Tips for New Players


#41

Fair enough, I never meant for it to come across as “this is how you must play”. It was more like “here are very specific things you can try and see if it improves your game”

At least people got to see that there are different ways of approaching the game by this discussion :wink:


#42

Here are a few things I’ve noticed. A lot of these are situational; more proverbs and definitely not ‘ultimatums’.

  • Before you execute your perfect, tactically sound move: check to see if there is a stupid reckless move that would win you the game.

I don’t want to tell you how many games I’ve won when (on the third or forth ‘count’) I accidentally discovered I was in position to win or irrecoverably cripple my opponent that turn.

  • Make sure the zany reckless move is going to win you the game.

  • Don’t boost a Runner that your opponent is 99% certain to attack with a non-Runner.

  • Don’t boost Runners.

  • Don’t attack the base with a non-adjacent Runner

  • Do attack a Base with a non-adjacent Runner if the Base is at 3HP or less.

  • There is a huge difference between a base at 4HP and a base at 3HP.

  • There is a huge difference between a base at 2HP and a base at 1HP.

  • For insta-defense near your spawn, remember that Snipers do three damage at range 3 for 4 wits. No other unit is this efficient.

  • Don’t attack your enemy’s base near the spawn.

  • Don’t attack until victory is certain.

  • Don’t attack with less than four units.

  • One boosted Soldier in the center is a curiosity; Two are Strong Like Bull.


#43

— Begin quote from ‘NathanDetr0it’ pid=‘6011’ dateline=‘1345076284’

Here are a few things I’ve noticed. A lot of these are situational; more proverbs and definitely not ‘ultimatums’.

— End quote

While I agree on several points I think others are problematic if viewed as guidelines

— Begin quote from ‘NathanDetr0it’ pid=‘6011’ dateline=‘1345076284’

  • Don’t boost Runners.

— End quote

If you don’t want to boost your runners as they are getting killed all the time you might not be using them to their full potential. On several maps there is a sweet spot where you want to have vision by putting a runner fairly close to the opponent but he can just kill it with one of his runners. If instead you boost the runner you force him overcommit with other units if he wants to kill it and you can trade favorably.

— Begin quote from ‘NathanDetr0it’ pid=‘6011’ dateline=‘1345076284’

  • Don’t attack the base with a non-adjacent Runner

  • Do attack a Base with a non-adjacent Runner if the Base is at 3HP or less.

  • Don’t attack until victory is certain.

— End quote

I would summarize it as just don’t attack the base until victory is certain, unless you are Adorables and might be able to do a sneaky sniper attack later on! :smiley:


#44

I’m a high level gifted (currently on an 8-0 run, so soon to be master) that clawed my way up from Fluffy (my first three matches were league placement game before watching tutorial. Especially in the lower leagues you can throw your opponent off his game by attacking the base with a loan runner. In more advanced games I agree in not attacking the base until victory is imminent, but I think that is horrible advice for beginners


#45

Throwing an early runner against a base is almost always a losing move. The trade just doesn’t work out in your favor. Just because there may be players unskilled enough to let you win using that move doesn’t mean it’s still not a bad move, and one to be warned against.


#46

Understand how fog of war works and how to use it to your advantage. most maps have bottlenecks where only a couple of units can block of a good portion of the map from the enemy.

If they don’t know what is back there, they will most likely choose to attack at a different point. this plays to the Art of War adage, appear strongest where you are weak and vice versa.

Also there are several spots where boosted heavies can clog holes and cannot be killed in one turn without sniper, bombshells, or scrambler. keep a medic for healing and a runner for vision (and picking off snipers) behind and you can control a great deal of several maps with very little resources.


#47

— Begin quote from ‘Alvendor’ pid=‘6038’ dateline=‘1345121813’

— Begin quote from ‘NathanDetr0it’ pid=‘6011’ dateline=‘1345076284’

  • Don’t boost Runners.

— End quote

If you don’t want to boost your runners as they are getting killed all the time you might not be using them to their full potential. On several maps there is a sweet spot where you want to have vision by putting a runner fairly close to the opponent but he can just kill it with one of his runners. If instead you boost the runner you force him overcommit with other units if he wants to kill it and you can trade favorably.

— End quote

Yeah: I do boost runners, usually > once per game. Like I said, it’s more of a situational proverb. Really, I should add right below the “don’t boost runners” line another line that says: “Runners and snipers benefit far more from a boost than any other unit” just to illustrate that often the opposite of these proverbs are true.

— Begin quote from ‘Alvendor’ pid=‘6038’ dateline=‘1345121813’

— Begin quote from ‘NathanDetr0it’ pid=‘6011’ dateline=‘1345076284’

  • Don’t attack the base with a non-adjacent Runner

  • Do attack a Base with a non-adjacent Runner if the Base is at 3HP or less.

  • Don’t attack until victory is certain.

— End quote

I would summarize it as just don’t attack the base until victory is certain, unless you are Adorables and might be able to do a sneaky sniper attack later on! :smiley:

— End quote

But I think there often is a benefit to attacking the base (even if victory is not certain), because of the tremendous potential it has to disrupt your opponent’s strategy. I would say “don’t attack the base unless you can reduce to 3HP or less” is a probably more accurate, but not as straightforward.

I agree with some of these other posters that telling someone to avoid attacking the base “until victory is certain” would lead to overly cautious development, whereas this is a game that generally rewards calculated aggression.


#48

Sacrificing a unit in order to bait an opponent in to comming in range of a more powerful unit of your own, especially a Scrambler, is very handy.


#49

— Begin quote from ‘Kamikaze28’ pid=‘1162’ dateline=‘1341413201’

[align=center][size=]Welcome to the World of Wits![/size][/align]

[list]
*]You don’t have to use all of your Wits on every turn. Saving up for a decisive strike can turn the tides in your favor.
*]To effectively deploy Special Units, you should save up enough Wits to buff them with a Medic, position them, build your defensive accordingly or prepare an offense. Just spawning them is very risky.
[/list]

— End quote

Hi there! With regards to the above, is there a maximum number of Wits that can be held? 10, for instance?

Thanks!


#50

There’s no cap.


#51

— Begin quote from ‘wonderpug’ pid=‘6681’ dateline=‘1346527826’

There’s no cap.

— End quote

Sweet! Thanks.


#52

Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don’t need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.


#53

— Begin quote from ‘theFATangel’ pid=‘8534’ dateline=‘1349304088’

Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don’t need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

— End quote

To be honest the first tip isn’t a very good tip; the maths behind it shows you will be worst off. It costs 4 wits to predict your opponents attack, yet they could have attack for 3 wits before with you countering with 2 wits +3 wits for a medic, so a cost of 2 wits. Not only do you lose less wits from doing nothing, but your opponent will come up with another strategy rather than targetting the medic.


#54

— Begin quote from ‘Necrocat219’ pid=‘8536’ dateline=‘1349304467’

— Begin quote from ‘theFATangel’ pid=‘8534’ dateline=‘1349304088’

Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

You don’t need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

— End quote

To be honest the first tip isn’t a very good tip; the maths behind it shows you will be worst off. It costs 4 wits to predict your opponents attack, yet they could have attack for 3 wits before with you countering with 2 wits +3 wits for a medic, so a cost of 2 wits. Not only do you lose less wits from doing nothing, but your opponent will come up with another strategy rather than targetting the medic.

— End quote

I completely agree with you about the first tip myself, Necrocat219 (hence the caveat in parentheses that follows it). I decided to mention it in the spirit of throughness as I did not see it mentioned at all elsewhere though.


#55

— Begin quote from ‘theFATangel’ pid=‘8534’ dateline=‘1349304088’

Medics can heal each other to 2HP leaving them less vulnerable to a single runner attack. (Keep in mind that this will cost you a minimum of 4 wits to create a second medic and have each heal the other provided one medic is already next to the spawn space.)

— End quote

I agree with Necrocat219 that, while this is a valid move, this is generally a bad idea and not well suited for new players.

— Begin quote from ‘theFATangel’ pid=‘8534’ dateline=‘1349304088’

You don’t need to remain on a wit spot to continue owning it. Once its turned your team color it is yours until an opponent lands on it whether occupied or not.

— End quote

Seeing as new players have difficulties grasping the functionality of Wit Spaces I felt this worth adding to the list and adding your name to the list of contributors.

When posting tips here, keep in mind that these are meant for people who have little to no experience with Outwitters. Imagine introducing a friend of yours to the game - these tips are like talking points during your conversation of the first half hour or so playing Outwitters.


#56

Here is a tip:

Never create Heavy. You should always be creating a Soldier or Sniper in any situation where you would want to make a Heavy.


#57

— Begin quote from ‘garcia1000’ pid=‘8710’ dateline=‘1349430507’

Here is a tip:

Never create Heavy. You should always be creating a Soldier or Sniper in any situation where you would want to make a Heavy.

— End quote

http://www.onemanleft.com/forums/showthread.php?tid=120&pid=5689#pid5689.

http://www.onemanleft.com/forums/showthread.php?tid=120&pid=5948#pid5948 why I won’t add it. And 2 posts below that is some http://www.onemanleft.com/forums/showthread.php?tid=120&pid=5988#pid5988 on the purpose of this thread.


#58

Well, I disagree that it is a rule of thumb to never create a heavy. You should in fact never create one under any possible circumstances. What I mean is, in any possible game ever played by any player anywhere, there has never been a game where the correct move is to create a heavy. It’s not a rule of thumb, it’s more like the theory of gravity or something.[hr]

— Begin quote from ‘Kamikaze28’ pid=‘5988’ dateline=‘1345033731’

Like “never create a Heavy” - that’s a fair assessment of the current role the Heavy plays, but it is not wrong to build one.

— End quote

To be more precise, I believe that it is 100% wrong in all circumstances to build a Heavy.

Edit: I agree with your decision not to add it


#59

I watched a replay of p1noyboy on Long Nine in which he spawned a heavy as part of a rush. So I don’t think a blanket statement against ever using a heavy is necessarily warranted. But I generally agree that they are very rarely a good choice…


#60

I’m sure he made a mistake if he did make a Heavy.