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Natural Selection - Tactics and Mod Discussions Discussion about Natural Selection tactics, maps, and mods.

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Old 09-01-2005, 01:23 PM   #31 (permalink)
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Re: prediction aiming

There are 3 main aspects of aiming. Audio use, movement, and mouse pointing. All of which if used in a proper sequence will usually result in a kill, or having an enemy retreat (such as a fade vs an LMG)

Audio is THE most important thing (in my opinion). You have to know where to aim in order to get a kill, and the skulk foot steps or any other alien for that matter is a sure give away. When you know the general direction of which to aim it makes it easier to get a kill. If you have poor/no audio and no Motion tracking, then your aim will be based mostly on movement/mouse aiming (reaction time). Audio takes away some of the dependence on mouse aiming, as you already know the direction of the threat. The less movement of mouse and stafing you can do, the better.

Moving: A lot of time I see a lot of people crouch and get circle stafed to death by a skulk. The marine's greatest advantage is range. Movement can increase the range of an enemy. For example if a skulk is bunnyhopping at me and I strafe at the last second, assuming I don't get the kill when he is charging, I should be able strafe around it, and depending on the skulk's experience, either he'll stop dead in his tracks for an easy kill OR he will change direction, but still be far enough away to get an easy kill. The more you can make an enemy move to get you, the better chance of a kill you will have. Also, try to stay linear with the skulk until it gets close enough, then strafe and swing your mouse, if it isn't dead already.

Finally mouse pointing is the fine tune the aiming. Assuming you have a skulk in sight already and you try to keep it as linear as possible, you obviously have to move your mouse to compensate for distance. Mouse aiming is very overrated and you can see that most of the good players use audio and movement first then finely tune their aim with the mouse. The mouse is the hardest thing to control and should be used the least amount as possible. Sometimes you have to swing around 180 degrees to kill a target, make sure you can do that with ease, as sometimes skulks will get the drop on you. Also it is extremely important to find a mouse sensitivity that is best for you. I personally like mine low, but others may like it high.

Well thats how to effectively aim. Enjoy
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Old 09-01-2005, 01:26 PM   #32 (permalink)

 
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Re: prediction aiming

I agree, especially regarding the audio, which is so easy to "overlook" if you're a casual gamer.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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Old 12-05-2005, 02:58 PM   #33 (permalink)
 
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Re: prediction aiming

Quote:
Originally Posted by 4mn3s14
i dunno about you guys but im a pretty hard core tfc/cs player....
woot... TFC! Since you mention snipers, I assume you play ADL?

|-459|4est-4-4

STA/TFL - 9v
UGC5v5

When combat arrived, I did TONS of marine shotty hoing. Played TFC about 4-7 days later and it was like my reflexes for using shotgun in TFC were way up. Skulk attacks truly from 3 dimensions are a lot harder to hit than concing meds and scouts. Now I'm not playing enough of either to be good. =P

For mouse sensitivity:

acceleration off
Func pad = best moustpad I've ever touched - It's $19, but it's quality
MX 510 corded mouse - set to middle sensitivity
NS sensitivity = 5

From the left side to right side of the pad = about 4 turns of 360.
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Old 12-13-2005, 02:12 AM   #34 (permalink)
 
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Re: prediction aiming

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Originally Posted by Wyzcrak
I agree, especially regarding the audio, which is so easy to "overlook" if you're a casual gamer.

yeppers...that is why i prefer to use my headphones, Jensen digital audio with a great sound card. Hear sounds better and people on mic better. plus a logic mic(just bought for this game and future ones) with background sound reduction!

audio is the shiznit. although you will still get a few that say "I heard you" after a 180 shot to a tight vent with silence...grrr that always bugs me(yes as a skulk)
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Old 01-10-2006, 11:14 AM   #35 (permalink)
 
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Re: prediction aiming

As this post requests, I'll be converting this topic to TacticalWiki.
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Old 06-07-2007, 04:59 PM   #36 (permalink)
 
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Re: prediction aiming

When dealing with lifeforms bigger than skulks, whip out your pistol first. it does damage in a much shorter amount of time, thus increasing your chances of killing him or your teammate kill him. it is uncommon for a fade or lerk to still be there by the time you reach the end of your lmg clip. this strategy works especially well for killing lerks all by yourself.
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Old 06-07-2007, 10:37 PM   #37 (permalink)
 
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Re: prediction aiming

5*20 = 10*10 ?

unless you have a bad framerate breakpoint i can't see it helping. I prefer to keep it for when they're retreating because its more accurate at distance.
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Old 06-08-2007, 03:59 PM   #38 (permalink)
 
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Re: prediction aiming

LMG fires approximately 16 rounds per second for most people. You need to manage 8 rounds per second with the Pistol to match that.

The cap on pistol rate of fire is 10 per second, so if you can max out the cap then the pistol does deal damage more quickly. I usually don't get past about 7 rounds per second with the pistol though, so for me the LMG is still better.

Of course, thats assuming you hit with all your shots. The reduced cone of fire can put the pistol over the top in certain situations, as Beowulf pointed out.
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Old 06-08-2007, 05:11 PM   #39 (permalink)
 
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Re: prediction aiming

i was using manual rates, average real rates (as tested by civillian, found here) are 15/sec lmg and 7.5/sec pistol, dependant of fps breakpoints. bottom line is still that pistol dps = lmg dps.
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Old 06-08-2007, 06:30 PM   #40 (permalink)
 
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Re: prediction aiming

Note that you linked Civ's post from 2004. He's got a much more comprehensive, accurate, and up to date post here, last updated in 2007, that lists LMG at 16 to 17 rounds per second.

More importantly, the pistol depends more on your finger-clicking speed than your framerate. You click faster, you shoot faster. The maximum cap is 10/sec, which gives slightly better DPS than the LMG, but that doesn't mean you'll actually shoot fast enough to reach the cap.
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