How do I know when I've killed someone?
The lights on
their pack will all blink slowly in unison until they
reactivate.
How do I know when I've been hit?
Your
pack will vibrate play a distinctive tune at you.
How do I
find out how I did?
Each pack has a number, at the end of the
game all the scores for all the packs will be shown on a score board.
Look for the number of the pack you used, and the corresponding score
adjacent to it.
How does the trap/bases work?
See the arena section for answers to these questions.
The arena has undergone some fairly major changes spring 2004, as such the nature of play has changed slightly and the general consensus is that it's for the best. Here is a quick synopsis on the major changes.
1: The central walkway has been mostly closed off to prevent excessive sniping, and is now armed with a an IR trap.
2: The passage leading onto the walkway half-way between Nokes and Lemming has been closed off.
3: Airlock area has been substantially changed and now represents more of a strategic point.
4: There is now a mini walkway from airlock across to lemming.
5: Most of the Cowards' area has been re-designed and is much more complicated and maze-like.
6: Lemming and Coward's both have
bases.
There are five locations in the arena which we have
named for convenience, below is some information about each. Ed Nokes
is one of the legendary members of Laser Quest Society and he used to
hide in the top left hand corner fairly frequently; therefore we
named it after him. Cowards' corner contains a wall behind which you
can hide and snipe with relative impunity provided your target
doesn't join you. Lemming acquires its namesake from the fact a
fluorescent picture of a lemming is drawn on the wall adjacent to the
location.
Airlock: This is the entrance to the arena and has some nice hidey-holes to use during play. It overlooks most of Cowards' and Lemming but is situated reasonably far away from the action hot-spots. It is also difficult to escape from during a battle. For team based games it can be off some tactical importance in controlling the entrances into Lemming and Cowards, especially if it's undesirable to use the walkway.
Lemming: An isolated corner not overlooked by any sniping positions and with lots of useful hiding places. Only two ways in or out, towards Nokes's or Towards Airlock. Has a good open space for getting into duels and well as places to sneak.
Nokes's Corner: A strong defensive position in team games. The pill box overlooks the gauntlets from Cowards' and Lemming, and the defensive wall has a direct view of both as well. When being attacked the corner tends to encourage battles of attrition. The name arises from the legendary Ed Nokes who used to hide in the corner a lot; we named it after him.
Cowards': A nice place to hide, Coward's Corner has a cosy wall to snipe from and numerous other places to boot. It is overlooked by a pillbox making you vulnerable from snipers when you leave your position for any reason.
Walkway: The central gantry guarded by the IR trap.
|
Nokes's Corner |
|
Cowards' Corner (Red Base) |
|
|
Walkway (IR TRAP) |
|
|
Lemming (Green Base) |
|
Airlock |
In order to describe a location
shout out its name.
The Trap: After some testing we figured out how the trap works. The central walkway is at all times armed with IR beams; they have about a 75% chance of getting you. There are two sections to the walkway, one pointing Nokeward the other Lemmingward. In order to deactivate the trap you must shoot the the little targets near the ceiling, a siren will sound deactivating it for a short period of time. Once the siren goes off you're once again in trouble. The trap is of good tactical importance because it makes the Cowards' pillbox a bit less accessible.
Bases: The introduction of Bases has provided an additional type of game: players can score 50 points for their team by shooting out the base sensors, in addition to the points scored by shooting opponents. It works like so: in Cowards' and Lemming there are two wall mounted targets that are initially solid in colour; shooting these causes them to go black and if you shoot both within 10 seconds a base siren will sound, scoring your 50 points. There follows a period of about 30 seconds during which the lights flash, this is the base down-time and you can score no-more points during this period.
Stance and Technique:
It usually takes more than one or
two shots to actually get a successful hit on a pack, so avoiding
shots is very important. Your gun will display which location was hit
each time you are successfully shot, use it to diagnose which sensor
you are leaving the most vulnerable. You are not allowed to conceal
your sensors (that's cheating) but you can reduce your profile, here
are some general techniques.
Profiling:
Experienced
players often approach opponents in a sidestepping manner that
reduces their front and rear profile. You can twist your body to
thwart attempts to target your various sensors, reacting dynamically
to each move your foe(s) make(s). This technique is even more
effective if you change the location of the gun between shots and
thereby make the front gun sensors difficult to target. You will see
many of our more experienced players adopt variations of this tactic
and its more elegant incarnations are used by the best
pros.
Crouching:
This involves staying close to
the ground and firing upwards at opponent's back and rear
sensors. Your shoulder sensors are exposed, but your front and rear
sensors are much more difficult to hit. This can work quite well if
you are on the small side of things, especially since you can bemuse
and surprise people. However, using your gun to cover a sensor
while crouched is cheating!!! Use speed with this tactic for
maximum effect.
Aiming And Shooting:
The laser
you see is not what transmits information, it's actually an infra-red
beam. The lights on the packs are not actually the sensor locations
either. The front and rear sensors are arranged in a small circle
within the ring of flashing lights. Shoulder sensors are on the side
of their mounting closest to the persons head. There are four sensors
on the front of the gun and it's by far the easiest place to
hit, but the two sensors either side of the gun are tough
targets. The best tactic is to drag the beam in a tight circle around
where you want to hit and persisting for a few tries.
It is
worth noting that the actual laser beam may not be quite where the
infra-red beam is landing and that guns have different optimal
ranges. Usually this variation doesn't matter too much, but once you
work out the optimum range and angle, stick to it, you'll get more
hits.
Rapid fire mood is a relatively unknown feature whereby
you can depress the trigger and the gun will fire a rapid number of
bursts. Once used this features regenerates after a few seconds. You
only have a limited number of these per game so use them
wisely.
Squacky Packs:
The staff do not share
our belief in the 'myth' of pack inconsistency. But let me assure you
that there are variations in gun effectiveness and sensor sensitivty.
Most packs are reasonably matched, but there one or two that
are either really good, or really bad. Help us trouble shoot these
packs by considering the following so we can take them out of the
game. If your score at the end is way above or way below the average
we'll know.
|
Consistently Hit On Gun |
Try firing more rapidly and don't go for gun shots on people already firing. |
|
Can't Seem To Hit Anyone. |
Relax and try a new tactic, or position, or snipe for a while. |
|
Don't Seem To Be Dying |
Get someone to test your pack. Occasionally invincible packs do make it to the game. |
|
Gun Doesn't Fire |
If the guns makes an angry sound when you're firing, you're out of shots. |
General Tactics:
Avoid The Shooting Gallery
Syndrome. This refers to the vicious cycle where a sniper
repeatedly dies. You are shot once, you duck behind a wall, then pop
back up and die again. The reason for this is that the person who
shot you is anticipating your return to a firing position and can
quickly pop off a few shots into your gun before you have a chance to
aim and fire. It's best to move position whilst under cover as
you will very rarely come out on top in a situation like this.
Avoid
Players Who Consistently Kill You. Their pack may be better,
their technique might just happen to work well against yours, or they
could just be superior players. Don't bother trying to prove
yourself, pick opponents you can win against.
Expect Good Games
And Bad Games. Alot of factors go into your performance, so you
may have frustrating games. If you're doing badly, try a new
position, or snipe for a bit until you get your confidence back.
Listen Carefully To The Rules Briefing. There are
sometimes changes to the rules, such as gun sensors being turned on,
limited shots, or extra lives. Pay attention so you know what's
what.
Don't Keep Trying Something If It's Not Working. Change
your tactics if something isn't working, such as trying to snipe too
far and not hitting anything.
Watch Where You Are Going. We've
had reports of packs getting damaged and we'll be in big trouble if
it doesn't stop.
(Note that minor rules changes can occur.)
In this game it's every player for himself, and all players have the mixed colour.
|
Shots |
Lives |
Advice |
|
Unl |
Unl |
Don't worry about getting hit, you gain more points for killing, so run around like a mad thing and mince stuff. |
|
Lim |
Lim |
Play carefully and conservatively and try to let other people finish each other off first. These games are usually won by last man standing, not score. |
|
Lim |
Unl |
A very odd game variant where the final score determines the winner. Conserve your shots till the end if possible. |
|
Unl |
Lim |
Stay hidden but be as trigger happy as you can. Don't get locked into standoffs if you can help it. |
You can shoot members of the other team but not your own team. There are three teams, mixed, red and green.
|
Shots |
Lives |
Advice |
|
Unl |
Unl |
Work in loose packs, or freelance. Don't bunch up and make a big target. Your team gains more points for killing that being killed. |
|
Lim |
Lim |
Work very closely together, and have a battle plan where everyone knows what they are doing. Teams quickly fortify areas, so a unanimous effort is required to attack another position. If you freelance you'll be quickly killed. Don't waste your shots either, so don't keep trying things that aren't working. |
|
Lim |
Unl |
To my knowledge we've never played this variant. |
|
Unl |
Lim |
Same advice as the lim/lim case but make sure to be more trigger happy. |