Moment by moment breakdown of FPS mechanics in scrim play. Some takeaways:
- Crosshair placement (the main thing he harps on throughout the video) is key and is what lets him win a lot of head on engagements. His crosshair is where he expects an enemy's head to show up AT ALL TIMES, he's never looking at the ground, and he rarely has the sights down when he expects contact. "Do the aiming before you have to"
- He's never interested in engaging the enemy except on the most favourable terms. He retreats from battle with even minor damage and reloads and prepares in safe ground.
- He is constantly aware of his angles; he knows what's exposed and tries to only ever show himself to one enemy at a time. Good use of corners and hard cover. When attempting to attack a certain angle, he's usually trying to expose himself ONLY to that angle. When he makes mistakes and gets caught by two people at once he usually goes down.
- He consistently shows excellent sense of enemy movement and flow of battle, to the point where he plays mindgames with the enemy and intuits whether they're doubling back on him or not.
- When guarding a door he's doing his best to be at unexpected angles
- He slices the pie when turning corners and trying to catch enemies shooting through the door. That is: he circles around the corner *slowly* and *from a distance*
- He catches the enemy while they're moving, not when they've got their sights up (IE, he hits them when THEY aren't worrying about crosshair placement). This is important; sprinting and traversing open ground makes you vulnerable. Moving a little slower with your sights up is safer against the direction you're covering. This is why I often order my squads to a walking pace in an advance.
- He uses grenades to get information via hit indicators. I'd never considered this before, it's a neat trick! A good takeaway is to avoid taking splash damage because you're giving information to your enemy.