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  1. #1
    I get enough exercise just pushing my luck Random Guy's Avatar
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    Default Random Guy's Guides

    New to Movie Battles 2?

    Need help with the gameplay changes?

    Have no fear! I have brought you my guides. They will help anyone who is new to the game, or give out some pointers to even the best players.

    The guides:

    Maps: Coming Soon

    Class Builds: Current Version (1.0): http://www.box.net/shared/ctm363jczilmc9uuu9ze

    Saber Guide: Coming Soon

    Weapons Guide: Coming Soon

    Texture Creating: Coming Soon


    Let me know what you think about my guide(s)
    more coming.

  2. #2
    Banned from Forums Windshaft's Avatar
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    whares the big paragraphs o:!

  3. #3
    I get enough exercise just pushing my luck Random Guy's Avatar
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    you gotta actually click the link wind :/

  4. #4
    Banned from Forums Windshaft's Avatar
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    why =( the link is like 100 mbs

  5. #5
    Banned from Forums Hitori17's Avatar
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    The text has some spelling mistakes, the drawings (as in tables of points and such) are screwed up but overall that's a nice and useful idea. Now to get someone who actually knows what he's doing...

  6. #6
    I get enough exercise just pushing my luck Random Guy's Avatar
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    yea, its sux in the preview, but if you dl it and open it in note pad its mostly fine

  7. #7
    Banned from Forums Windshaft's Avatar
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    Quote Originally Posted by AOD_Hitori17 View Post
    The text has some spelling mistakes, the drawings (as in tables of points and such) are screwed up but overall that's a nice and useful idea. Now to get someone who actually knows what he's doing...
    rofl hitori >:)

  8. #8
    Plan C AOD Member AOD_Markyle's Avatar
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    Good contribution to the forums random guy. Keep up the good work :)
    - Plan C -

  9. #9
    The Greatest Ever AOD Member AOD_Rambo's Avatar
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    Looks nice, good work!



    Request signatures or any artwork >>HERE<<

  10. #10
    If you choke a smurf, what color does it turn? Vaxor's Avatar
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    Nice, nice :)

  11. #11
    If you ain't makin' waves, you ain't kickin' hard enough!
    AOD_BoomBoomStick's Avatar
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    nice and usefull random




    For the Angel of Death spread his wings on the blast,
    And breathed in the face of the foe as he passed,
    And the eyes of the sleepers waxed deadly and chill,
    And their hearts but once heaved, and for ever grew still.

  12. #12
    If I'm not back in 5....wait longer! HiC's Avatar
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    Here are some tips for gunners playing against Sith/Jedi that I typed on the MB2 forums a long time ago (Tockrock was asking how to kill Jedi/Sith or something).

    Read if you want, if not, w/e.

    Well, I always see two options:
    A saberist, generally, already has their "attack plan" (plan A) before they start advancing on the player (scenario of a decently-open area, such as main corridor in DOTF). A saberist will try to feign an attack (just rush at the player) in order to try and frighten the player into dodging (releasing crouch or walk and moving), and then they'll push/pull. Well, if you don't take the bait, they'll push you, anyways--since the majority of their pushes aren't from reflex, but from guessing; this leaves them vulnerable to be shot and lose HP, then you can quickly dodge and continue walking/crouching again.

    If they do the classic "jump over their heads", the push/pull + being shot will result in epic force loss, and they're pretty screwed if you have the aim.

    Yet, the complications that arise from this is the vulnerability between crouch/walk (happens to me so much) and the vulnerability of pull bringing you point blank into the saberist, and he gets an insta-swing due to nudge.

    The second "attack plan" (plan B), is when a saberist knows/hopes the gunner will always out-wait the saberist; therefore, they just rambo rush the gunner, and the gunner crouches/walks and fires at the target--waiting for that almighty push/pull, but it never happens, and the gunner will get nudge/insta-swung or just straight out slashed. The defense to this is to be able to dodge the attacker or to use melee kick.

    Now variations of both of these will arise from more strategical/desperate saberists..so, being on your toes and having a little bit of luck on your side, doesn't hurt.

    If you are able to find a pattern in the saberist, or realize that he has discovered your pattern, you can adapt and overcome them.

    Of course, utilizing sound and projected shadows doesn't hurt to combat ninja saberists.

    [EDIT]
    Also, for facing multiple saberists...if you're in a corridor, always aim for the back-most saberist (especially from long distances), the random deflections may injure their comrades that are at the forefront and advancing. Generally, when facing two or more saberists, one will follow "plan B" and the other will sit back and wait for the gunner to move, and then push/pull them--but, this also, is generally a "guess" and not a reflex.

    Hence, I find it beneficial to feign a dodge, by quickly releasing walk or crouch and then quickly pressing walk/crouch again--this will cause a delayed-reflex push/pull (hopefully a push, to give you distance), and "plan B" saberist will be wildly swinging--now you can shoot the closest one or the pusher/puller.

    Or, you can wait for "plan B" to advance and hope "plan A" will push/pull you beforehand, thinking you're about to dodge.

    A lot of scenarios and strategies involved for multiple saberists...too many to list; like, for example, if you have a grenade--secondary one of the saberists, but don't concentrate your fire on the one you secondary--as that's what the other one will expect. This "other" saberist will try to push/pull you, or he'll try to rambo-rush you--both ways will leave him vulnerable and this presents you with an opportunity to eliminate one of them.

  13. #13
    Jedi Knight Recruiter AOD Member AOD_Jaden's Avatar
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    Quote Originally Posted by AOD_HiC View Post
    Here are some tips for gunners playing against Sith/Jedi that I typed on the MB2 forums a long time ago (Tockrock was asking how to kill Jedi/Sith or something).

    Read if you want, if not, w/e.

    Well, I always see two options:
    A saberist, generally, already has their "attack plan" (plan A) before they start advancing on the player (scenario of a decently-open area, such as main corridor in DOTF). A saberist will try to feign an attack (just rush at the player) in order to try and frighten the player into dodging (releasing crouch or walk and moving), and then they'll push/pull. Well, if you don't take the bait, they'll push you, anyways--since the majority of their pushes aren't from reflex, but from guessing; this leaves them vulnerable to be shot and lose HP, then you can quickly dodge and continue walking/crouching again.

    If they do the classic "jump over their heads", the push/pull + being shot will result in epic force loss, and they're pretty screwed if you have the aim.

    Yet, the complications that arise from this is the vulnerability between crouch/walk (happens to me so much) and the vulnerability of pull bringing you point blank into the saberist, and he gets an insta-swing due to nudge.

    The second "attack plan" (plan B), is when a saberist knows/hopes the gunner will always out-wait the saberist; therefore, they just rambo rush the gunner, and the gunner crouches/walks and fires at the target--waiting for that almighty push/pull, but it never happens, and the gunner will get nudge/insta-swung or just straight out slashed. The defense to this is to be able to dodge the attacker or to use melee kick.

    Now variations of both of these will arise from more strategical/desperate saberists..so, being on your toes and having a little bit of luck on your side, doesn't hurt.

    If you are able to find a pattern in the saberist, or realize that he has discovered your pattern, you can adapt and overcome them.

    Of course, utilizing sound and projected shadows doesn't hurt to combat ninja saberists.

    [EDIT]
    Also, for facing multiple saberists...if you're in a corridor, always aim for the back-most saberist (especially from long distances), the random deflections may injure their comrades that are at the forefront and advancing. Generally, when facing two or more saberists, one will follow "plan B" and the other will sit back and wait for the gunner to move, and then push/pull them--but, this also, is generally a "guess" and not a reflex.

    Hence, I find it beneficial to feign a dodge, by quickly releasing walk or crouch and then quickly pressing walk/crouch again--this will cause a delayed-reflex push/pull (hopefully a push, to give you distance), and "plan B" saberist will be wildly swinging--now you can shoot the closest one or the pusher/puller.

    Or, you can wait for "plan B" to advance and hope "plan A" will push/pull you beforehand, thinking you're about to dodge.

    A lot of scenarios and strategies involved for multiple saberists...too many to list; like, for example, if you have a grenade--secondary one of the saberists, but don't concentrate your fire on the one you secondary--as that's what the other one will expect. This "other" saberist will try to push/pull you, or he'll try to rambo-rush you--both ways will leave him vulnerable and this presents you with an opportunity to eliminate one of them.
    Wheres the tl;dr?
    ( ͡╭͜ʖ╮͡ )

  14. #14
    If I'm not back in 5....wait longer! HiC's Avatar
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    Quote Originally Posted by AOD_Jaden View Post
    Wheres the tl;dr?
    Eh? I already said, only read it if you're interested in tactics for approaching Jedi/Sith as a gunner. If you're not, you probably don't want to read something too long. Kind of hard to summarize it. Plus, it's a really old post and I need to change a few things or add more info....But I'll give it a go:

    tl;dr
    -Saberists have patterns; they will either prefer pushing down a gunner or just running up to them and sabering them. Try to know their patterns. They'll also probably adjust with different classes and weapons. Better Jedi/Sith will adjust their pattern if it isn't working with a particular gunner...and if that gunner is good himself, it'll become a game of chance....good Jedi/Sith vs a good gunner comes down to a 50-50 chance of either one winning (barring one having an obvious advantage over the other, like 2 grenades or the Jedi having low hp and the gunner being a manda with flamethrower).
    -Don't fall for the trick where they jump over you and push/pull you as you move.
    -Don't panic.
    -Rely on feints and be patient.
    -I hope you have good aim.

  15. #15
    3dot
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    I love the creativity that went into this Random :P

  16. #16
    I stick my dick in magick AOD Member AOD_Duoshot's Avatar
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    Don't make LoL guides.

    trollolololol :D

  17. #17
    Mystico
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    Nice

  18. #18
    Banned from Forums 5uthix's Avatar
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    Quote Originally Posted by AOD_Random Guy View Post
    New to Movie Battles 2?

    Need help with the gameplay changes?

    Have no fear! I have brought you my guides. They will help anyone who is new to the game, or give out some pointers to even the best players.

    The guides:

    Maps: Coming Soon

    Class Builds: Current Version (1.0): http://www.box.net/shared/ctm363jczilmc9uuu9ze

    Saber Guide: Coming Soon

    Weapons Guide: Coming Soon

    Texture Creating: Coming Soon


    Let me know what you think about my guide(s)
    more coming.
    Gunna have to join *RG* if you keep these up.

    Jus' sayin.

  19. #19
    I get enough exercise just pushing my luck Random Guy's Avatar
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    good news! new guide out now! :D (srry it took too long, trying to go faster)

    Saber Guide: http://www.box.net/shared/jyvm40z2u8e0aep54yt6

    Also did some small updates to class builds

    Class builds V1.0.1: http://www.box.net/shared/ctm363jczilmc9uuu9ze


    (if someone who can edit would be so kind as to put the links in their respective areas, that would be great ^_^ )

  20. #20
    Hentai King AOD Member AOD_Shinobi's Avatar
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    thumbs up.


 
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