AQtion
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Old school guide by Futile[ADF]
By Dino
This guide is copied from Mr. Ska's Pro Shop and lightly edited for the current day/audience.
   
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All content courtesy of Futile as published at Mr. Ska's Pro Shop[assets.aq2world.com]
Basic Tactics
  • Don't stand still in open, well-lit areas. This invites everyone to snipe at you to their hearts content.
  • Don't stand still in the middle of a gun fight. Unless you are doing this as a tactic for some reason... such as the situation when you are crouching and can't move real fast anyhow. In general, standing still in a gunfight is just a quick way to get fragged.
  • Don't try to be a sniper from obvious positions or exposed areas. See the rules above about standing still.
  • When running down long halls, slide side to side as you run... maybe even jump from time to time if you like. Nothing is as inviting as a broad back moving straight away from you, just begging for a bullet.
  • Judge your height. Two big crates stacked up on each other is about as much as you can fall without taking damage. Try not to lose those hard earned kills by falling to your death.
  • Listen for the enemy. Use your speakers to locate fire fights and enemies... year ears are just as important as your eyes. (My apologies to deaf gamers out there.)
  • Wear headphones for the best stereo image, meaning you can hear directionally better. Use speakers with a subwoofer if you want to really get into the big, bassy booms in the game.
  • Don't be predictable. If someone nails you twice in the same spot, don't run right back to that same spot one more time... unless you've gotten a bigger, badder weapon.
  • Let your anger drive your senses, but don't let it blind you. I get angry when I get pegged over and over, but only to the point that I resolve to try changing tactics and trying to track down the guy who keeps tagging me. But, I don't so mad that it isn't fun to play anymore. This is a game, people.
  • If you're going to be a lurker, try not to move very much, and pick a location with a wall behind you. Laying in wait for the passerby is as valid a strategy as any... but if you move around a lot in a darkened corner your motion will be visible and give you away. Likewise, you want to keep your back to a wall, because nothing sucks as much as lurking for minutes only to have someone walk up behind you and fill your ass with lead. Very humiliating.
  • Occasionally turn around and check behind you. Some weapons require being close, and a favorite way to get close is to chase someone down. If you check your six occasionally, you will lessen the chance of anyone getting the drop on you.
  • Bandage yourself. As soon as a fire fight ends, start bandaging and go looking for some more ammo.
  • Get more ammo... well, of course. Always nab as much ammo as possible, because trying to jump kick someone is quite difficult, and the unarmed combatant is an easy target. (We'll see if the knife changes these rules.)
That's it for basic tips and tactics. You'll become accustomed to AQtion in time, and settle on a playing style that works for you. But always remember that you're supposed to be having fun... so laugh out loud when you jump kick that poor jerk out a third story window. :)
Playing Aggressively
This style of playing is par for the course with the other death match games. It combines high speed with massive sprays of gunfire to accomplish the goal of getting the most frags possible. And, while a valid method of playing in any case, it is dangerous for any and all players to attempt to be the bulletproof action hero.

In AQtion you will sometimes be thrown into a level that is quite small and has ten or more players. It's at this point that I switch to "aggressive" mode, for playing stealthily and defensively is simply not very feasible. Take for example the "Death Ship" level (dethshp2.bsp) in which you are stuck in very tight corridors and tiny rooms. There is almost nowhere to dodge, and with six or more players, you will constantly be getting pegged in the back while trying to chase down someone else.

I will grant that there are some semi-protected spots on these levels where you can try to defend yourself with moderate hard cover or the veil of a shadowy corner, but unless you have very quick reflexes and very, very good internet latency, you will be popped just about as often as if you were charging around at a dead run.

Ever try to be sneaky and stealthy while down in the main compound of basev28? You'll get tagged before you can say "D'oh!" It always seems to be a frenetic melee down on the floor of the compound, so if you find yourself in the middle of a firefight there, you'd best either be aggressive as possible, or run like hell... because there is a time and a place to be a sneak-dog, and the middle of a firefight isn't one of those places.

Personally, I feel that running people aren't inaccurate enough. All too often I get pegged by someone charging at me blazing away with a pistol, and I'm standing still trying to nail them with an aimed shot. It's not that I mind losing to someone... it's that I mind losing to them in those conditions, where I'm trying to use skill and they are counting on luck. Of course, lady luck is a fickle girl... and she isn't always there when you need her.

Basically, I find that less populous games, say four or five people at most, are very defensive games, with sneakiness and planning being of great importance. But as soon as you get eight or nine people or more, planning usually goes out the window because of the fact that you simply can't watch your back with that many people all gunning for each other. Perhaps the teamplay rules will bring some skill and planning into the bigger gunfights.

Aggressive Tips
  • You'd better have a low latency connection, because you'll need to be able to maneuver like crazy and get shots off before anyone else does.
  • Keep running while zigging and zagging and jumping, because you will be exposed most of the time... the favorite target of snipers.
  • Try not to run into the middle of a firefight... meaning don't run between two people that are duking it out. Run around or alongside the fight and try to tag them both.
  • Use your weapons wisely, drop them when you run out of ammo and pick up the weapons on the ground.
  • You can't drop your Mk23 pistol, but finding more pistols gets you more magazines.
  • Bandaging? Well, if possible... but when the action is hot there is no time to take your finger off the trigger.
  • Don't complain if you try this tactic and get smeared all the time.
Playing Defensively
AQtion is the first mod that actually promotes this type of play, since the "staying alive" rules give bigger and bigger bonuses for people who rack up the kills without themselves getting popped. This style of playing involves stealth, use of cover, and careful planning. The person that plays defensively tries to emulate how a person would act in the real world, not wanting to take extra chances with their precious skin.

As soon as the fight starts, the defensive player attempts to duck for cover if possible. I've had several situations where I met someone in a hallway, and I duck inside a door and they begin firing like crazy. Of course, they expect me to pop out the door and catch some of their lead in the process... but I wait to hear their weapon go *click*, and when they're reloading, just standing in plain view of course, I step out and tag them.

It's silly how often people waste entire clips on a door or wall, just on the off chance that the person they just saw will poke their head out. On the other hand, I suppose this is a valid tactic since the agressive player would turn around and come charging out with their guns blazing.

The defensive player also avoids open areas like the plague. Having to cross an open stretch of floor makes every professional itch all over, just wishing for some cover close by. The cardinal sin of the defensive player is to skyline themselves... which is the act of stading on a high roof or ledge and looking down trying to spot someone or something. Someone standing in such a location is almost always 100% visible to anyone and everyone, which immediately draws a fierce hailstorm of lead slugs... because the best kills are those where the body topples off the building!

Sniping is a skill practiced by the defensive player, as it minimizes the risk to the player. Of course, if you snipe in an obvious fashion, you are inviting everyone to take pot-shots at you. Once again, the silenced and supressed weapon is the best friend of the sniper... well, perhaps the second best friend after darkness and shadows. The point here is to bag your target without being seen... and especially to avoid being seen by other people out of your field of vision who will then bushwhack you without mercy.

This style of playing has many flavors, which you can see exhibited by which gun a player will prefer. Many prefer the M4 for it's devastating fire rate and penetration... however, many will shun it because it attracts too much attention and cannot be silenced. Others prefer a shotgun, giving them the ability to take out even the armored opponent.

Generally, the defensive player must discard some of his tactics when a level becomes crowded, for it's hard to duck and dodge when you find yourself dodging into a room where there's already a firefight. I've had several occasions when I've been chased into a room full of flying lead, and side-stepped out a convenient door only to be nailed by someone coming out that door. What can I say? It's hard to be a ninja in a crowd!

Another problem I pointed out in the "opinions" section applies to the defensive player, and that is the problem of trying to fire around or over hard cover. You will soon discover that your fire comes from the lower right corner of the screen, and tend to hit objects that you can see over. This means that it's difficult to hide behind walls or crates and use them effectively as cover while taking well aimed shots at your opponents. This basically just sucks, as it detracts from the whole point of being stealthy, cautious, and taking care to plan your position. Too often I have found out that I end up shooting a crate while someone has fun plinking at my exposed head in absolute safety.

Tips for the defensive player
  • Keep your back to the wall and control your field of fire... never linger in areas where your blind sides are exposed.
  • Use your weapon of choice to your best advantage. If I have the MP5, I'll stick to narrower hallways and stairs, or lurk near doors... allowing the shape of the architecture limit an opponents ability to dodge.
  • Reload if you're getting close to empty, as you do not want to have to reload in the middle of a firefight.
  • Avoid open areas if at all possible, since they allow someone to attack from any direction. You want to be the one to shoot first, not the one who is shooting in response.
  • Know the level well enough to know where threats could come from. Figure out where the paths of frequent travel are, and which paths aren't used very much.
  • Grow eyes in the back of your head... then install a second monitor behind your chair.
  • Use the cover of shadows to your advantage, and never, ever skyline yourself for any significant length of time.
  • If you are running a pattern, occasionally vary it to keep yourself alert, and to check out the action in nearby areas. Listen for the firefight that ends with both players dying, then get in there and grab the goods before anyone else comes along.
  • Adjust your style if the level becomes too crowded.

The key to being "successful" in AQtion is being flexible. The game dynamics change considerably when there are just a few players... necessitating changes in tactics depending upon how many threats there are to deal with. The best strategy and planning can always go awry just because one person was in the wrong place at the right time and gets the drop on you.

And above all... get yourself centered before trying to climb that ladder! Getting stuck on a ladder makes you a big, juicy target for every person who can see you, which will ultimately lead to an untimely enema!
Department of Dirty Tricks
Sometimes you just have to give in to the dark side of your nature, the inner beast that clamors to have the upper hand despite any loss of honor or dignity. We all know a dirty trick or two... those tactics that most would shun as being "cheap." Who cares? This mod isn't about playing nice, and it certainly about giving your fellow man a break. It's a kill or be killed world in AQtion. So here are some tricks to try out the next time you feel evil.
  • The Ladder Vulture - these types usually hover around the tops of ladders, or sometimes wait in a hidden spot where they have a clear view of anyone climbing the ladder... then rain down hot lead on anyone attempting to climb said ladder. Especially bad if they are on the back side of the ladder hole... meaning that someone climbing can't shoot them while climbing, because they can't look "past" straight up... they'd have to turn around to hit the person, which means they'd fall off the ladder. A favorite spot of the Ladder Vulture is the backside of the ladder opening on the third level of either of the two buildings in Basev28.
  • The Suicide Grenadier - a tactic very common, although many mistakenly believe they were the first to dream up this rather cowardly tactic. I would call this tactic cowardly, because no-one in their right mind would do this in real life unless they were a japanese kamikaze. Anyhow, as you might guess, this tactic is very common for people who are close to dying and who also are carrying a grenade. They'll pull the pin and then run as close to people as possible, waiting to get shot... and, of course, releasing the grenade when they die. A good 75% of the time they manage to get a kill like this.
  • The Lurker - these types are attracted to dark corners the same way a moth is attracted to a light. They squat down in these dark alcoves and just wait for the passerby. Typically they get most of their kills from people who are running directly at their hiding spot intent on, of course, doing a bit of hiding themselves. The Lurker tends to kill a lot of people who are already wounded, for nice dark spots are a favorite place to hunker down and bandage.
  • The Opportunist - we have a little of this in all of us, and it surfaces every time we come around a corner and see several people all lined up strafing back and forth in a firefight. At this point we don't duck out of the way, nor do we let the fight settle down... we start shooting at the closest back and try to mow down everyone in the melee. The Opportunist will occasionally manage to find themselves in this situation and be holding the M4, at which point they will cackle with glee and strafe down everyone in the hallway.
  • The Lucky Sumgun - not really a dirty trickster... however, this is anyone who gets a headshot on you within the first second of a gunfight. "F*#!@&$ lucky!!!" (Note: it couldn't possibly be skill... your opponents are always luckier than you are.)
  • The Bastard Grenadier - these people take their grenade tossing to new levels of depravity. For example, they will wait for you to enter a small room and then toss the grenade in after you... and, they will close the door behind you so you can't possibly get out.
  • The Jumping Jerk - stop jumping so I can shoot your fool ass!
  • The Shadow Stalking Head Punter - a spinoff of the highly popular Lurker clique, these bastards like to lurk near edges and ledges where there is sufficient shadow for them to hide effectively. Often times clad in the much-overlooked silent slippers, these daring punters wait for the hapless soul to visit their lonely perch, at which time they sneak up and boot the poor soul off into the great beyond. This type had better have really good timing... (donated by Shreck)
  • The Mass Grenadier - an obvious combination of the opportunist and the bastard grenadier... these people wait for huge flocks of people to engage in a melee, typically within a nice, small area. At this point they muster their bravado and toss a grenade into the fray, then run like hell. Their goal is to flatten everyone within the melee with one explosion. (donated by The Uninvited)
  • The Spawn Camper - one of the only camping tactics that will gather the ire of many dyed-in-the-wool melee fighters is this little ploy: hiding with a decent weapon where you have a nice view of a spawn location for players. It takes most players a half second or so to get oriented after respawning, during which time the Spawn Camper takes a pot-shot or two at their skull. Most times the poor fool gets head-shot before they can even tell they are under fire. (donated by Ganemede)
  • The Double Grenadier - taking advantage of their ability to carry two grenades are these dastardly characters. They take great delight in tossing a grenade with the intent of having others dodge it, however they throw a second grenade down just a second later, gaining a frag off those that forget that grenades of a feather flock together. (donated by Charlie M)
  • The Pistol Sniper - does little else then sit back at long range and plink at people inlvolved in other activities. Kneeling affords decent stability at long range, so they manage to get a couple kills by emptying a clip into people at extreme ranges. (donated by Orion French)
Sniper Tips
I feel that not enough has been said about the tactics of a sniper. Well, here's 2 cents from an experienced snipe. Since you must stay still to use a sniper rifle, the tactics are very different from other weapons

Top ways a sniper can kill:
  • The respawn kills: yeah these are cheap and will get many people pissed but if it'll get you 4 frags each shot then why not?
  • Look for pistol or MP5 users in gunfights. Usually these people will stand still or crouch to improve accuracy. the fractions of a second of pause will give you time to aim. Those that are trying to aim their pistols at you are also easy to pick off, but are more dangerous (means you better get out of there).
  • Lurker / sniper kills: one of the most satisfying kill is to snipe a player who is hiding in the dark. They are usually crouching and not very visible... look for their gun's flashes.
  • Straight runners: these guys move in a straight line. Just lead them a little with the crosshair. This can be seen in locknload, around the outside of the building. Even easier if they are moving straight away or toward you.
  • Bandaging kills: guys that find a dark corner to bandage, but their blood spurts give away their position.
  • Vantage point kills: as mentioned by Mr. Clark, these shots are for those suckers that stand still in a high vantage point to look down at gunfights below, possibly to toss a grenade down.
  • Total skill shots: sometimes you just nail that guy who is jumping like crazy and jinking left and right. Well, hat's off to you.
  • Avoid common sniper coves. Be creative.
  • This is probably one of the biggest secrets to sniping, and the simplest, but works extraordinarily well. Let the victim do the work for you. If a player is heading for a doorway, aim for the doorway. As soon as his punk head floats into your scope, squeeze the trigger. You are guaranteed an easy kill. This is especially easy in high-traffic areas, such at the spiral-room in ActCity2.
  • Choose your spots carefully. A high perch is not always the best perch. If you think about it, a ground-level sniping position is a great idea. If you are much higher then your target, he can move any number of directions: up, down, left, or right, whereas he can only move left or right when you are on level ground.
Top ways a sniper can get killed:
  • Be visible. Even if you are not visible from this angle, you might be in another angle. Do not stand with a light to your back or you'll be outlined. Visible spot: hostage2 ceiling. Non visible spot: corners in Basev28.
  • Be accessible. Don't leave your backside open. Don't leave your top side open. Don't leave any side open. The perfect spot is where you can shoot at them but they can't shoot back. Since that's impossible, find a nice cover that protects you from most shots. Accessible sniper spot: hostage2 ceiling. Non accessible sniper spot: towers in KGB2.
  • Stay in one place for too long. If you think you have been spotted, move out. Switch to you pistol and take off. Don't take a chance. Players get very angry at snipers and will come after you.
  • Make too much noise. Only shoot if you're sure you can make the shot. If you have a silenced rifle (woohoo), reload after each shot. If the noise of inserting bullets continues for too long, smart players to track you down.
  • Be predictable. Some paranoided players will take potshots into dark corners. Those that have the MP5 are even more dangerous, sweeping the area with bullets to flush you out. Again, be creative in your choice of location and don't stay in one place. The most predictable spots are the "sniper towers" in maps such as jungle1 and prison. Stay away from there.
The key to getting lots of successful snipes is: Location location location!

A perfect spot must provide: camoflage (darkness usually), low accessibility, and visibility into areas of heavy traffic.

Here are some good sniper maps:

Basev28: aaahh, sniper's heaven. You can get frags by all of my 7 ways. There are so many sniper spots here all u have to do is use your imagination. What makes this such a good map is the false sense of security that the darkness gives people. You would be surprised how many people sit still, crouched, on the top of the bunker in the middle, or sit still on the dark corners next to the ramps or sit still on the roofs etc etc thinking they're safe. They are safe from people with shotguns and MP5s, but it is so easy to spot the outline of a player through 4x scope. Also try to spot the flashes other lurkers / snipers make.

But there are bad sniper spots in this map:
Top of the lamps: this place, if you're improperly positioned, will make you VERY visible, with a huge outline against the background. Also, this place is very accessible and you can get shot from so many places.
Windows in the two buildings: again the bad camouflage + high accessibility makes this a no-no. You are outlined by the light in your back. Players can easily sneak in behind you from the ladder.
The four guard towers: you can be seen from the catwalks above, making you susceptible to headshots.
Top of the bunker in the middle: not even a spot, this place is completely accessible to everybody. You would think it's safe because you're in the dark and above all the gunfight, but trust me, don't even think of stopping here.

Good spots (just one example, i don't want to give out my secrets now):
At the 4 corners on the perimeter wall. The guard tower will protect you against people from below and you're completely invisible while getting a good view of one side and parts of the roof and bunker.

More maps:

kgb2: This map is designed with the sniper in mind. Although there are not many darks spots, the two towers are excellent. It is tough to get to because of the trapdoor (get ready if you hear footsteps under the tower). Also there are the four sniper platforms in the main complex which provides a little variety. In this map the main types of kills are the gunfight kills. The wide open area will see many pistol duels where players will stand still.

Ghetto: All those dark rooms to choose from and those narrow walkways. Just stay away from the roof.

Bad maps for snipers: these are maps where it is impossible for a sniper to get high frags:

Kumanru: the sniper towers overlook only 2 areas, and players usually strafe around and jump like crazy in these areas.
Hostage: you'll get killed. Period.
Dethship: No sniper spots. even though the rifle is useful for it's Vest penetrating ability.