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Bomb & Defuse guide (for new and old players)
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tongue

tonk
(292 posts)

I wrote this a while back, and now that Huksi (delerium) added his CTF guide, I thought I'd add this here too. Please excuse the horrible English. Might go back and do some corrections sometime. But I haven't really had the time.

This an outline of how you can play "Warsow: Bomb & Defuse"

What this is
This is a guide to help you improve how YOU think when you play Bomb & Defuse. It probably contains a lot of typos, please ignore them. :) If you think i've missed something or have another tip, please tell me and if its good I will add it.

The suggestions does not apply every situation. And should not be followed as a rulebook. It's just suggestions. And will hopefully make you an asset to the team while playing bomb.

Quickinfo:
Roundtime: 1 min (can be extended to 1min 25 seconds with a late plant)
Planttime: 4 seconds
Bombtime: 25 seconds (18 seconds until you have to defuse)
Defusetime: 7 seconds

In general:
The goals under the round is to:
As defense, keep the bomb from being planted, if the bomb has been planted. Defuse the bomb.
As offense, plant the bomb, when the bomb has been planted keep the bomb from being defused.

Since this a Teamplay gametype, what you want to do is to always have a numerical advantage or a positional advantage (Positional advantage is when its easier for you to do damage on your opponent than it is for him/her.) over your opponent. Keep this in mind at all time when you play.

As defense:
As defense, you will most likely be outnumbered in most early skirmishes. This is because your team "have to" defend 2 bomb sites with multiple entrances. In most cases a position up high on the map, with an view to multiple entrances or outside of choke points (where a lot of hallways get together and you often get a bunch of player together) is a good position. Where you can spam with grenades/rockets/plasma. And do sneaky potshots with the electrobolt.

Remember, that when you spot the bomb carrier, make it known to your team that the bomb site you are defending is most likely the site your opponent will try to plant the bomb on.

If your teammates tell you that the bomb is on the way to the bombsite where you aren't at the moment. Make your way to defensive position for that bombsite as fast as is humanly possible. And help your teammates (Even those that you meet on your way to the bombsite). Listen after battles and come to the rescue of your teammates. Try working together with your teammates to get a lock on the bombsite. By guarding all entrances. Remember to keep a lookout for the bombcarrier.

If your teammates has been taken over and the bombsite is controlled by the enemy. It gets a lot trickier. You will now most likely be outnumbered and you will lack positional advantage as well. Now its time to play smart, and try to pick off opponent after opponent. (But remember that if the bomb has been planted you only have 18 seconds to get to the bomb and start defusing from the time that the bomb was planted.).
Try catching your opponents off guard with spam, or electro bolt shots. While taking as little damage as possible yourself. And if you can co-ordinate it - attack them together as a team.

If the bomb is planted. Try getting a numerical advantage over the opponents. If you have that, let one guy in the team start the defusing process. REMEMBER. Never be more than one guy on the bomb (EVER!), while there are opponents left in the game.
If you are not the guy who is defusing, do everything you can to stop the enemy from doing damage on the defuser. Sacrifice your life if you must.

As offense:
There's pretty much two general ways (this is only in general, there's like 1000 versions of the two ways) to play as offense.

In either case, listen to the Bomb carrier, he will decide which bombsite to go to. If he doesn't say anything, before the tactical time is over. Please don't hesitate to take command over the situation and give your suggestion. In the end the bombcarrier makes the ultimate decision look for him and follow him.

Either you try to get a numerical advantage by taking out the defending team before getting in on the bombsite. I would personally say that this is the harder way to get a round, since it requires good aim and teamplay to be successful most of the time. This is because you will have to spread out as a team and that makes you loose your numerical advantage in the opening skirmishes. But in the end its also harder to defend vs. a game that play like this because it also needs a lot of teamplay from the defenders.

The other and easier way is to - as a team rush one of the bombsites. And as a team taking out any opponents you meet on your way to the bombsite. But running as a group of 5 people will most likely not be a good idea, since you are vulnerable to spam and electro bolt shots. And you may loose a lot of hit points on your way to the bombsite. Its better to spread out a little and come from at least 2 different entrances to the bombsite.

When you have killed all the opponents at the bombsite. Take good positions inside the bombsite to defend the bombcarrier while he is planting. (Make sure that you are all defending in the direction where enemies can from, listen after sounds of the enemy approaching.)

If the planter of the bomb is getting attacked, help him to as much as you can. Shoot at the same player that he is, so you take out that one as fast as possible. A numerical advantage is the best advantage there is. But try not to make any damage on your teammate.

General gameplay tips!

A general rule, if your team and the opponent team has as many players left and you or your team has less players left (while there are many skirmishes going on) not looking at an enemy, you are most likely in the wrong place.

As the defending team: If the bombcarrier has been killed somewhere on the map and the bomb is in the open, try getting your whole team to that point and defend the bomb from being picked up. Remember as long as the bomb hasn't been planted the defending team has the time advantage.

As the defending team: If the bomb is being planted and the planter doesn't have any support, do your best to kill him. If he has support, try doing spam damage while not taking any yourself. You will most likely loose a 2 v 1 situation so its better if you keep your life.

Learn all of the (played) maps, and all the different ways of getting to all the important positions on the map. With trick jumps etc, you never know when it will be handy to use them.

If you go off by yourself, make sure you can take out atleast 1 enemy by yourself. Most likely you will meet more than one enemy at a time. If they are hurt you might be able to take them out, otherwise try doing as much damage on them as possible while getting away from there with your own life.

Limit the amount of teamdamage you do. Minimize the use explosive weapons near your teammates. And try to use your minimap before spamming around a corner. (Teamdamage and teamkills will always happen, but these simple rules will limit it somewhat). And on the other hand, don't jump in front of teammates who are shooting at an enemy. And stay away from chokepoints in the early parts of the round.

Keep an eye on the clock, time is always an important factor in bomb, whether its the round limit or the time until the bomb *KABOOOMS*.

In the "Game menu", you can 'Opt-in', then you will be the bombcarrier for your team, always. Highly recommended in real match ups. (You can always opt-out afterwards)

Useful binds
bind x "say_team ^1AAAAA" <-- This means that your team should go to that bombsite (to plant or defend) color coded to make it easier to see which bombsite
bind x "say_team ^4BBBBB" <-- This means that your team should go to that bombsite (to plant or defend) color coded to make it easier to see which bombsite
bind x "say_team ^1DEFUSING/PLANTING" <-- Warn teammates of the fact that the bomb is being planted / defused
bind x "say_team ^1TIME TIME TIME TIME" <-- Warn teammates that there's not that much time left before they have to plant / defuse

TL;DR Read it you lazy bum

m0t0

Member
(840 posts)

Didn't really read it yet But this looks pretty nice and I bet its usefull.
Also could be nice that dev could get Wiki fixed or could do something similar service and add this+the huksi's ctf info there

crizis

Mad Hatter
(4076 posts)

New wiki will eventually come, and i'm seriously leening towards making one of my own. Considerably smaller project than forum, probably <week to get it online, if I just find time to do it.

Huksi`

CTF Maniac
(3269 posts)

Nice guide Honey
(updated 2012-01-31 09:48:35)

hugteddy

Member
(139 posts)

Make this sticky in gameplay forum or here?


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