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The Underappreciated Art of Not Getting Hit

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LuckyDee:
Having played a fair share of HNTR games, I've decided to give HMP a try. First impressions are underwhelming, but especially without INT I keep on running into the same problem I always do: I get hit. A lot.

I got the basic principles of doding and taking cover down. I know how to gift-drop and I know how to interpret the monster sounds I'm hearing. Most hits that are scored against me are when I step into some monsters vision, thereby practically painting them a bullseye right above my nose. How in the seven hells do you do an N! run without getting hit a single time? How do you not step into monsters' vision?

I have the feeling that grasping this concept is all that stands between me and dominating this game. That and not rushing into things, thinking before you act, not pressing the wrong key etc.

I mean it's not like there's only 1 player that's managed to master this, right?

Creepy:
Be much faster than the monster. If you're pulling less than .5 seconds for an action, any monster that takes a second to act will give you a second turn to move before they can react.

At least that's the theory as far as I know it, I don't do it well myself; I'm more interested in surviving the hits that land, because I know I'm not good enough to dodge everything. I lack the mad skillz for it. =P

2DeviationsOut:
Radarshooting is incredibly important. It's also about being able to predict where the AI will put the enemies. I also make sure to clear the rooms before I go into one by firing at anywhere I can't see. Also, in my opinion, the most important thing that you can do to not get hit is to take a lot of turns. If you look at my mortems, I take a TON of turns, even if I take a short amount of time. It's really important to be able to run in place to wait for enemies to possibly pop up. I also use a tactic that I call the "Rolling Retreat" where I back off the second I see an enemy so that I can break LOS with them, and then fire at where they will most likely be. This works on a lot of enemies.

LuckyDee:

--- Quote from: Creepy on April 30, 2012, 12:51 ---Be much faster than the monster. If you're pulling less than .5 seconds for an action, any monster that takes a second to act will give you a second turn to move before they can react.
--- End quote ---

Sounds like a nice theory, but wouldn't this only work every other turn? I usually favor scout builds, which already gives me an edge, but not every build can include HR, let alone start with it.


--- Quote from: 2DeviationsOut on April 30, 2012, 12:53 ---Radarshooting is incredibly important. It's also about being able to predict where the AI will put the enemies. I also make sure to clear the rooms before I go into one by firing at anywhere I can't see. Also, in my opinion, the most important thing that you can do to not get hit is to take a lot of turns. If you look at my mortems, I take a TON of turns, even if I take a short amount of time. It's really important to be able to run in place to wait for enemies to possibly pop up. I also use a tactic that I call the "Rolling Retreat" where I back off the second I see an enemy so that I can break LOS with them, and then fire at where they will most likely be. This works on a lot of enemies.

--- End quote ---

Radarshooting is another thing that puzzles me; with shotguns this works perfectly of course, but with any other weapon this becomes quite a pain, especially since your hit chances decrease when firing out of vision. I do try to take my time (/turns), but I'm generally forced to take breaks from the game, thus getting me out of the  'zone', so to speak. I make most mistakes the moment I return to a previously saved game. I've also developed some sort of 'rolling retreat' for myself, though I could do with some more experience on the AI, I guess.

I think I'm gonna try and earn the Untouchable Cross next, on ITYTD if need be, first with a MCe and then with something like MAc. I tried AoPc and quit halfway through dlev3 ;(

Kg:
Rolling retreat.
Spoiler (click to show/hide)Rofling retreat - when you see monster, you just ROFL(MAO) back and boom - he's dead.

It's a very nice idea. Also, using 'running in place' tactic is very good, but on N! it's not so desired, I assume (due to respawn). It can be painful to scout large room with something other than shotgun. But if you use shotgun, you really can't tell exact position of monsters - only that they're there somewhere...
Or, I don't know, scouting with pistol to conserve ammo?

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