines. With a good defense it's very hard to get blue.

I disagree that the invader can win on Hoth 95% of the time against a good defense. No way. Desert, perhaps.

Here's a voice-chat command I'd like to see added (mod, anyone?): "HEY #@*HOLE QUIT OPENING THAT *&%$ING DOOR!" Almost every defense team on Hoth needs that one at least once per round.

I played a game last night on defense in which we held them in the hangar bay all the way (it was a 20-minuter even). They fought fiercely but never breached the infirmary. The key: One player whores the lift while everybody else defends the back door. We even had a guy who kept "defending" the door by walking right up to it--thus opening it--to lay trip mines, but we held out anyway. Here's a tip: proximity mines on the wall going up each ramp. An attacker either runs up and gets blown up or else hesitates long enough to blast the mines in a place where hesitation is very dangerous.

Here's one I forgot: The DEMP's alternate fire blasts people even on the other side of walls! Good places to use this include the hangar bay door to the infirmary--very frustrating to try to tech the door while being blasted by someone on the other side of it. A coordinated defense will make sure someone tells the tech when to shoot. If you're the attacking team, the guy whoring the lift is highly vulnerable to this attack.


_______________
My signature is only one line. You're welcome.

Dec 02 2003 10:18pm

Buzz
 - Student
 Buzz

I don't agree with you on blue being easy to get Obi. Yes it can be easy but not if the defense is covering it well. If 2 or 3 people are covering the upper level and they have push you won't be making that jump over the top force absorb or not. The problem is that the defense usually doesn't do that. But if they do you are in for a long battle to get up.
_______________
When you are going through Hell, keep going.
-Sir Winston Churchill.

Those who seek power and control of others, no matter the level, no matter the intentions, should never be given it.


Dec 02 2003 08:10pm

(Jedi)Obi-JK
 - Student
 (Jedi)Obi-JK

Sup,

On Hoth:

1st Objective he is 110% right, why do ppl make this mistake over and over?

2nd The TRUE best place to hold the offense is when they are trying to deliver codes, but do it at the doorway to the room with the lift (lift that goes to access codes room) Usually 2 techs with shields can put a stop to the offensive, Place your sheild while u walk backwards into DEATH, it ok its just a game youll respawn :), This way your sheild gets placed, maybe u can do some dmg and youll die quick, this way youll spawn fast and be able to place another Sheild. If you are NOT a tech DO NOT WALK THROUGH THE SHEILDS, this is the same as blowing your own teammates trips. When you walk through it open for a sec and they can walkthrough too.

Korriban:

The blue crystal is actually pretty easy to get. Get one assult person to blow all trips on the way in. Then a tech and a heavy weaps. (you may only need one) The tech and heavy weaps have jump 3, which enables them to run inside the room holding the crystal, jump to the OTHER raised area (above the doorway) then use absorb and jump the lava pit, grab crystal repeat absorb/jump lava pit. Then your team should be blow trips for you and hopefully that other tech/heavy weaps was following your when you got blowed up.

When gathering crystals, TECHS RULE, protect 3, absorb 3, speed = 1.25, jump 3, you can walk (well i suggest running) past almost thier entire team

Imho Green is the easiest to defend, it has a really long corrider to get to the room holding the crystal (lots of time to do dmg to them), and if they already have red/blue your whole team spawns right above it, thiers spawns like 20 secs away.


Desert map:

This is probably the most straight forward map thier is.

For the wall assult e-web works the best have some others cover you.

For the stations do in this order: 2, 3, 1
That is usally the best the important thing is while they are spread out in the beginning, attack the furthest ones so at the end they arent spawning right next to what they need to defend.

For the Driod parts. Jedi can move the best and have absorb. They can also open the shielded doors the best. Instead of blowing up the panel and taking the elevator up jump through the windows. Hopefully the defensive new u were gonna do this and mined them, now youll have a fun stand off.

My $0.02, siege fucking rules hoping on a server now.
_______________
Silent Bob (Kevin Smith): You know, there's a million fine looking women in the world, dude. But they don't all bring you lasagna at work. Most of 'em just cheat on you.

-Steve (Obi)


Dec 02 2003 02:53am

Buzz
 - Student
 Buzz

Remember that when you're on defense first though. Your true objective is to hold them for as long as possible. I think all the basic levels are meant for the offense to win 95% of the time. The key though is the time. Because once you go offensive you just need to do everything faster than the other team did.
_______________
When you are going through Hell, keep going.
-Sir Winston Churchill.

Those who seek power and control of others, no matter the level, no matter the intentions, should never be given it.


Dec 02 2003 12:05am

Zertz
 - Student
 Zertz

And another thing, why does everyone switch to the winning team?
_______________
Some friends wear pants, some don't.

Nov 30 2003 10:55pm

Zertz
 - Student
 Zertz

Great post, it does really infuriate me when things like that happen, although perhaps that makes it all the while better when you have an awesome team. I'm a big Hoth fan and not so much of a Korriban one, but now with your couple of pointers I might go play it. Well, I'm off to play siege now.
_______________
Some friends wear pants, some don't.

Nov 30 2003 03:55pm

JavaGuy
 - Student
 JavaGuy

Rogue Leader speaks truth--you should be patient with n00bs since we were all n00bs once (and are again every time a new game is released!). But it can be very frustrating, and sometimes it's good to vent, especially if we don't name names.

_______________
My signature is only one line. You're welcome.

Nov 30 2003 01:58pm

Jacen Aratan
 - Student

VERY nice, Java. I can certainly use some advice on that. All though, my biggest problem seems to be finding the way to the objectives. :(

Nov 30 2003 01:24pm

Flash
 - Student
 Flash

Wow, that was alot of reading. And all true! Except maybe all the insults to dumb teammates. You don't always have dumb teammates! Some of them are ACTUALLY smart.:D Well Javaguy, this has been really helpful in a few places (I knew most of the tips there), and you sound like you're very knowledgable in siege. I would like to play a game or two with you some time.:)

  Login and add your comment!