Quote:
Originally Posted by What Is Schwa?
This is an example of the first person to shoot winning.
You are right though, as the defender in your scenario is at a severe disadvantage, no matter how good his twitch skills are.
-Aaron
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I disagree with this being an example of first to shoot wins. The very philosophy of this idea goes quite far but fails on a tactical degree. While
TG strives to maintain a greater degree of realistic game play, it is obvious that many players also mix Counterstrike Source's game play into realistic modes.
In Vulcan's example, he has "first strike" advantage. This has nothing to do with the "first shot wins" scenario. The first shot wins scenario affects only a certain number of weapons, which are limited to mostly submachine guns due to their effectiveness, rate of fire, and need for first shots (which for our situation we assume headshots). As you realize, in most cases first shot wins are rare, and most players apply "first strike" rule as a primary means of killing an opponent. This has become the norm not due to first shot wins, but because of the style, game play, skill level, and tactics used to fight. For example, the CTs defend bomb sites, and therefore use positioning to properly respond, scout out, and pick off terrorists. The Terrorists likewise do the same on hostage maps.
On the account of getting headshots with weapons in a firefight where both sides are taking shots, is still likely. Knowing spray patterns, or more commonly controlling the spray pattern are easy methods of scoring a headshot under duress. More often than not players on the
TG server aim for the head because the headshot is still more valuable than reducing the enemy's accuracy with hits to the chest or arm. Of course not everyone can get head shots so easily as others, but you definitely notice that headshots are favored in
TG more so than other servers.
The advantage offered by positioning is not first shot wins at all. Its the ability to choose where you hit the opponent, as positioning usually means you see the target first and therefore can choose where you shoot, or you see the target without him seeing you at all. Either situation you control the firefight.
If both people knew each other are, then what you get is a situation where the idea is for one to kill the other as fast as possible (headshot). Not to score hits and disrupt aiming. The fact is that most people use waiting methods to get the first strike, and then attempt to follow up on this. If two people were about to meet in an hallway and both heard each other, both opt to either frag/flash each other, run and spray for the headshot, or wait each other out. There is no first hit wins situation here. All other first hit wins situation are merely examples of the target being shot at not knowing where the shots are being fired from, which usually occurs, and therefore results in death.
The situation for a head on first to fire wins occurs almost always in a rapid exchange away from a positional "first strike" advantage. This is usually occurs when two players are attempting to engage each other. This means they are moving and are not in what would be called an ideal position. The ideal position always involves cover, and does not include standing around a corner in the hallway. Of course standing directly around the corner still offers a serious surprise advantage for you, but playing against experienced players, they will deal with it accordingly by reducing the surprise simply by changing the speed of movement. This is why some players can take out others in "first strike" positions by either luring (ie sticking their weapon or arm out), using sound movement, or more commonly firing at the dug-in opposition before they have a chance to recognize the enemy, and capitalize on their advantage. This usually results in a headshot, which granted, is tough to pull off. But then this is why many players retreat and attempt to confuse dug in players by changing positions, using grenades, flanking, or picking off their teammates to weaken the strength of the other side's spread.
This is exactly why the headshot is the primary means of taking out an opponent, and not first strike. In the situation where two players take up defensive positions, both will have trouble hitting each other and will likely aim for the head because that is usually the most opportune area to attack when a player is using cover. Due to the camera system of where a player actually sees out of, there are a few positions where you can technically place your head behind a low ceiling and still hit an opponent (ie. in a map where there is a slit behind a wall). Of course a rifle can still hit you in the head, and still cause your aim to go all over the place. This would be an issue of players not used to adjusting for aim (when your head is tilted off to the side...but of course this is unfavorable for anyone as they have already taken a hit to the head, and thus its much easier for players to give themselves positional advantages).
But positional advantages are nothing new to tactical game play, it is just used more on
TG. Thats why you have other servers who ascribe to a more death match style of play, where players "camp" only when necessary, or worse "camping" is frowned upon because players who do so end up racking up many kills as they kill _players before they are discovered_. This killing before being scene method is what is used over the idea that hitting first is guarantees you a high success of winning. Ideally if you hit first and hit them in the head you most likely win. Since we are dealing strictly with a "hit = they cannot return fire properly and thus lose", it likely means you have dealt damage, and players who understand the style of play on
TG will retreat to fight another day. Therefore if you are looking to hit first, you absolutely have to hit them multiple times in the chest and or face depending on weapon, to guarantee a kill. This just does not work against higher level players on the
TG server.
As for rules of thumb:
Because it is still a game, always aim for the head (unless your faith in aiming is not so great). A headshot either 1. give you the kill, or 2. give you a 80% at least chance of killing the target reguardless of weapon. This applies to all weapons, especially as their killing power diminishes (non rifles).
Because rifles can kill with a burst to the chest (and because people are usually hurt by nades and other firefights), rifles are usually the only weapons you want to use when not aiming for the head. The only other situtation is when you are too far away with a shorter ranged weapon. For all smgs, if you dont start out to hit a target in the head, the idea is to move your aim to the head as you are firing so that your first shots stop him, your follow up shots disrupt him from headshotting you (or so we hope), and your final shots (of those 10-15 bullets, hopefully less) end up killing him.
There are a ton of things I didnt mention but the main idea is (if you didnt read half the crap I wrote because I didnt either): The fact that body hits disrupt aim are an addition to your strategies, not the new method of killing people.