TFC
101: DM Theory Explained via msd_dm
by [FOoM]Slash
Abstract
Death-Matching (DM) is a fundemental skill that is the
base of TFC and any online shooter. It is the act of
fighting the enemy in a 1v1 situation. In TFC there
are many ways of completing your objective, but being
able to DM is an absolute necessity. If there is no
other way around an enemy, you must dispatch him as
quickly as possible while taking as little damage as
possible. This will deal with the most common matchup
and the matchup you can control if you are able to DM
correctly: Soldier vs Medic.
Definitions
msd_dm :
A map built from the ground-up to provide realistic DM
training for match situations. This is achieved in two
ways; 1) The architectural design of the map and 2)
ammunition limitation entities. The map is an octagon.
It is "small" by most DM map standards.
However the map has a slightly larger diameter than
the max effective range of a soldier. This means we
aren't dealing with ridiculous distances that aren't
useful in matches- most areas where you will DM in a
TFC map will be the same size or smaller. Any larger
areas are usually yards or other big areas that will
be conced over or not guarded by a soldier. Secondly,
the classes in msd_dm have grenade limitations. In a
DM situation, the idea is to quickly
dispatch an enemy. A soldier should waste no
more than 1 grenade on any single medic, and a medic
should never use more than 2 grenades on a soldier.
Both have to conserve their grenades for future
confrontations.

Long Range :
Greater than 3/4 the diameter of msd_dm.
Medium Range :
Greater than the radius of msd_dm up to 3/4 the
diameter.
Short Range :
The radius of msd_dm and closer
Technique
Soldier :
A good soldier who is able to predict a medic's
movement may be able to hit a medic at long range in
msd_dm. It may be difficult in msd_dm, but on a real
map situation you will find this much easier- most
medics are going somewhere. They may have limited
movement at long range. There are only so many places
they can go. They will either fall back or move
closer. If you are not confident in shooting at this
range, do NOT waste rockets. You may fire one rocket,
but no more unless the first rocket hit. You should
wait until you are at medium range.
Soldiers should move towards the opponent to medium
range before they fire. At this distance you should do
damage to the enemy medic, one way or another. After
the initial hit, you should be able to shoot 2-3 more
rockets and connect. The idea is to get yourself in a
position to connect with one rocket and quickly
respond with the rest of your rockets as the medic is
juggled into the air or generally off balance from the
first shot.
This is why it essential that you do not waste any
rockets. In a match, if the medic is too far away,
wait till he comes closer. Let him mess around at a
long distance, perhaps in another room of the map.
Remember, you aren't going to be playing a position
where you have to worry about long ranges often- if
you are, its probably poor D strategy.
Soldiers should NEVER move to a short range position.
For 2 reasons: First, you aren't here to shoot
yourself in the feet. Damaging yourself is just plain
idiotic. In a match you cannot just run up to enemies
and shoot at your feet. Your job is to kill more than
one enemy. Secondly, if you run up to short range on
an enemy you are abandoning your position. You have to
be able to find a balance between effectively DMing
and giving up your position. If you give up your
position to DM, others may simply walk past you- if
you play too closely to your position, you may be
unable to DM effectively, in which case you will be
dead and not able to defend your area.
The only time a soldier should be fighting at short
range is if the medic comes to him. Not the other way
around.
Ideally the soldier should fire a shot as he is
transititioning from long to medium range and he will
hopefully do some damage. He should juke back and
forth to avoid shotgun blasts. At this point he is at
medium range. From here he should be able to fight the
medic effectively. The other 3 rockets should kill the
medic alone- if not, the grenade that is primed
certainly will. Do not move to short range- msd_dm is
a training map. The objective is not to eliminate the
opponent. The objective is to become a better TFC
player. It is certainly possible for a soldier to run
at the enemy medic and shoot at each other's feet and
kill the enemy; but this does not help the soldier get
better nor does it do anything for the medic. Don't do
it. You cannot rely on this method because of the
reasons described earlier.
Again, 1 rocket at long/medium range, the other 3 to
finish him off at medium range, all while moving
erratically to avoid shotgun blasts. Well placed
shotgun blasts and a grenade can kill a soldier, so do
not move in a straight line.
If you are unable to hit at long/medium range, simply
prime a grenade and move to medium range before
firing. You must be able to defeat a medic at medium
range. Get used to being able to finish a medic after
connecting with 1 rocket. The medic should expect to
die if he is hit with the first rocket. Take advantage
of the fact he is no longer in control of his
movements.
Medic :
When fighting a soldier as medic, you always want to
stay as far away from him as possible At long range
your shotgun is still effective and he will be unable
to hit you with rockets. The shotgun is one of the
most underrated weapons in the game. If you are able
to hit with it effectively, soldiers are easy targets.
Of course in msd_dm and in a real match, you can't
always fight at long range. You will have to fight at
medium range. Remember, the goal is to destroy the
enemy quickly .
The longer you mess around with a soldier, the more
time you are wasting and the more likely you will end
up dying anyways.
As you confront the soldier you must be using your
shotgun the whole time. You should connect with every
shot. Keep your distance. If the soldier is unable to
work effectively at long distance, there is no reason
to get closer. If you are able to hit every shotgun
blast as the soldier moves closer to you and toss a
grenade right at his head, you will kill him. This
means you even have a chance to kill him even if he's
in the process of juggling you. The key is to avoid
the long range rockets and connect with EVERY shotgun
blast and place the grenade directly on the soldier.
He may hit you with a medium range rocket, but you
will be able to dispatch him.
Once the soldier is within his effective range, you
must be able to do more than simply strafe back and
forth. If you strafe back and forth, the soldier knows
you will be in one of two places AND you are in his
effective range. Put simply, he will kick your ass if
you haven't killed him already. Once the soldier is in
position to defeat you and you are unable to move back
to long range, you must start considering manipulating
the gap between both of you. Glide-jump in close
between rocket shots to short range- then get out
before he fires- he will probably shoot himself in the
feet. Moving in all 8 directions when you are in the
soldier's effective range is the only way you will
avoid rockets long enough to defeat him. Never move in
a straight line and always manipulate the gap.
It is important for a medic to know how many rockets a
soldier has left at all times. Assume 4. If you are at
medium range with a soldier and he uses his last
rocket, you now have complete control over the
soldier. You can move into short range at pleasure to
deliver shotgun blows for devestating damage. But
remember- move backwards and perhaps to one of the
sides or back and forth before he can fire. When you
are at short range with a soldier and moving around
him, he is desparately trying to line up a rocket shot
close to him and has to move his mouse around quickly.
He is anxious for another rocket to be loaded and
knock you into the air. When that rocket gets there
they are still in "short range mode" and
will probably completely miss you if you suddenly
widen the gap. If the soldier is out of rockets and
you are simply at medium range strafing back and
forth, he can keep the crosshair in your general
location and fire immediately and probably hit you
since you are in his effective range and moving back
and forth like a dummy. If he's out of rockets, there
is no reason you shouldnt alter the gap between you.
He's little threat. Of course we are dealing with no
more than a second of time, but in-game, this is quite
a bit.
Again, you must be on with your shotgun blasts.
Ideally you will hit every shot as the soldier moves
to medium range, toss your grenade at him, and he will
die. This will be more difficult in msd_dm than in a
match. In a match you will have a grenade primed
before your confront the enemy. Either way, you must
remember to hit with the shotgun or you will have to
use 2 grenades to kill the soldier and you are at risk
of running out of grenades and possibly wasting too
much time and letting the enemy D adjust to your
presence.
Medics can kill a soldier at full health suprisingly
quick if you pay careful attention to your shotgun and
grenade. There should rarely if ever be a situation in
a match where you are unable to DM a soldier 1v1 and
win. I'm not suggesting you will win every time, but
if you don't kill him, another O will easily finish
him off. A soldier should not be able to DM 3 or 4 O
in a row and be victorious. This shows the medics lack
DM skill. Even against very strong soldiers, the medic
should apply these techniques and win. If the
soldier's maximum effective range is larger, take that
into consideration.
And of course, if you are able to fight outside his
effective range, then do so- don't play with the gap
unless he poses a threat to you.
General :
ROF Dodging -
Most players do not have the ability to aim
instantanously as they fire. This should be taken
advantage of. If you are able to conciously alter your
strafe movements based on the rate of fire (ROF) of
the enemy's weapon, it will frustrate him. This is
especially true for a soldier avoiding shotgun blasts.
Simply strafe back and forth in timings relative to
the ROF of the shotgun, preferably a moment before
they fire. Most people "track" the player
with their crosshair between shots. Make them track in
one direction, and then quickly move in the opposite
direction before their next shot is fired. Dodging
rockets is slightly more difficult on this principle
alone seeing as the splash damage might hit you
anyways, but you can still use this along with the
other techniques described above.
Grenade Dodging -
You can use the ROF Dodging principle to avoid
grenades as well. Again, you may get hit with splash
damage, but at the same time, some people are very
sloppy with grenades. They will just assume you are
moving in the same direction when they throw the
grenade and they tend to throw it early while you
still have time to reverse your direction. In order to
effectively avoid grenades, you must be able to time
in your head when the grenade is going to go off. With
this in mind you want to be able to change directions
AND alter the distance between you and enemy. If you
are fighting at close or medium range with the enemy,
he will prime the grenade a long time; You have to
identify the "sweet spot" of where he primed
it too long to hit someone at long range and if you
have enough time to quickly move backwards and then
the opposite direction to maximum avoidance. If the
player is at a close mind-set, he is less likely to
realize that he has to toss the grenade a long
distance until you are already too far away to receive
any damage. This is very similar to a soldier out of
rockets and a medic at short range. The medic falls
back as the soldier reloads a rocket and he fires
short range while the medic is already at medium
range. Alternatively, there is also a sweet spot of
the time when an enemy is ready to throw a grenade a
long distance and you are able to quickly move forward
and away from the grenade and take little damage as
you are on now medium range from the opponent. Most
long range grenade hits are because both players are
strafing back and forth at the same distance and
ignore the fact they can simply alter the gap between
them to gain an advantage. The key is to stay alert
and be able to move in any direction in a moment's
time.
Conclusion
You have to be able to DM to be effective. Being a
shitty DMer is like playing professional baseball
without knowing how to catch a fly ball. You MUST be a
serious threat to the other person when you are forced
to DM. If the other person has adequate DM skills and
you don't, he will simply run over you for the entire
match, O or D. To be beat in DM is one thing, but to
lack the fundemental skills to even have a chance is
another. Even if the opponent is a better DMer, you
should still be able to do sufficient damage to be
effective. Don't lose a match because you are a DM
gimp. Don't lose because you lack fundemental skils
that can be easily learned and practiced. Lose because
their teamwork and overall skill was better than ours.
Appendix
Latest Version of msd_dm ( beta 8 ):
msd_dmb8.zip
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