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Virus

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  1. 10 Shooting tips

    Here are some basic tips to shoot with higher accuracy and with more headshots. I know I'm not the best shot around but these are basic tips that would help anyone who is new or open to some suggestions.

    1. Get a good sensitivity

    Depending on the type of mouse and the default windows mouse settings you use, everyones ideal mouse sensitivity differs. The best way I feel to get the best sensitivity is to join a server and start with a low sensitivity and slowly raise it until you feel comfortable shooting AND moving. Having a super low sensitivity will give you super "great" aiming skills at midrange, but players aren't always a decent distance away. The key is to find a balance between what feels comfortable aiming at a distance and in up close battles as well as moving around the map.

    2. Keep your head up

    This is probably the most important and basic tip ever given to me when playing. When moving through the map, keep your crosshairs headlevel in all circumstances. This will greatly increase your headshots and give you an advantage to others who have to drag their crosshair up to the head. I'd say 75% of the time when getting the first headshot, you will win the fight if you can just hang on and get a few body shots afterward. Remember, 3 headshots at close range will do the job.

    3. Expect the enemy

    If you know where the enemy is typically is coming from, keep your crosshairs at headlevel at that position. When they run around the corner, you have a two headshot advantage against them. Always note where the hotspots are and keep the crosshair in those areas when running through.

    4. Crouch, crouch, crouch

    When you are shooting at a distance, crouching gives you a more accurate shot. By crouching, your shots will land closer to where your crosshairs are with less spread. Moving side to side while crouching makes it harder to hit you because the hitbox for your head is awkward and makes it tough for players to hit. Also, a tap crouch technique is useful in battles that are upclose because many players aim for the head, and by crouching they completely miss you giving you a few extra shots to take them down.

    5. Burst fire

    With a thompson or mp40, burst fire doesn't feel like it would give you any type of advantage because in most situations you feel like you need to unload your clip to take down the enemy. But the truth is, burst fire gives you more accuracy and will help your shots have less spread and hit with a higher %.

    6. Tracking

    I can always tell if a player is truly skilled by watching them track players from a distance. Good players can tear apart 4 or 5 players from the side by tracking their motion. While the players run past without noticing you, a good player can track their head with their crosshair and take them down in less than 10 shots.

    7. Keep moving

    When shooting others, stay constantly moving if you feel vulnerable. Moving doesn't seem like it would help your aim, however if done correctly, it gives you a great advantage. Using sprint while moving in a irregular pattern back and forth makes you harder to hit therefore helping your aim.

    8. Crosshair/field of view

    Edit the crosshair by hitting esc. Many good players use the small dot because it gives you an accurate crosshair without all the extras. I prefer the dot with the ring around it. Use a color that contrasts against the background of most maps, such as limegreen or red. Some players change the crosshair on certain maps such as fuel dump or radar to give them the best contrast. Change the field of view by typing /cg_fov 100 in console. You can select from 90-120ish area (not exactly sure how high). The best fov I've found was around 100-105. Raising your fov too high gives you a disadvantage at a distance, however going too low, around 90, gives you a disadvantage to upclose battles. There is a script that allows you to toggle fov by scrolling that is often used but is pretty silly I think.

    9. Turn the sound off

    Yeah this sounds stupid, but I've found it really helps me. Turning the sound off makes you rely on your sight and helps you focus on purely shooting. Sure this isn't very advantageous in most situations, but it really does work. If you are getting owned by some guy and its pissing you off, hit the mute button and take him down. Try it.

    10. I can't think of a 10th tip.

    If you only could only take home one tip given above, use #2. Keeping your crosshairs at headlevel is something almost noone does and it makes an immediate difference.

    Report

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  2. -----// The Team //-----

    1 Engineer/Medic - The primary engineer of the team that will use SMG and do all of the engineer objectives and defuse dynas. When an engineer isn't needed he can play medic. He doesn't use rifle because it uses charge. 1 Medic/Engineer - A secondary engineer who plays medic but switches to engineer when two are needed. The secondary engineer can be the teams rifleman. 1 Medic/Field Ops - A medic who plays the field ops when needed.

    Any more players just need to be medics, or if it is a 5v5 you can have a Medic/Soldier who switches in between the two classes. You should all know what you are playing and what you need to do during a map. Let one or two people do the engineering job.

    -----// General Tips //-----

    - Newbies at scrimming will always over use grenades. Yes grenades are easy kills but I've seen many bad players run into an area timing a grenade only to get shot, die and gib themselves. Medics shouldn't be using their grenades except when they need to, leave the nading to engineers. - You don't have to time your grenade to 4 clicks all the time. - Take cover behind bodies when reviving. - You MUST have the mission timer and reinforcement timer on while playing.

    -// Tips for Defending //-

    Camping is a must. Lean around corners to see your enemy before they see you and surprise them. Medics should put down packs where you are camping, this doesn't need explaining. Noob the engineers, if you're camping at an objective wait for the engineer to get out the dynamite then kill him with his pants down. Always gib, whenever you have time you should gib dead enemies around you with a knife. Using a knife will save your ammo. Engineers are the most important targets to kill and gib, they're sometimes even worth dieing to gib. Always selfkill when low on health or ammo. There is nothing worse for defending than getting gibbed on a full spawn. They will have an easy time doing the objective. They will spawnrape you when you spawn. Your team will be significantly weakened by your death. A full spawn on frostbite is a lost map. Before you selfkill and you've killed all of the enemy then you can run out of your base towards their spawn to try and weaken them, throw grenades etc. This is called pushing out. When your engineer is defusing, PUSH OUT. Pushing out will force the enemy back and away from your engineer. Don't just stand near him while he is defusing and let them take pot shots at you from behind rocks. One medic should always be with a engineer when he is defusing. Standing a bit infront of him can block rifle nade shots and you will take the damage from SMG's instead of him. Also heal and revive him of course. Fight like a puff, why 1vs1 with someone or try to take on a whole group when you can backrape. Fight as a team, always be near to each other so you can provide cover. The attackers are probably going to come as a group and they can beat you all 3vs1. Provide cover fire. If somebody is shooting one of your teammates then target him, this will shake his aim up and force him to take cover. If your teammate has low health and has covered to reload and heal you should be returning fire while he does so they don't come in and swamp you. Waste their time. You shouldn't be standing in the open getting hit and wasting your ammo. Move in and out of cover firing a few shots at a time if any. They will waste their ammo trying to hit you and won't move in until they think its safe enough. Don't bother fighting a freshly spawned medic when your down to a Luger, dance around a bit until you can selfkill for spawn. Don't die. There's no point in dieing and making your medics run in the firing line to revive you when you can just get cover on 15hp. A full spawn can be a lost objective or even a lost map in frostbite/adlernest. Be unpredictable. Your opponents are going to be a little smart even if they don't speak English. If you keep noobing them from the same camping spot over and over they might start suspecting that your going to be there again. Change camping spots and keep on surprising them. Hit them from the back. You should be seeing them before they see you and if you see them go a different way you can go behind them and trap them in between you.Guard all entrances. Doesn't need explaining. Keep a crossfire. Have your team spread out covering an entrance from more than one side. They will run in and panic with no cover. Engineers and soldiers have lots of grenades, use them. Throwing grenades out to an entrance before you selfkill will stop the allies from running in for a bit of time so you can spawn and go back. Sometimes its best if the whole team doesn't selfkill unless you know the enemy are dead.They will push into your positions. Use artillery to stop allies from being able to advance. Great time waster. Communicate. If you can see they're all coming 'side' or 'top' then tell your teammates. You don't need TS or vent (mic comm systems), just a simple 'east' in team chat will do.

    -// Tips for Attacking //-

    Protect your engineers and dynamite.

    Move in when the defenders selfkill so they lose their positions and are forced back.

    Gib all you can, especially engineers.

    Check your corners and suspected camping spots.

    Get their spawntimes so you know when not to go near spawn and when to spawnkill.

    Spawnkilling is a very effective tactic. If you can catch them off guard at spawn and kill them they will have 30 second spawns where you are free to do what you want. Fight as a team.

    When you're moving in try to do it on a smaller spawntime so if you die you can be back soon.

    A full spawn can cost up to a minute of game time, and that is time wasted. Surprise the enemy by going through an unwatched entrance.

    Sneak up on enemy's so they don't hear you coming.

    You are going to need to do more reviving than the enemy. When reviving you can take cover behind their body as they have a short revive shield time. Teamwork is most essential when attacking.

  3. W:ET Basic Scrim Guide

    *Note: This is based on 2.6b version and ET Pro version 3.2.6. Some of these things may not be available in different versions.

    The purpose of this scrim guide is not to significantly improve your shooting and strategic skills but provide you base elements for building a scrim career. This guide makes an assumption that you have good understanding of Enemy Territory and have played public games (not scrimming) for a while. This guide focuses on explaining what scrimming truly is and especially major differences between public and scrimming.

    Also in this guide, we will take a look at setting your configuration.

    Scrimming

    Ultimately, scrimming is a timebased-objective-completition race between two teams.

    There are two teams which are trying to complete the objective as fast as possible (attack) when other team is trying to prevent it (defend).

    A scrim match usually has 2-3 maps and each map has 2 rounds (one where you attack and one where you defend). First round will be always played against predefined timelimit while second round is played against completition time of the first round (so if enemy team wins in 4 minutes you have to win faster!).

    The maps are decided by the teams (if first map is the decided by one team then the second map is decided by the other team). 3rd map is played as a tiebreaker and then cointoss decides the decider.

    Winner of the match is obviously the team with more map victories.

    Scrimming is a highly competitive game mode, the most important thing is winning and not stats such as kills, damage, accuracy and so on. Also contrary to popular belief, shooting doesn’t play major part in scrimming. Tactics and strategy does. And , individual skill is shadowed my the team play.

    Also, as scrimming is highly competitive, you will face lots of idiots. It’s a lot more harsh than in public so be prepared.

    About server configs and their point.

    Scrimming should always happen in a server with a config. Configs are files which force specific settings in order to make the game fair. There are different configs for different amount of players (1v1, 3v3, 5v5, etc).

    Important thing to know is that even good configs can be modified. They will look mostly same except "This config is certified" is missing above the config name while spectating. If that sentence is missing you can't expect the other team play fair.

    Here are also some useful commands which every scrimmers should know.

    /cl_maxpackets 100: This command will put maxpackets to 100. High maxpackets value reduces lag. Your maxpackets should always be over 60.

    /speclock: Your team can’t be viewed by spectators (excludes referees).

    /specunlock: Your team can be viewed by spectators.

    /lock: Players can’t join your team.

    /unlock: Players can join your team.

    /specinvite X: Player with id X can spectate your team.

    /players: Here you can see each players id and maxpackets (including yours).

    /readyteam: This readies your whole team (don’t use it if your team isn’t ready).

    /pause: Pauses the game for 200? seconds (usually you have two pauses per round).

    /unpause: Unpauses the game if pause was called by your team.

    /cl_allowdownload 0: This disabled download from the server, some servers can have useless must download files with bad download speeds.

    Basic Strategy

    Attackers:

    The basic idea is very simple, kill enemies on long spawn (> 20 spawn time left) which allows you to proceed the objective. Doing this isn’t that simple .

    First, you have to known when they spawn. Second is to know which spawn point the defenders will use at each point in a map. So what can you do? Obviously try to weaken them that you can make a push which hopefully gets them down for a while. Second option is to go spawncamp, and when they spawn give them a nice long sleep.

    Defenders:

    The basic idea is very simple, kill enemies so that they can’t proceed.

    You have to create an advantage, an edge. This means that you need to have very good probability to repel their attack. This is why you stick together to outnumber them temporarily.

    Crossfire is very efficient because results of 2v1 are usually very predictable. But the biggest problem is that there are different paths and you can’t have superior power everywhere.

    That leads to the second big thing which is knowing where they are. Once you know, you can create very powerful defense barrier consisting crossfire and camping.

    Probally the most important thing to do whether defending or attacking is to gib killed enemies.

    Setting up your enviroment:

    Your gaming environment is also a very important factor as there is no need to try handicap yourself for no reason!

    Options

    These options can be found from the game. I have also put the cvar value (if I know it) that you can put it in your config. But changing them just here should do the trick.

    Game

    Double-Tap Prone: Off. Just because of it sucks to go prone accidentally.

    Automatic Reload: Off. Sometimes, while fighting it may be wiser to switch Pistol instead of reloading. seta cg_autoreload 0

    Autoswitch: On/Off. I like it being off because when I and the game try chance weapon together the result is devastating. It’s all up to you though. seta cg_autoswitch 1/0

    View

    Draw Gun: On/Off. This is a bit tricky. It’s weird play without a gun and sometimes you have wrong weapon. But after all, putting it off increased my accuracy. seta cg_drawgun 1/0

    Show Compass: On. It’s useful. I use one thing to make Compass appear instead of my face. I think it is Alternative HUD 2 from Et Pro Settings.

    Crosshair: I really suggest a small dot. It’s small which easies seeing. Then pick a color like green or red or magneta or cyan. Oh, and shutoff Pulsing.

    Custom crosshair size: /cg_crosshairsize xx

    Low Quality Sky: If you like beautiful sky then put it off. It eats some FPS though. seta r_fastsky 1/0

    Blood Flash: Off. Makes shooting harder. seta cg_bloodFlash 0

    Blood Splatter: Off. Makes shooting harder. seta cg_bloodTime 0

    System

    Pick nice settings which give steady 60+ FPS. FPS means Frame Per Second which is how fast your screen updates.

    /set com_maxfps XX to cap your maximum FPS to one point. If your FPS is always same it makes shooting easier.

    /cgdraw_fps 1 to show your FPS.

    Sound Quality: 44 khz (Ultra High). Hearing is very important.

    Et Pro Options

    You can find these by loading EtPro Mod.

    Config

    Here isn't much things but you can look around and change what you wish. I'm not 100% what all of those settings do.

    Bullet Tracers: Other players' only/Off. I think this shows bullets. Seeing your own bullets distracts aiming.

    Hitsounds: On. Umm, helps a lot.

    Enemy SpawnTimer Menu: This is spawntimer by ET Pro. Easy to use.

    Reset Enemy SpawnTimer: It should be clear what this does.

    '+activate' Leaning: If you don't use activate button to lean this should be No.

    Hud

    I don't see promotions or player ranks. But it's up to you do you want see them or not.

    Draw Fireteam Overlay: Next Spawning Class. This is good. You see what class they are going to use next.

    Binding

    There are several useful binds for scrimming. For example:

    Selfkill with forcetapout

    Spawnpoint changer

    Class changer

    Tips & Tricks

    Here are the most useful tips I know, most of these are hard to do at the beginning but practice!

    Spin, spin!: Whenever you enter a room take a quick look around because camping is very common.

    Gibbing: Disabling enemy teammembers gives a big advantage, for example dead Engineer can't plant/defuse.

    Grenades: Grenades are very useful because ammo is limited and well a well-placed grenade gibs target instantly.

    Selfkilling: Selfkill is very useful way to replenish ammo and health or change class. Do this when several seconds left for spawn.

    Pick enemy’s weapon: Good way to get some ammo.

    Drain ammo/health cabinets: When you are defending (such as in Oasis) don’t hesitate to grab some ammo. When they capture the Old City they can’t get almost any ammo from cabinets!

    Not killing: Scrimming is about the objective, not killing. So if killing has no point (usually it has), don't do it.

    Dynamite kills: When defending with Engineer, feel free to plant a dynamite (it's not that rare that it explodes right when enemy passes).

    Wait for a medic: Tapping out is usually a very big mistake because of long respawn times.

    Knife gibbing: Gib enemies from behind with knife for instant gib.

    TK revive: Kill low-health teammate and revive with syringe (saves health packs).

    Dynowatch: Cool program, dynamite counter.

    Fire in the hole!: Right clicking when holding a grenade automatically sends that voice message.

    Detect disguise: When everyone is on fireteam push Num0. After that your fireteam members will have a mark above their head (and disguised enemies won't have this mark).

    Some terms:

    Gibbing =

    When enemy dies(health points goes 0 or under) he falls down and cannot move(but he can still see what is happening around him), but medic can still revive him(after revive player has a bit under half health points). So gibbing means that you make more damage to him after he is dead(actually you need to get his health as much to minus as he had max health when he was alive). When player is gibbed, his weapon throws out. Example: Enemy medic has 140hp, you kill him and lets say he has 0hp. He falls down and then you need to do 140hp more damage for him to gib him.

    Tapout =

    When you die, you can wait to get revived or you can gib yourself aka tapout.

    Fullspawn/full =

    Taking full means that you die pretty fast after you spawned, so you need to wait pretty long before you can spawn again. Example: You are allies and you kill and gib 2 axis players who spawned 5 seconds ago. Now they need to wait 25 seconds before they spawn again and you can tell to your teammates "2 enemies are full".

    Fullhold =

    Attacking team can't finish the objective in map's timelimit. Defending team gets 1 point and attacking team gets 0 point.

    Fullpull =

    You kill whole enemy team(on that spawncycle). Example: Its 3on3 game, and you kill all 3 enemies, so you did a fullpull(if enemies are reviving its not fullpull untill you kill them all again. So to get fullpull, no one enemy can be alive).

    Decider =

    3rd map. Its played if both teams have same amount of points after 2 maps. Usually 3rd map is chosen by elimination from mappool. If 3rd map is double fullhold, meaning that both teams get 1 point, then they play 2nd decider etc.

    Mappool =

    Maps that are allowed to play on that match. For example some cups or tournaments can have a specific mappool.

    Cointoss =

    First teams choose either "heads" or "tails". Then they do /callvote cointoss and then game randomly casts lots heads or tails. Example: Allies picks heads, so axis needs to pick tails. Then they do cointoss and lets say that result is tails, so axis wins cointoss and they can either pick 3rd map or start elimination or let enemy start elimination(depends about rules). Cointoss is usually used before decider.

    Elimination =

    Teams drop map by turn from mappool untill there is only 2 maps left.

    Indicator of good player?

    Answer: He does his job in team. He fits good to that team. However, if you want to do your job and fit to team, you need to be able to win 1on1 situations, have a "brains" etc. So general indicator of good player is his damage given / damage received section (to see every players dmg given / dmg received, type /scores in console). But as mentioned, its not the absolute truth.

    Some general things:

    --------------------

    Scrims/wars/matches/(whatever you call it) are played in stopwatch mode. That means that first another team attacks and tries to set a time. Then they swap sides, meaning that team who attacked is now defending. And now that team who was defending is now attacking and they try to set better time. If they set better time, then they win that map. If they don't, then they lose that map. Every map has also a timelimit, for example 15 minutes. If team cannot set a time(meaning they cannot do the objective inside timelimit), then its a fullhold. There are 2 maps played on scrim and team who has more points after these 2 maps, wins. You get points as following:

    win a map = 2 points

    lose a map = 0 points

    fullhold = defending team gets 1 point. Attacking team gets 0 point. (Notice that after defending that team must attack, and if they set a time they get just 2 points(they won map), not 3 like someone might think(fullhold + win map). If both teams fail to set a time, then both teams get 1 point(double fullhold))

    If both teams have same amount of points after 2 maps, usually they play decider.

    Every map has stages, usually 3 different stages. Example:

    Map Goldrush.

    1st stage =

    Allies need to repair and steal tank.

    2nd stage =

    Allies need to escort tank to brigde and explode bank doors. Also they can(read: need) build CP(command post) so they can spawn much closer objective.

    3rd stage =

    Allies need to steal gold from bank and escort it to truck and drive truck through map to near their first spawn.

    On some maps its possible to get straight to 3rd stage, like on Adlernest. Lets see:

    1st stage =

    Allies need to explode controls.

    2nd stage =

    Allies need to build CP so they can spawn there or from first spawn.

    3rd stage =

    Allies need to get documents(objective) and escort them to transmitter.

    But on this map its possible to get straight to objective through axis spawn and escort them to transmitter via CP way.

  4. Firstly, there is no magic sensitivity: there is no setting that will instantly turn you into a gaming god. Secondly, the most important thing is consistency: changing settings, tweaking things, is all fine and well for the first few weeks you play a game, but after this time you should really settle into a sensitivity you feel comfortable with; this is not to say that you shouldn't ever change, just don't try to switch from high sens to low sens if you're performing well.

    The most important divide between sensitivity is that of high and low: a low sens gamer most likely uses his whole arm to move; a high sens gamer uses his wrist. Low sensitivity gives a greater “buffer zone” for mousing errors, that is when you move your mouse in the wrong direction, it does not go as far off course as it would were you using high sensitivity; the benefit of this can be found in games which require, above all, tracking: such games include RTCW, Quake (Lightning gun, machine gun, plasma gun), although it is far more noticeable in the slower paced rtcw, some advantage is stilll to be gained in quake.

    High sensers, as stated, use their wrists to aim: they rarely lift their arms off the surface, unless very large movements are needed. This type of aiming is most beneficial when you are faced with landing 1 shot, (railgun, rocket launcher, shotgun, Counterstrike(?) ). This may seem strange, that a high sensitivity would help you in counterstrike, however, it is true: there is a large downside however, in that it takes a much greater time to become accustomed too; with a low sensitivity one can gain proficiency in weeks, however with high sensitivity, map knowledge and movement become far more important. To aim with high sensitivity, many strafe with the opponent, matching them in their movement, thus negating the need to move their mouse at all. As stated regarding low sensitivity, it is much easier to misfire with high sensitivity, hence the longer learning period, however your reaction times will improve: with low sensitivity, your reactions are nerfed in that there is a limit to how fast you can move your mouse; with high sensitivity the opposite is true, your reactions may cause you to move your mouse too fast (being jumpy with high sensitivity is not a good idea).

    Now, to decide one which style you should use, you must consider the game you are playing, how long you intend to play, what you personally feel comfortable with, what your hardware willl allow. If you are playing, for instance, a game such as Enemy territory, it would be wise to use a low sensitivity: the enhanced tracking abilities will aid you greatly, and you will improve at a faster rate. With a game such as Quake, the decision is a lot more difficult: the benefits are almost equal between both styles. Although most counterstrike players use a low sensitivity, i would recommend playing with a higher sensitivity: your wrist movements are a lot more accurate than your arm, and your reaction times will be improved, both essential parts of aiming in counterstrike.

    Once you've chosen your style, try to become accustomed to it: run around maps, try trickjumping, but most importantly PLAY, play the game that you want to become good at; public servers are fine, but if you want to be a good clan player, then clan wars are where you should be. Many players simply think practise is “practise”, but that is not true; practise is only practise if it's the right kind of practise. If you want to become the best dueler in quake, you need to play duels, and lots of them, against players better than yourself: raping noob ffa servers will get you nowhere. This may seem obvious, but you'd be surprised how many people get stuck playing a game type that isn't related to what they want to become good at. Try to put yourself in difficult situations aswell, in counterstrike, if you want to merely improve your aim, put yourself in positions in which you are disadvantaged against a better player: if you find yourself camping, rush, try to rely soley on your aim, it willl improve with time. Of course, you should also pay attention to the other factors of your game: map knowledge, movement and patience are gaming virtues in themselves.

    Written by Sockeh friday 20th januari 2006

    © Peon Productions

    Pepper: Imo public are more skilled than clanwars :D cause with more people and more spam you can train on how to avoid it better :D

    Sockeh: The point is, playing publics will make you great at playing publics, but it won't help you that much when it comes to clanwars. There's plenty of spam on public servers, but it's not the same spam that you'll find within a clanwar: the positions, timing and general intensity will differ so greatly that, for the purpose of acquiring perfection, the two are hardly related.

    Pepper:but imo playing clanwars wont make you good at clanwars, it will make you good at ET :D Im just saying that you can develope great aim and timing on pubs and also in clanwars ofc ^^

    Sockeh: You can develop great public aim, and indeed great public timing, by playing public servers; playing clanwars, however, is completely different, and if you can not see that, then I can not even begin to describe how much of a peon you actually are.

    I don't care to go into great depth's describing the difference between even the best publics and the worst clanwars, but the fact remains that there is a great difference: players take different positions, are more aware, and in general care more about the game, completely changing the required skillsets. Of course, you will still possess aim of a certain description, but it will be no where near the level of a well practised clan player--when it comes to clanwars.

  5. Sensitivity - The big question.

    -------------------------------

    "how do I know what is the right sensitivity to use??"

    Always the same question over and over. I am a low sensitivity player, so this is what I did.

    Played with 14 in sensitivity for 8 months before playing retail of RTCW though.

    I mainly changed my whole gameplay because of 3 weeks of selflearning, and experimenting.

    First you need to track a non moving object, in rtcw I picked one of the mg42 guns at

    mp_ctfmultidemo, the one at the longest wall. The little metal piece holding it on the wall,

    it's just a tiny piece. That one is close to headheight of players you will encounter ingame,

    and therefore it suited very well for my task.

    I was at first just playing around alone in that map, when I noticed it's damn hard to track

    that piece 100% perfectly. I started wonder why, and then I came to the idea that the friction

    between my mouse and mousepad was fairly bad.

    It went like took-took-took.. especially moving it in one direction, from right to left it was

    harder than left to right (for right-handed ppl). And vica versa for left-handed ppl I believe.

    So this also gave me the information, that in battles I should always try to take them down from

    left to rigt, since it was the most accurate way to kill them.

    Then I realized, that I needed to get rid of the friction. I was at that time using a Microsoft

    mouse (ime 3.0). And that mousefeet was really bad (vinyl). So I asked around if others had the

    same problem, and of course they had. Mouseskatez was then the answer. I bought some of them,

    and they worked pretty great. When they are new they are so slippery, your aim runs

    back and forth a lot (caused me to lower my sensitivity 0.2). And when they are half-used

    they are at their best. Smooth, but at the same time, easier to control (increased my sens with

    0.2 again). But they get used up to fast, and are very expensive (10 euro for 2 mouseshifts),

    and lasts in average 3 weeks I would guess. Depending on how much pressure you put on your mouse.

    Anyways, I asked around if there actually was a final solution to this problem. Noone seemed to

    know. Then I read some ideas from a q3 player, gluing on some steel washer under the mouse.

    And when they were used on a plasticbased mousepad it worked great, for a while. They also wear

    down, not only them, but also the damn mousepad. It left me with a glued mouse, which looked like

    hell and two deep tracks in my mousepad. But I couldn't buy a new mousepad every month either,

    nor mouse.

    SO.. I actually took the step to get an icemat. But I didn't like the scratchy noise

    it made when I moved the mouse over it. So I removed my old funcpad, and kept the rubberholder,

    the one you put the pad inside. And I took off the rubberfeet of the Icemat and put it inside.

    So I got a hybrid icemat/func :P And it works great.

    Since icemat is made of glass, and it collects a lot of dirt, handsweat, dust, pizza etc.

    But all you need is some water, I keep a bottle of water on my desk when I play. And if the

    icemat gets bitchy, I just take a little water on it, and use some cloth to clean it with.

    And it's all good and ready to play with again. Don't use soap, since it leaves some thin layer

    (film) of some fat-acid, or other chemicals making the surface a little to smooth and with

    friction.

    Ever since I used a logitech mouse, I don't need any extra tapes for it. The feet of those are

    already great to use, maybe a bit friction after a certain time of use. But in combination with

    the icemat, it will last quite a long while.

    Lets take a look at the sensitivity issue in mp_ctfmultidemo:

    -------------------------------------------------------------

    I have already loaded mp_ctfmultidemo, and gone over to the mg42. Use the

    "OSP+mp_ctfmultidemo.bat" file to run it all, one file puts up all for you. Put the file in the

    root of RTCW (where wolf_mp.exe is) and run it.

    Most ppl will try to keep the mouse still and just slide with the walk buttons left and right

    at first. Since that is often how you they go to fight. You meet an enemy, you keep the crosshair

    still. And you go left or right. The transaction from left to right, when you actually

    switch direction can be really hard for some ppl. They lose aim, and it takes a lot of time to

    (not more then a half second maybe) get their aim back at the enemy. But that time is enough to

    lose a fight. Aiming good is a combination of movements and aim tracking. Keep the crosshair

    at the enemy at all times (doh!) while you move like a crazy monkey.

    If you are used to low ping, you may never actually see this as a problem. But for high pingers,

    you need an awesome aim to stay alive and make a kill. It's a damn hard job to aim with high

    accuracy vs players with lower ping, and they are moving a lot. You need to predict them, and

    aim infront (because of ping).

    1first_impression.avi:(all clips first display normal movement speed, no cl_mouseaccel, then with stamina)

    --------------------

    The aim jumps a lot,it shows friction. The sensitivity seems correct. Except on the outer sides,

    far right far left. Then you can see it's stuck a little before it moves again. This is with my

    normal config, dirty mousepad, friction and no warmup.

    2highsens.avi(twice of my normal sens):

    --------------------------------------

    Here you see something most of you will aim at that little piece. it's wild, it's fast,

    and not any special accurate. If you force yourself to concentrate on it, then it might

    look better. But far from how it can be at it's best. You'll see that the crosshair is running

    infront of it when moving it left and right. that is what happens when the speed of the

    crosshair is faster then the speed of the player himself. Running with stamina helps a little,

    since it gets closer to the mousespeed. Using the analogy of speed(sensitivity) to compare mouse

    and player speed. High sens users may aim well, but they strain and get tired of focusing

    so hard to maintain a good aim all the time. That's why they can seems to play fairly good

    in 1on1's one day, and the next day they are to tired to even bother or try focusing. So the

    aim stays unstable. High senseplayers, just aims with their wrist. Lazy aimers.

    3lowsens.avi (half of my normal sens):

    -------------------------------------

    This is just the opposite, then you'll see that the crosshair is running behind. Seems it's stuck

    behind or something, while you move around the mg. Moving with this low sens is hard.

    Then you need to sweep at least two times, with the mouse to do a 180. Low sensitivity players

    normally move by sweeping (lifting the mouse, do a fast sweep, put it down).

    This can be tireing if they play for a longer while, and your wrist will feel like crap.

    Some ppl use bigass mousepads, so they don't need to lift the mouse up. SoD with his new

    "revolution" mousepad, is one of those. Wolff used a bigass window if I'm not mistaken.

    If you feel you strain your hand to much, and easily get tired, and even need to focus a lot.

    Then you will find tracking the enemy and aiming is hard. Only solution is to find the right

    sensitivity. Then you won't have to strain, it just happens, it's just magic =)

    4almost_there.avi (as good as I got it trying now as I write this):

    ------------------------------------------------------------------

    Here you see the crosshair running almost on the metal piece all the time. In the transaction

    from left to right, it normally gets out of aim a little, but it doesn't require that much time

    to put it back in place. From normal speed to using stamina also gives it a little kick out of

    aim, quite normal. As I said it's hard to aim at that little thing, especially when you have

    never tried it. Don't worry if you don't get it to be 100% perfect, because it simply won't

    and you don't need it to be 100%.

    Luckily the hitboxes in games are not that small. You can also see that from right to left

    it's a bit out of aim. My problem is a little friction, hanging the mouse a little as you may

    see. But have no friction at all (as I said when mouseskatez are new they suck), then the aim

    is totally vift, it simple just runs left and right with not much control. So there should be

    a little friction to hold it back while shooting, that includes the pressure you put on the

    mouse when clicking attack (mouse1), so it doesn't slip out of aim while shooting.

    IMPORTANT: it is always important that you get movementspeed of the player and the speed

    of the crosshair(sens) to _correspond_ (work together). They need to be as close together as

    possible.

    Then you will actually feel you got full control over your player. No matter how fast you move.

    There is a little difference with and without stamina, therefore I add a little exstra to my

    sensitivity after I have found my "perfect" tracking aim at mp_ctfmultidemo. I am then not

    thinking about any larger number then +0.1 or +0.2 .

    Conclusion:

    -----------

    *Use either usb or ps2, personal taste. Do try both though.

    *Add the mousefix.reg for XP

    *Then load your game. With OSP+mp_ctfmultidemo.bat or use an empty server (ping does not matter)

    *Choose an object you find suitable, for us it's the mg42 on long wall.

    *Check if no acceleration is on (cl_mouseaccel), and no windows accel.

    *Then go left and right, adjust with 0.1 up or down each time.

    *When you have found something you find comfortable with, start moving around the map a little

    *Do some 180's. Get used to the new sensitivity.

    *Go back try again, still needs adjustments? If not, go try it on a public or 1on1 with a friend.

    (that's the reason I have fakenicked a lot, because I'm experimenting a lot :P)

    *Good luck

    Some additional avi's:

    ----------------------

    The same day I wrote this I got two helping players from the clan 3kr.

    Mr. Teaz and cez. They tried their best to do the mg42 trick, can you locate what is their

    sensitivity problem? I can :) They had a few tries. And a better result already after just a

    few tries. Indianen (cez) asked for another try, and he did indeed push his brainpower and

    eye-hand coordination into that one. However by a little more tweaking and tuning he will

    reach the optimal sensitivity. Take a look and analyze it. I did this to support my theory,

    and they proved me right. Ask a top-player to do the same, without him knowing what it's all

    about. I'll bet you will not see a perfect tracking.

    How to maintain the magic aim:

    ------------------------------

    As I have mentioned, 1on1's are a lot overrated when it comes to get a better aim, especially

    when the settings you use are probably not optimal. Playing it for fun is not an issue I bother

    writing about, so forget the fun part, other than it's fun to improve!

    So what are the requirements for 1on1 to be anything useful:

    *Open map: no small hallways like mp_badplace or mp_basement, that allows leaning and defensive play

    *No nades: no other weapons then using SMG or pistol. Grenades are the weapons of defensive players.

    And it ain't actually an aim practice with grenades, right!

    *Play aggressive: but don't go into a fight like an idiot. Get used to getting surprised

    by the enemy. Always stay focused. Move all the time.

    *Don't go behind a corner when being shot at, rather try to dodge the bullets in the open. Also

    makes it more a challenge for your friend you are playing against, and a lot more fun.

    *Get used to shoot bursts of fire (2-3 bullets) in a standing position on mid/long range.

    Try not to crouch to much, so you compensate for bad long range aim with it.

    Maps suited for such play, and aimpractice is ctf and mp_valhalla. Valhalla is my favorite since

    it is mostly short/mid range shooting. Quite open, and fairly easy to spot the enemy. (sad the

    textures are so dark by default). Mp_ctfmultidemo is also great, allowing all ranges of shooting.

    For an aim prac, don't use the basement halls, or go inside the house a lot. Try to stay in the

    open as much as possible. Play with no objectives. Long range bursts are very well suited on this

    map.

    1on1's are nice for warm up, but it ain't always possible to do so when you are gonna play a

    match soon (prac or clanwar). And you don't need 1on1's anymore when you got a certain level

    of aim. I just stated using 1on1's so you get used to the new sensitivity in an isolated aim

    practice.

    So you can go alone on ctf and do the mg42 trick. Check in at ctf from time to time also to

    check your level of friction, and tracking aim. Over time you get used to friction without

    knowing it. Then you need to see it with your own eyes. My 5$ bet is that when you (some of you)

    try the mg42 trick, you will find out you actually got friction, without EVER knowing it :)

    Personally, if I got time I do some 5-10 min prac on that map before matches. And check my

    friction once a week, depending on the importance of the matches.

    As you see, getting the sensitivity right ain't that hard, and maintaining it doesn't require

    thousands of hours with playing 1on1. Especially since we play a teambased game.

    -----------------------------------------------------------------------------------------------

    In the end I dare to say that players that play defensive, are ppl that usually compensate for bad aim, OR high ping.

    Many may play succesful that way, good for them. But they won't ever stand a real chance when it comes to outaim

    someone, skillfully. Lean, spam of nades, pf, artillery, airstrike are all ruining for playing this game at a high skillful

    level.You simply can't practice to become a ownage pf dodger. If a pf is aimed at you, then you die. Simple as

    that, and it got an insane hit radius (so stop saying you need to be so damn skilled to be a pf, you are not

    any Q3 player with airrockets). Either it's a wall behind you, or the floor around you the pf hits, the impact

    radius fixes the rest.

    Players can lean around a corner, without being seen. If I stick my head around a corner IRL, my head shows.

    Either removed it (not my head, dumbass), or modified it like it's in SOF2.

    The taste of a big multikill with just using SMG and skillful play, is so much more pleasing then hitting 3-4 guys with a

    pf. I'm not saying that it all should be removed, but less damage and less hit radius. And disallow spam.

    Some of you have not even made a big multikill versus skilled clans, but for those who have, you know how great it

    feels. To many clans focus all their defense on using a pf or spam. When they lose their pf, their defense is pretty

    much dead. Moving the focus over to improve aim and gameplay of each player first, then teamplay is what I would do.

    There should have been made another mod for RTCW ages ago, concerning these aspects. To be honest I think

    the high focus on fun when RTCW was new mostly attracted noobs, or to be more gentle, people who didn't

    think or care for playing it more serious. A big arsenal of weapons, still Infensus didn't use a venom or flamer

    seriously;) Heavy weapons, and defensive play ruined a lot in the start (because you can actually play defensive,

    with a high rate of success), leaving a rather small top-player community left.

    And that is the main reason why this game seem to be dying now. The noobs( less skilled) have gone over to ET,

    leaving a little scene left in rtcw. Around 2000-3000 people left play RTCW worldwide. Look at quake 3, it has no

    mass killing weapons, you need to kill one by one, therefore requiring quite a high level of skill from the start. Therefore

    it was all set how this game was supposed to be played, even if there exist quite a few mods to it.

    I tried ET myself, a big ass weapon arsenal, new mass killing weapons. Made me rather dissapointed. Seeing it have

    the same future as RTCW, only if noone bothers making a pro mod for it. ETpro is on the right track, but still a lot more

    to do.

    -----------------------------------------------------------------------------------------------

  6. RaZiel was a famous Return to Castle Wolfenstein-player years ago. Many people today still count him to one of the best RTCW players ever. Luckily he wanted to share his recipes for improving your aiming and tactical finesse with the community, so he wrote a tutorial to the end of 2003: Aiming by RaZiel.

    Although the tutorial is quite old and targets RTCW-players, things haven’t changed that much and the lessons are also relevant to Wolfenstein: Enemy Territory-Players. This one is a must-have for every ambitious player

    Hi there, knowledge seeking player.

    -----------------------------------

    If you find anything offensive in this text, blame your parents. I'll try my best at giving

    you some ideas, and share some of my own experience. With that said I don't point out this to

    be the one and only solution, or be more right then what others may say. That's up to yourself

    to find out. This can even be used for a lot of other games(not only RTCW), since it's mainly

    about aim, how to find your sensitivity, how to seek out aiming problems

    (friction, tracking problems etc).

    I just use this opportunity to give something back to the community, before I forget it all

    when I'm gone. And let me remind you, this is done in one try, no spellcheck. What you will

    realize; if you got no great aim already, is that when aim is tuned in, you seem to shoot

    automaticly, hit by will no hard focus needed to aim well.

    Even get surprised by your own performance. I have caught myself in doing some amazing stuff,

    I didn't even give a lot of focus into doing it. It just happened. When reflexes and aim

    becomes a part of you, and you feel confident, THEN you start playing great.

    It becomes an instinct.

    Introduction:

    -------------

    First of all lets put down a few words; I don't think I got the best aim, I don't think I'm the

    best player. However I do believe I got a confident aim, and I'm maybe one of the most aggressive

    players out there. That has been my gameplay ever since the start, and will always remain being

    it (aggressive personality :P).

    Even if I couldn't pull that all the way out as in [<<] and even dC, it was my trademark in

    other clans I could lead a gang of players myself. Then I'm thinking of Team-de and Dark.

    Allowing me to put up defenses, attacks that focuses on players who are aggressive to clear out,

    and more defensive players behind in case 'shit' happens =) (shoutout to my former best medics,

    Xanthos and Sluttie). I used a single medic with me, no matter where I went. For that medic, it

    wasn't a requirement to have a great aim, just never care about stats.

    I tried my best at clearing out the path, kill as many as I could, the medic had enough ammo.

    He gibbed the ones I killed, and kept an eye on me and behind us. If I was in trouble he

    joined in, and when I died. He first tried to revive, and then kill the ones remaining

    alive of the enemy. Often wounded. It was a really effective gameplay in offense.

    Worked just as good vs top or less skilled clans. Those two guys (med+lt) normally didn't

    ever go with the other 4. We were the distraction, the annoying part. The ones jumping out

    in a surprise making the enemy split up, getting annoyed and stressed.

    The other part of the team, either all 4 going together or a 2-2 split, had a lot more

    relaxing part of the game. If we also had a pf that cleared out even more, it could be over

    really fast. If you want an example of how this is done in a great way, take a look in my

    movie "Center of aggression"

    , where we play Infensus on beach. Setting a time of 2.14 in

    offense. Analyze it, and you'll notice I run all I can all the time, and always got

    some dude close. (That's my sluttie :>).

    Let's get busy with the real deal now:

    --------------------------------------

    I am the type of player that loves a challenge, dying and killing in a skillful way makes me

    happy. Yes even dying, if someone beats me straight up in a 1on1, I start analyzing how it

    happened, and trying to figure out how he moves (saves stamina? is he a medic? was it timing?

    long range or short range? did he crouch? was he already prepared for me? etc). Anything that

    helps me figure out how I could lose it, and how to avoid it in the future.

    Notice that I don't think about my own aim.

    Was my sensitivity bad, no warmup, dirty mouse/mousepad, did I change something lately

    (drivers, settings, config)?

    If you always think about that, then you would have to many possibilities making you sick of

    worrying about how to get the play right. Changing sensitivity every day, changing display

    drivers, configs, settings, just shows that you're not confident with your own aim.

    And it will probably be the first thing you will blame when losing a 1on1. You first need to

    locate personal problems/errors, before analyzing others.

    Make sure you got the right aim, make sure you never have to worry about it. Then you can make

    success and grow experience much faster.

    When you do actually got settings that makes you feel your aim is at it's best, write down

    everything that controls it. Windows sensitivity, enhanced pointer precission on/off(modified?),

    game config, what mouse/mousepad, usb/ps2, drivers version.

    Then if you some day later wanna experiment or try something else that will have an influense on

    your aim, you will at least have some backup. And you can share that with the clan or some

    friends.

    Players that sends me a private message on irc, telling (read:crying) about how they lost their

    game-config, and they had to format their pc. After a lot of soap opera it all ends in a question;

    "Can I have your config?". Do you guys actually believe that someone elses config will make you

    play like them, or anything better? Well, ofc if you got problems setting up your hardware,

    finding the right configuration for seeing a lot more in the game etc. Then it might help out

    somewhat. But the hardware is 50% of it all, the OS settings/game settings is the other half.

    It's like asking some cardealer to give your lada the shape of a porsche, won't help much ;)

    What's under the hood(hardware) is what you actually need to tune, some ppl don't need to tune

    at all (they think). But you will always gain some extra power from tuning your hardware. Main

    point of tuning is to get stable fps (frames per second).

    First is the usb vs ps2 (the flat or round connection of your mouse into the pc): "this is old stuff"

    USB (the flat connection):

    --------------------------

    As most ppl know, usb is supposed to be 125 hz (samplerate), and constant. That means it updates

    the mouse position 125 times a second. You can try the program "mouserate.exe" in the tools

    folder now. Move your mouse around in a fast sircle, if it's something else then average 124-125

    you are using ps2. But most of you will also notice it isn't constant as ppl believe. Move the

    mouse slowly, it can even drop all the way down to 1-2 hz. Not making it constant at all.

    Why is constant samplerate so important? Because of the tracking aim. Following an enemy with the

    crosshair over the tarmac on mp_assault for instance. You will suffer from choppy aim if it isn't

    constant, and long range aim on all maps will really not be optimal. It's reported it can be

    used at 500 hz in linux, really smooth movements and aiming (only for logitech).

    You can't change the samplerate of usb in windows(only linux), and it's in most cases not

    constant.

    I have read that some drivers makes it more constant, and never drops to 1-2 hz.

    But I have tried much myself, and never found usb to be any bigger advantage then ps2.

    Most people use the usb, if they got some ideas to get it stable 125 hz, please share. I know

    most of you disagree with me, and will choose usb. Some point with the dropping samplerate

    however; if you keep the mouse still and then moves it. That is the moment it drops. So using

    lower sensitivity is actually an advantage to keep the samplerate up, by moving the mouse a lot.

    High sensitivity players will suffer from samplerate drops, and aim a lot more choppy.

    PS2 (the round oldskool connection):

    ------------------------------------

    If you got any new mouse, there is always some ps2 adapter with it, a little thing to

    connect to the flat usb connection. With this connection you can get at max 200 hz. With 75 hz

    more in theory then the usb, this one looks like the best choice. However, it's not constant.

    Load the "mouserate.exe" from the tools folder to check it out. And the same as with usb, it can

    drop down to 1-2 hz. Meaning that it isn't any bigger advantage with usb at all. Other then that

    you can get 125 hz, which will be synchronized with the fps, if you got it on 125 in the game.

    My choice has always been ps2, because it responds faster when I need to do some fast anc crazy

    move to get out of a gangbang with enemies.

    PS2 is set by default to 100 hz (windows XP), you can change that in

    'Start->Settings->Control Panel->System->Hardware->Device Manager->

    Mice and other pointing devices-> Double click the entry with the mousename below it'

    "Advanced Settings" :

    Sample rate = "200"

    Input Buffer Length = "300"

    Fast initialization = hooked/enabled

    This is how it's done in Windows XP, should be the same in most other MS Operation Systems.

    You can see a picture of it in the "hardware" folder, ps2settings.jpg.

    Conclusion for the usb vs ps2:

    ------------------------------

    Multikills etc, requires you to be able to respond very fast, reflexes has to be top notch. And

    obviously need to be dead on target. Moving from a head to another can be a pain in the ass if

    you got problems with unstable fps and samplerate (and ofc ping). There are a lot of things

    that affects the gameplay, and therefore so many ppl get confused and gives up. I'll try to

    explain it short and without making any confusing statements.

    Check first with the mouserate.exe what you got, and to see if usb is actually constant.

    Make a choice of which is better for you, ps2 or usb. For me the ps2 have always been the best.

    With logitech mice, it has some better ps2 drivers then the ms ones, makes it able to respond

    even faster to my movements. Usb can be a little choppy as well when moving the crosshair a lot.

    My personal experience, is that it seems not much different then the ps2 (when using logitech,

    my ms never worked properly).

    Choice of mouse:

    ----------------

    I have been a fan of the Microsoft Ime3.0 for a long time, until it started to phreak out.

    I couldn't even use Usb to test, because the power of the mouse got cut off while playing.

    It worked fine in windows, but the light beneath it stopped while doing fast movements ingame.

    So I was stuck with ps2, and also made me play the way I did for a long time. I changed to

    another Microsoft mouse, The Intellipoint Optical. The uplifting thing with it, was that it was

    smaller, lighter, easier to handle. It got slippery when you had some handsweat on it, the ime3.0

    didn't have this problem. But the combination of PS2, Func 1030(smooth side), mouseskatez and

    intellimouse optical was working great for me.

    Until I finally tried one Logitech mouse. The first I noticed was the way it responded. It didn't

    seem to hang like the MS ones. When I moved the mouse to the far right or far left,

    it was so much faster to move back to the center. No, it wasn't higher sensitivity ;)

    But after just the first day with this mouse, I got an average 10% better accuracy (public ofc),

    and I was smiling like insane. And shooting with pistols (which are said to have close to

    no recoil), it was amazingly high accuracy (around 50-80%). Mr. GMPO-Spear had to suffer my colt

    once, he missed all his mp40 bullets, and I hit him with 70-80% with the pistol. I do believe he

    remember that one still, I fakenicked on mp_village. And all he said after was a little nervous

    "haha" :>

    Not to shit on him, since he knifed me in the back later, getting his sweet revenge ;)

    But that is an example of how much hardware and setting can do for you. All I needed was a new

    mouse. And to not forget, I didn't change my game-config at all. Do someone remember fishy or

    lap on public servers? ;)

    Accuracy:

    ---------

    When talking about accuracy; have you ever noticed that 33.3% is like an obstacle? Sometimes,

    no matter how hard you try to hit them, even killing a lot, pile of headshots. It just won't

    go higher then 33.3 % in accuracy. Well, this is somehow a max-midle highest accuracy, it has

    some to do with ping and tracking aim (friction ruins a lot of the tracking, or it's to smooth).

    If you got friction and suffer from fps drops etc, you may still play very good. Having great

    reflexes helps out a lot. But this way of play normally never gives higher then 33.3 % accuracy,

    if not close up body shooting. You see an enemy, give him a headshot, but following him with the

    crosshair is a little struggle. As we say in scandinavia "vift" aim, caused by friction or to

    smooth surface.

    These players, often get a lot of headshots. More then they get kills, because when they first

    meet an enemy. The enemy often stands still, or moving little. Giving him a headshot, makes

    the enemy move a lot. But it is a pain in the ass to track him. They are not that great with

    pistol either(bellow 30% but gives hs). They may suffer from fps/samplerate drops, friction

    on the mousesurface. And causing the crosshair to shoot all over the place in the end :>

    With little friction you get the best aim and gameplay, and it's normal to get above 33.3 %

    accuracy. Helps a lot with no fps lag, samplerate is synched with fps(or higher). If the pc

    system is good enough, they may have even Vsync on. (r_swapinterval 1). They can follow an

    enemy's movements perfectly. No matter where they go, they got the crosshair on them.

    Often same amount of headshots as kills. Great with pistol. And good at long range as well.

    If using an resolution allowing to see enemy clear enough on long range, lower

    cg_fov (90) and smaller crosshair.

    Don't use a big ass crosshair that covers the whole playermodel on long range, then you

    don't see if you hit body or head, or hit at all. That's why Boogie still uses that

    crappy crosshair, with an empty space in the middle. Jævla cs :)

    Ok enough talk, and move over to Sensitivity experimenting.

    Open up the folder "Sensitivity", there is another text file there, that will follow you through

    the steps.

    -© [<<]RaZiel 28/11-2003

    All little analyze of each clip:

    example 1.avi:

    --------------

    an enemy standing still, your aim is calibrated for none moving objects.

    This pf dude gets killed by 2 headshots + bodyhits. fairly easy taking him out,

    while he is a non-moving object. Tracking example

    example 2.avi:

    --------------

    you stand still, and this time you track the enemy quite good. your aim is

    still calibrated for non-moving targets, it will be the same scenario, just it's you standing

    still most of the time. A nice example of tracking the enemy. My reaction somehow is a bit slow.

    He is more then half until I start moving my crosshair.

    example 3.avi:

    --------------

    this time you clearly see a rocket of a medic shoot out of the wall.

    Reaction is to go more to the left(not much left to go really),

    since you will otherwise go into his line of fire. When you hit the wall, you go as fast as you

    can to the right(tiny bit of stamina helping out there), while aiming at his head. 2 more

    bullets to the body and I would be lying there instead. Reflex and tracking. Another choice is

    to crouch and the move up again, or throw a nade before entering that well known leaning spot.

    I hate nades because I like to kill them a more skillful way.

    example 4.avi:

    --------------

    Well, 3 guys rushing in. One revived, one medic giving himself medpacks. Shoot medic first,

    he's the easiest target. Then go for the revived one, but an aggressive lt is in the way.

    The medic#2 did me a favor when going forward without shooting.

    I use him as cover while shooting him, change to luger, try my best to take out the last guy,

    the lt. Look at movements and how the crosshair runs over the screen.

    Looks like the mg gun, doesn't it?

    First to the right, taking out the medic#1, so to the left trying to take the lt, then right

    again, shooting medic#2 and use him as the cover, then left with luger shooting the lt.

    Lucky? or did that lt have higher/lower sensitivity then his own movements?

    He hits me a great deal when I crouch and grab my luger, but I'm up again,

    moving and shooting back. Tracking at it's best :P

    example 5.avi:

    --------------

    The enemies tries to take control over the basement, both ways. I am not surprising them by going

    down back stairs instead of radio. And the classic lean spot from backstairs.

    I normally go to the right side when going around that corner. Giving me more space to move, like

    the F1 cars driving through a curve. I was already inside my curving. I didn't have any stamina

    to do some insane moving, so crouching was the best choice. First do some bodyshots, then aim

    upwards towards his head. Then I see the doc carrier, he's a medic. I knew I took out 1 medic

    already. So if I kill him as well, there is no medics to revive. So that's why I don't gib, if

    anyone wondered. Then it's normal that the lt has gone towards radio, I check behind still(Warroom).

    In case he gave ammo, or got revived/medpacks in warroom. But he's not there. So he must be

    close to the docs in front. He comes back, and both are wounded. That's why I shoot and

    then crouch. Reflex example.

    example 6.avi:

    --------------

    A clip from one of my movies. Just to display it in a 6on6 action. This is set in Radioroom

    on beach. If you analyze it, you will see that the crosshair ain't hitting perfect on the

    enemy, but the hitboxes are quite big as mentioned before. This one shows something similar

    to example4.avi. I see a medic, dropping medpacks, I take him out first, and he is the

    weakest and closest to my crosshair as well, the lt on the right side notices the action.

    I move towards him while shooting, using him as cover when going over to the the last enemy.

    The last guy had a problem shooting me in the start because of his teammates are so close to

    me, therefore not trying to hit them. Tracking example. I slowed this one down, so you could

    see the action clearer. When you play, these kills are done really fast, just 3 seconds I

    used totally on killing them, while changing direction of the crosshair all the the time.

    Then reflexes and a correct aim, corrsesponding with my eye/hand coordination, has to be optimal.

    Conclusion:

    -----------

    Start analyzing when you are playing; how do you kill them, could it been better, how did you

    die etc? All this will help you gain experience.

    I used to play, just to play, and smile and have fun. One day it wasn't enough. I started

    playing versus better people, and was dying all the time. WHY did I die?

    How did they play any different?

    I didn't get help from anyone, I actually had to go through demos and analyze other play and

    look at my own gameplay. Compare and analyze, until a bulb of light was showing above my head.

    The biggest difference was that I was playing alone, while those so called "l33t" players

    played eachother. How could I get help from them? Last thing they would do is to waste time

    on some noob, that asks to much. And just uses their precious time. One thing I do know,

    is that most of them have used more time than me getting there =) And the sadest part ever

    was when I heard a friend of me payed (2-3 euros an hour) to Zaf for lessons. Aiming lessons in

    1on1 ^^

    It's the normal scenario of all situations you are confronted with ppl who knows/can more,

    and ppl who knows/can less. Getting them to help eachother out is hard, and normally they

    never will. You'll be met with arrogance. In the worst case it will end up with a "I got

    something you want, and you got something I want (MONEY)". So they get used and needs to pay

    money for something that may not improve anything. The teacher (taking money) in most cases

    gives a shit if you get to your goal or improve, as long as he gets his money he's happy.

    Therefore, if you are a guy dedicated and motivated enough, don't give up. Do it yourself!

    "The fun is not just doing it, but getting better at it".

  7. don't no annything about mac's but isn't it possible that wolfenstein put their files in a other directory?

    like this (found this on the splatterladder website)

    rm -rf /Applications/Wolfenstein\ ET/

    rm -rf ~/Library/Application\ Support/Wolfenstein\ ET/

    rm -rf ~/Library/Preferences/Wolfenstein\ ET\ Preferences

    rm -rf /Library/Receipts/Install\ Punkbuster.pkg/

    you can also make a file autoexec.cfg

    and there just put the bind and save it in etmain and then try if that works

  8. like this

    [attachment=0]config.png[/attachment]

    this is for etmain, you have to do it in every mod you got

    open the etconfig.cfg and add this line you must change the key. too the one you want to open the console

    bind key "toggleconsole"

  9. searched for that imac keyboard and founded this

    don't you have this key that is marked in red[attachment=0]keyboard.jpg[/attachment]

    edit

    if that doesn't work you can try to bind this in every etconfig.cfg

    so in the etmain, nanmod, jaymod, etpub /profiles/name/etconfig.cfg

    bind key "toggleconsole"

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