Introduction
This is not intended to be an all-encompassing treatise on Elite Force tactics nor does it address any specific type of game play such as Capture the Flag (CTF), Free for All (FFA), 1 vs. 1, etc. Instead, I've tried to capture or document some tips and tricks that have worked for me in Quake II and III:Arena. Many of these lessons were learned playing Quake, but others come from my tactical experience from the military, airsoft, and paintball - most of which are surprisingly applicable to Elite Forcesand other first person shooters (FPS). This document also primarily focuses on head-to-head on-line competition with other players, but many of these concepts absolutely hold true for single player games.
I realize that this document is long and you shouldn't have any expectations that you can read through it one and immediately do everything that is discussed. It takes a lot of practice. Work on one piece until you have it right, and then tackle the next. I think that you'll find the game is a lot more exciting when you can bump your mental game up a couple of notches.
One of the reasons for this article is to dispel the myth that FPS games are no more than simple 'run-n'-gun' games. A tight game of cat and mouse between 2-4 tactically savvy players is incredibly fun and being mentally sharp counts as much as having the fastest trigger finger.
This document is broken up into four main sections:
Another explanation of basic Elite Forces fundamentals can be found at the 3dactionplanet multiplayer guide
Develop Basic Skills
These are the basic ABCs of the game. The points here only address fundamental movement techniques. There are other sites that do a much better job of explaining this, but the points have been included for the sake of completeness.
Use a mouse-keyboard setup
This is as basic as it gets. While there are other ways of controlling your player, such as joysticks and trackball, at minimum, you should be comfortable using the mouse-keyboard combination. There is too much going on to rely solely on a keyboard for all of your looking, shooting, and running. Get used to freelook and play with a mouse.
Stay in motion
Don't stop moving unless you have a good reason. If you stop too long, you're dead, plain and simple. Most newbies stop moving because they can't shoot on the run. Moving and shooting accurately are independent. Tweak your controls until you do both comfortably. You need to learn how to combine them together effectively. My advice, learn. Practice with a friend to develop this skill in a low stress environment.
Get comfortable running backwards
Tactically, you want to learn how to run backwards to return fire as people chase you or to avoid presenting your blind side while you run into dead-ends to pick up items.
Mouse-flicks
A mouse-flick is the trick of rapidly executing a 180-turn by quickly flicking your mouse left or right.
Circle-strafing
This is simply strafing left or right in a large circle. You want to learn this to dodge enemy fire while still being able to shoot back.
'Rocket' jumping
Strictly speaking, Elite Forces does not have rocket jumps since there are no rocket lauchers. However, the Compression Rifle, Tetryon Disruptor, Photon Burst, and the Scavenger Rifle can give you a bit of a boost using the same concept. By simultaneously jumping and altfiring the Compression Rifle at the ground, you can go a little higher than a normal jump. 'Rocket' jumping gains you speed and accessibility (e.g., you can get onto platforms not normally assessable without a ladder) at the cost of health. The Scavenger Rifle and Photon Burst will give you a little more boost than either the Tetryon Disruptor or Compression Rifle, but at the cost of more health.


Here's the start of the 'rocket' jump. I look down almost directly at my feet then hit jump and altfire in rapid succession The blast blows me slightly into the air. At this point, I should look slightly up and air control myself to the platform.
Air control (especially relevant in space maps)
In space maps, you may find jump pads or low gravity which allows you to jump much further than usual. Learn to use this to your advantage. What you do in the air can greatly affect how you move around in these maps, and can be used to your advantage. It can be used to get to places faster, and touching less ground, therefore leaving you less vulnerable to splash damage.
Tweak your controls
Ultimately, you want to have the simplest command set possible while making all of your important weapons and commands accessible.
Practice
Grab a friend, set up a simple LAN game between the two of you, and spend a few minutes practicing basic skills in a low stress environment. If you live close enough, I would call them or use a VoIP (Voice over IP) application like Roger Wilco coordinate your practice section.
Know The Game
Now that you are comfortable with the basic movement techniques, it's time to broaden your scope and think about where you're going to fight and with what weapons and tools.
| Phaser (weapon 1) fire: Relatively weak steady beam, which does not use up much energy altfire: Stronger steady beam but use up more energy than 'fire' mode notes: The only weapon with no 'powerups' since it recharges automatically within a few seconds. Typically, the phaser is the standard weapon you will start with. | |
| Phaser Compression Rifle (weapon 2) fire: Fires energy projectiles like a slow fully automatic weapon. Doesn't use much energy but also does not cause much damage. altfire: Beam (not constant) with more energy used but needs some time to recharge. notes: Makes a decent sniper weapon. 'Rocket' jump capable weapon | |
| I-mod (infinity modulator) (weapon 3) fire: Fires beam altfire: Fires stronger beam using more energy notes: Only weapon in the game the borg can NOT get used to after a few shots. If you use other weapons on the borg they will adjust their shields so further use will not pass them any damage except splash damage of the photon launcher. In multiplayer, the I-mod the only weapon that can harm people when they have that shield (more specifics on this later). | |
| Scavenger Rifle (weapon 4) fire: Fires energy projectiles like a full automatic weapon. Individually, each shot does not use much ammunition and does not cause a lot of damage, but it fires quite fast. altfire: Launches energy grenade a short distance. Quite powerful but uses a lot of your energy. notes: 'Rocket' jump capable weapon | |
| Etherian Organic Stasis Weapon (weapon 5) fire: Fires beam altfire: Fires 5 beams notes: Don't know much about this weapons since it doesn't show up in many maps. | |
| Grenade Launcher (weapon 6) fire: Fires grenades which detonate with a small time delay (2 or 3 secs). altfire: Fires mines which can stick to walls,floors and other objects and detonate with a time delay than the grenades or if someone gets near them they'll go off as well. notes: Can be used to shoot around corners as grenades will bounce off solid surfaces. Use the altfire mode to build temporary minefields or mine passages you've just passed through. (useful if someone is chasing you). | |
| Tetrion Disruptor (weapon 7) fire: Fires beams like a fast fully automatic 'gatling style' weapon. Again high rate of fire, but individual beams do not cause much damage altfire: Fires energy projectiles like a fast fully automatic 'gatling style' weapon using more energy deployed and used. notes: In altfire mode, it can be used to shoot around corners as projectiles are ricocheting. Penetrates all armor (except the golden armor shield) and temporary forcefields. | |
| Quantum Torpedo Launcher (weapon 8) fire: Fires energy projectiles which pass the most damage in the game. altfire: Fires guided energy projectiles using more energy than fire mode notes: if using altfire mode, point the crosshairs on your enemy and press altfire. The projectile will follow your enemy much like a guided missile until impact. 'Rocket' jump capable weapon. The Photon Launcher does lots of splash damage (most in 'fire mode') when fired at walls, floor or objects near an enemy. good to take down temporary force fields. | |
| Dreadnought Arc Welder (weapon 9) fire: Fires continuos 'electric' beam using and deploying less energy/damage as altfire mode. altfire: Fires kinda 'electric flash' using and deploying more energy than 'fire mode' but needs a bit to charge again after each shot. notes: Best weapon to trace and point one someone trying to get away. Second most powerful weapon to the photon launcher. When using altfire, shoot at your target's feet since the blast will travel along the floor and allow you attack multiple people. |
| Booster Hypospray – Gives a small health boost, activated upon pickup. | |
| Emergency Hypospray – Gives a larger health boost, activated upon pickup. |
| Portable Medkit – Usable Medkit: Restores health level to 100. Activated with the ‘Use’ function. No effect if your health is at 100 or above. | |
| Personal Transporter Device – Transports the user to a random location on the map, activated with the ‘Use’ function. | |
| Ultritium Explosive Charge – Detpack that you “use” to place and “use” again to detonate. Note: when placed they can be shot and deactivated, activated with the ‘Use’ function. | |
| Portable Force Field – Places a temporary shield that blocks enemies and weapon fire, activated with the ‘Use’ function. |
| Incremental Shield Boost – Small armor boost, activated upon pickup. | |
| B>Personal Deflector Screen – Medium armor boost, activated upon pickup (armor with faint green shell). | |
| Isokinetic Deflector Screen – Large armor boost, activated upon pickup (armor with strong green shell). |
| Nano-Regenerative Protoplasmer (regeneration) – Regenerates the users health to 200, activated upon pickup, time duration (looks like Medkit but with gold shell). | |
| Metaphasic Shielding (battle suit) – Makes the user invulnerable, activated upon pickup, time duration (looks like armor but with gold shell). | |
| Quantum Weapon Enhancer (quad damage) – Increases users weapon damage, activated upon pickup, time duration. | Temporal Accelerator (haste) – Increases the users speed, activated upon pickup, time duration. | Anti-Gravity Pack (flight) – Allows user to fly, activated upon pickup, time duration. | Personal Cloaking Device (invisibility) – Makes the user invisible, activated upon pickup, time duration. | Seeker Drone – Defense drone that hovers near the user and shoots at enemies in range, activated upon pickup. |
You want to control the game by getting your strategy going or by preventing the other player from getting into his rhythm. This can be done by controlling key weapons, items such as power ups, or forcing your opponent to constantly react to your moves.
The following screenshots were taken from the map 'Boarding Party'
Have a tactical question? E-mail me at michael@kan.org or ICQ to me at 82632289
Think Tactically
By now, you should be comfortable moving smoothly through maps. You know where to go and how to get there. Let's now talk about how to play smarter than your opponent, maintain the initiative, and dictate the flow of the game. These principles don't necessarily to every type of game play or even every map. Tailor them to your situation as you see fit.
Keep your cool
Everyone blows theirs, especially if they get into a bit of trouble early in the game. However, the best players recover quickly or just don't let it get to them.
Watch and learn from your opponent
Scope out how your opponent is playing and that will give you a better sense for the strategies you'll need to beat them.
Avoid predictability
When I first started playing FPS games, the single biggest problem I saw in myself was that I could always be counted on the chase after a target. I usually got a rocket in the face for my troubles.
Learn when to run away
Maintain situational awareness
Maintaining your situational awareness is the art of knowing what is going on in the map at any given point in time. If you watch any Q2 Thresh demos, then you know what I'm talking about. He seems to know exactly where his opponent is going, when they're going to pop out of a door, when they're going for armor, etc. This lets him get a lot of frags before the other player even has a chance to react.
Anticipate your opponent's moves
People are predictable and you should take advantage of that. During games, observe your opponent:
Keep yourself topped off
Keep your ammo, armor, and health status in mind and don't go after every pick-up unless you need to.
Take a smart approach to doors and natural choke points
The worst thing you can do is to walk straight through a door. Watch how a police SWAT team takes down a room. It's an interesting exercise that has a lot of practical applications to Elite Forces or any other FPS.


Simply stepping through a door leaves you exposed to fire from both sides of the corridor. Starting from the oblique enables you control how much of cooridor the room you want to expose yourself to at any given point.


In this example, I'm pursuing someone into a T-intersection. I don't know which side of the T he might be in. I begin my approach to the room and use one shot to open the door. If he reacts to the door opening by firing, I'm not actually there. The door opens and I get a view of the right side of the T. If he is there, I can engage, but he cannot engage me if he is on the left hand side of the T-intersection.


I then circle-strafe right, scanning the cooridor from outside, letting me take in the second third of the intersection, the area right in from of the door. By the time I actually enter the T-intersection, I've already swept 2/3s of the space. If he is in the left-most branch of the T, I still haven't entered his field of fire.


I continue into the room using a combination of forward and strafe-right, still sweeping my weapon from right to left. I finish with my back to the cleared part of the corridor and have been able to engage him at any point during the sweep.
Don't silhouette yourself doors and windows
There is no sound-tactical reason to stand directly in a door or window to shoot out.
Camp tactically (every now and then)
This is very different from sitting on top of the best powerup on the map with your trusty Arc Welder.
Listen to the audio cues
This is also addressed in the Know the Maps:Learn the Game section but there are some important non-map specific points that should be addressed here.
Use prep fire when available
This can be really useful if you have a lot of ammo, especially in large FFAs. Often times as I enter a room or approach and elbow in a corridor, I will launch a Tetryon Pulse just before I go in. This does several things:
Strafe around corners
A lot of players stop at intersections, turn, and then proceed on their merry way. Unfortunately, this causes you to stop for a moment and creates a situation where you are not looking at where you are most likely to encounter an unexpected opponent.
Backtrack occasionally
Every now and then, do a quick mouse-flick, turn around and backtrack. It's healthy to look behind you every now and then and see if anyone is chasing you. This also helps you be a little less predictable. If you were in a submarine, this would be called a 'Crazy Ivan'.
Avoid natural kill zones
Many maps are designed to funnel the action around key areas or items. The last place you want to be is standing in the middle of those places.
Don't hug the walls
Walls are dangerous for several reasons and should be avoided. By this, I mean don't constantly stick to the wall.
Getting your groove back
Sometimes all the stars are aligned; you run the maps beautifully, every shot hits, you're absolutely untouchable. Then, all of a sudden, your game goes to crap. Now you're always lost, you couldn't hit yourself with the Photon Blast, and every grenade seems to have your name. Sounds like it's time to take a step back and analyze what's going on. Ask yourself a couple of questions and see if they lead to any revealing answers
Sources
References
Contributors