Post by Riggers on Feb 17, 2009 10:52:29 GMT -5
Hi guys, recent times have seen people more become interested in how I aim, how I move and how I generally play the game. So to try and give my help on this I made the guide "Wolf Tips" and now I have my latest addition in my "Aiming Guide" - I hope this helps.
Basically, the pictures below I created very simply to show a basic understanding of how I believe aiming can be improved. Beneath the pictures I have included information on what the picture means and how it should be applied within game.
PART ONE - Movement in Combat[/u]
In this picture you can see:
The Blue Dot = You
The Red Dot = The Enemy
The black line represents Strafing Movement. You may have come across people telling you to strafe to avoid being hit, and this line shows what most people think strafing to be. However, in my experience this only reduces being hit by a small percentage. Therefore I have suggested a similar direction of strafing (represented by the red curve) with added movement both towards and away from the enemy. This will make you considerably harder to hit, along with sprint applied where I have put a ">" or "<" symbol. At these points should you apply the sprint key (Default Config = SHIFT key) for a brief second in the direction of the symbol.
As you can see from the diagram, the black lines showing the view of your opponent (what he can see on-screen), it is far quicker to move out of view towards and away from your enemy than it is to move side to side since the angle becomes narrower. The black lines also represent the very edge of a player's aim. What I mean by this term is that when you move your mouse across your mousemat, there is a certain point where you will have to reset your mouse and bring it back (lifting off the mousepad) to the centre. Therefore by moving closer to and away from your enemy means you will go beyond this "edge" quicker than you would by just following the dotted black line.
Now, on a more personal note - The green line is one of my own moves that I carry out in-game. Using the sprint key when the arrows show makes this extremely effective. You simply rush the enemy. However the key tactic is to use both "+forward" and a side-direction key (e.g. "W" and "D") at the same time. This will mean you gain an advantage on your enemy as you will eventually hit the red cross. After this point your enemy will have to reset the mouse and you will be out of his/her view on the screen giving you plenty of leverage above them.
This manouver is especially useful on crouchers as when crouched, your horizontal angle is much narrower meaning aiming is slower. You should also take into consideration that each player is different in terms of sensitivity and cg_fov. If the player uses a higher sensitivity then it is harder for you to use the green line correctly as the "edge of their aim" is much further away. In terms of cg_fov, this can be changed in the console so players have a wider horizontal angle of view than default. Giving the same problem as I mentioned above.
PART TWO - Keeping Your Aim on the Enemy[/u]
Again you have the two coloured dots labelled for you. The red line is also here where I suggest you strafe.
This is far simpler than it appears. All that this picture shows is how you should move and aim at the same time. I would recommend using the black dotted line to practice strafing and aiming before making your strafe more strategic.
A lot of players, when strafing, tend to hardly move their aim at all. This is why I have suggested this. When you move in one direction, you move your mouse in the opposite, giving the effect of the Green Area on the diagram. This will take a lot of practice to get perfect as your enemy will move along the solid black line at the bottom of the diagram. Keeping your aim at head height (or as best you can) is difficult, I understand that - which is why I always tell people to do it on a wall with plenty of room infront of it for strafing. Areas can be found on map Mp_Base outside of the Axis Spawn and in the NorthWest Courtyard (past the bridge on the Allied Spawn towards the Tunnel).
I hope this is of some use to people, I know that the diagrams are not perfect but it is the best I could do putting this together over a few days and I'm no expert on designing things
Hope you like it -
- Riggers
Basically, the pictures below I created very simply to show a basic understanding of how I believe aiming can be improved. Beneath the pictures I have included information on what the picture means and how it should be applied within game.
PART ONE - Movement in Combat[/u]
In this picture you can see:
The Blue Dot = You
The Red Dot = The Enemy
The black line represents Strafing Movement. You may have come across people telling you to strafe to avoid being hit, and this line shows what most people think strafing to be. However, in my experience this only reduces being hit by a small percentage. Therefore I have suggested a similar direction of strafing (represented by the red curve) with added movement both towards and away from the enemy. This will make you considerably harder to hit, along with sprint applied where I have put a ">" or "<" symbol. At these points should you apply the sprint key (Default Config = SHIFT key) for a brief second in the direction of the symbol.
As you can see from the diagram, the black lines showing the view of your opponent (what he can see on-screen), it is far quicker to move out of view towards and away from your enemy than it is to move side to side since the angle becomes narrower. The black lines also represent the very edge of a player's aim. What I mean by this term is that when you move your mouse across your mousemat, there is a certain point where you will have to reset your mouse and bring it back (lifting off the mousepad) to the centre. Therefore by moving closer to and away from your enemy means you will go beyond this "edge" quicker than you would by just following the dotted black line.
Now, on a more personal note - The green line is one of my own moves that I carry out in-game. Using the sprint key when the arrows show makes this extremely effective. You simply rush the enemy. However the key tactic is to use both "+forward" and a side-direction key (e.g. "W" and "D") at the same time. This will mean you gain an advantage on your enemy as you will eventually hit the red cross. After this point your enemy will have to reset the mouse and you will be out of his/her view on the screen giving you plenty of leverage above them.
This manouver is especially useful on crouchers as when crouched, your horizontal angle is much narrower meaning aiming is slower. You should also take into consideration that each player is different in terms of sensitivity and cg_fov. If the player uses a higher sensitivity then it is harder for you to use the green line correctly as the "edge of their aim" is much further away. In terms of cg_fov, this can be changed in the console so players have a wider horizontal angle of view than default. Giving the same problem as I mentioned above.
PART TWO - Keeping Your Aim on the Enemy[/u]
Again you have the two coloured dots labelled for you. The red line is also here where I suggest you strafe.
This is far simpler than it appears. All that this picture shows is how you should move and aim at the same time. I would recommend using the black dotted line to practice strafing and aiming before making your strafe more strategic.
A lot of players, when strafing, tend to hardly move their aim at all. This is why I have suggested this. When you move in one direction, you move your mouse in the opposite, giving the effect of the Green Area on the diagram. This will take a lot of practice to get perfect as your enemy will move along the solid black line at the bottom of the diagram. Keeping your aim at head height (or as best you can) is difficult, I understand that - which is why I always tell people to do it on a wall with plenty of room infront of it for strafing. Areas can be found on map Mp_Base outside of the Axis Spawn and in the NorthWest Courtyard (past the bridge on the Allied Spawn towards the Tunnel).
I hope this is of some use to people, I know that the diagrams are not perfect but it is the best I could do putting this together over a few days and I'm no expert on designing things
Hope you like it -
- Riggers