| Basic Tips and Tricks for Nerf ArenaBlast |
| Written by [unknown] | ||||
Page 2 of 2 A good way of scoring points is by hitting the points-targets, even if this is less "sporting" than getting points the hard way by blowing your opponents away. Identify the 1000-scoring ones - though these take longer to re-set than the lower-value targets. In Sequoia Arena, you need to be just by the health-belt just round the corner from where the "hoop" is in the BallBlast version, back against the wall. Jump in the air and you see the top of a target, which is actually sited on the outside of the "secret corridor" - fire at it and you will probably just hit the wall, but fire just above it and you should make contact. Go to the Barracuda Arena and the points-target you want is high on the wall above the niche with the sidewinder in it; you can hit it from that upper level, or from down below near the door to the megapower. In Asteroid Arena it is one of the targets on the outside of the top of the main building - only visible from the space side, so you have to go out a short way at least onto the walkway that swings off into vacuum. The way you set up your game can make a difference. You can choose the order of priority for the various weapons by going to the weapons screen and clicking and dragging them around. The whomper is effective, yes, but it takes so long to fire a round that you may not want to give it over-riding priority; the triple strike makes a fearsome weapon, but it does take a while to reload; I like the scattershot, but it leaves you defenceless while it changes canisters after every five rounds. Change the weapons around, and give the weapons you like best the top positions. Remember, the numbers they come with, so that by punching "0" you can bring up the whomper, or "9" for the sidewinder, or "8" for the hyperstrike, or "7" for the triple shot. Remember what ammo everything takes; remember that usually two weapons share the same ammo, so if you are running low on rounds for your triple shot, and can't see any handy packs of rockets, picking up a hyperstrike will give you more ammo. Of course, unless you have changed the priority order, it is the hyperstrike you will now be holding in your hands - but a quick punch of the "7" or whirl of your mouse's scroll-wheel will get the ts back. Check up on the options for your set-up. You may not have a key set up for walk for example (I use N). Not a great lot of use, but you can go right to the edge of a building using walk, to fire cleanly or whatever, because while you keep walk depressed, you cannot fall off ("crouch" also works in that situation - G-MO). A good mouse is the most effective weapon you have. The optical intellimouse is excellent; as it has no mouse-ball, it doesn't get clogged and erratic, and always moves smoothly. Besides the two main mouse buttons, it has the central scroll-wheel, also used as a pushable button, plus a pair more buttons for your thumb. Left-button is fire of course, and the central button is alt fire, but we were advised to make the right-button forward, to put all the main functions under your right hand. For your left hand, make jump M, make strafe left < and strafe right >, and keep your favourite three fingers on those three buttons, unless they have to rush off to do something else! For other functions, it is up to you to do what you find convenient. Strafing is an important skill, so use those < and > buttons well. If there is space, you can use one or other of them to circle your opponent, firing as you go, with him unable to keep up with you. If he does manage to hit you, then reverse your direction, still firing at him of course! If the walkway or corridor is narrow, then you can still use the keys to "jink" from one side to the other, or use M to jump, though this key is not very useful in normal gravity, as you tend to come back down just as the rockets arrive! In reduced gravity, though, jumping comes into its own; the open-ended room in Orbital Arena, or Orbital Bonus, or the mighty Hall of Giants! You can fire while you jump, and indeed change direction in mid-air - making yourself a difficult target. Definitely a skill worth practising! Firing in mid-jump is also useful in normal gravity, when you are jumping down from one level to the next. A top player can jump, spot a target, aim, and fire in an instant...which shows what practise can do. Of course, some people naturally have faster reaction skills, or else we would all be going off to represent our countries at the Olympics, but we can all do our best. Offline practise isn't as good as online, because the artificial intelligence "Bots", while marvellous, do not always do what a real player does. Make sure you are playing them at the top "mega nerf" level, though, and they do make worthy foes. Check out the "Help" page for how to get the Bots to play offline with you in the new arenas. They are happy to play in a team game with you, if you want a change, though not every new arena actually has the instructions they need to play well. In the Frigate beta they tend to stay put in limited positions, for example; that is one of the things Ashbar was working on before issuing the final version! In Hall of Giants they have a tendency to stay at floor level, but that is no problem - just join them there. |
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