How to aim better with LMG or shottie

ViajeroViajero Join Date: 2012-09-21 Member: 160238Members, Reinforced - Shadow
edited December 2012 in NS2 General Discussion
With the current build I have noticed that bunnyhoping does not do much to save me from being biten by skulks etc. Not sure if it is just me or if it is working as intended but the more I jump, the slower my marine seems to go and the easier a target I seem to become for skulks.

So when I am on a 1v1 with a skulk what I do now is to just strafe in circles (no jumping) while shooting slightly ahead of where I see the skulk. Maybe its just coincidence but I am noticing a slightly better K/D ratio in the last few days doing this and no jumping?

Hitregs issues notwithstanding and asuming an average fps, how do the vets do it?
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Comments

  • Ellen RipleyEllen Ripley Join Date: 2012-11-06 Member: 167803Members
    Coffee.

    Strong. Black. Coffee. That's about the only thing that helps me with target tracking and reaction time. Oh, and practice is good too I guess.

    But yeah, the general idea is to kill the skulk before it gets to you. Once it's on you, you can sometimes get away with well timed jumps and strafing but all the acrobatics in the world wont save you if you can't track that bugger and hose it down with bullets. I think the most useful advice I can give is <u>do not panic fire</u>. Shoot only when you think you have a chance of putting those bullets on the skulk. I know this sounds obvious, but you can empty an LMG mag really fast and those reloads will kill you as surely as a rampaging onos.

    For shotguns it's just timing, distance to target, and luck. Shotguns are generally better for people who've developed twitch fire skills. Snapping to a target and popping off a shot. But they also have randomly rotating unbalanced fixed spread and feel like they're effected much more by hitreg hiccups. I only take shotties on servers that feel solid, but they can obliterate skulks when everything is working right.

    One more thing, when you run out of ammo mid fight - never reload. Swap to your pistol. It's does 25 damage per shot and is extremely effective against skulks.

    And yeah, jumping too fast in succession will cause your jumps to diminish in height and slow you down.

    I am by no means a vet, but there's my advice. Now then, I'm off to get more coffee!
  • runnerrunner Join Date: 2012-11-26 Member: 173304Members
    I think the unofficial reply is "Get an i7, overclock it, flash your bios and buy a £500 video card".. or something..
  • Ness_FrogKingNess_FrogKing Join Date: 2012-10-18 Member: 162628Members
    That's intended. Jumping around like an idiot kills your speed. However, you can maintain your speed if you jump to higher elevations. More specifically, from the build 222 log: "Slow on land for Marines depends now on impact velocity (jumping on crates won't slow you down)."
  • Ellen RipleyEllen Ripley Join Date: 2012-11-06 Member: 167803Members
    <!--quoteo(post=2041938:date=Dec 8 2012, 07:29 AM:name=runner)--><div class='quotetop'>QUOTE (runner @ Dec 8 2012, 07:29 AM) <a href="index.php?act=findpost&pid=2041938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the unofficial reply is "Get an i7, overclock it, flash your bios and buy a £500 video card".. or something..<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah... anything you can do to maximize your fps helps. I turned down a lot of extraneous settings to squeeze out a dozen or so more frames. I usually sit around 40-50fps.
  • KhyronKhyron Join Date: 2012-02-02 Member: 143308Members
    <!--quoteo(post=2041931:date=Dec 8 2012, 11:06 PM:name=Viajero)--><div class='quotetop'>QUOTE (Viajero @ Dec 8 2012, 11:06 PM) <a href="index.php?act=findpost&pid=2041931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With the current build I have noticed that bunnyhoping does not do much to save me from being biten by skulks etc. Not sure if it is just me or if it is working as intended but the more I jump, the slower my marine seems to go and the easier a target I seem to become for skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    bunnyhopping is a term with a particular meaning and that meaning has no significance to NS2. The bhop mechanic is not found in NS2. I'm pretty sure you mean just jumping around in an irregular pattern to avoid being hit, in which case, as Ness_FrogKing says, it is working as designed. Jumping around is the absolute last resort for marines when fighting skulk.

    <!--quoteo(post=2041931:date=Dec 8 2012, 11:06 PM:name=Viajero)--><div class='quotetop'>QUOTE (Viajero @ Dec 8 2012, 11:06 PM) <a href="index.php?act=findpost&pid=2041931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So when I am on a 1v1 with a skulk what I do now is to just strafe in circles (no jumping)...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Generally that's what I do. When a lifeform is closing the distance to you, you time a late-minute side step and change your aim to point to where you used to be, wait for the lifeform to intersect with that point and then pull the trigger. That works well with a shotgun because it creates a visual countdown as the target appears to simply move across the screen like a duck shooting gallery. It's easy to just aim somewhere you know the duck will be, wait for the appropriate time and then pull the trigger.

    <!--quoteo(post=2041931:date=Dec 8 2012, 11:06 PM:name=Viajero)--><div class='quotetop'>QUOTE (Viajero @ Dec 8 2012, 11:06 PM) <a href="index.php?act=findpost&pid=2041931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->while shooting slightly ahead of where I see the skulk. Maybe its just coincidence but I am noticing a slightly better K/D ratio in the last few days doing this and no jumping?<!--QuoteEnd--></div><!--QuoteEEnd-->
    To the best of my knowledge and under normal circumstances there is no advantage to leading the target. By normal circumstances I mean a well performing server and a sub 100 ping for both you and your enemy.

    <!--quoteo(post=2041931:date=Dec 8 2012, 11:06 PM:name=Viajero)--><div class='quotetop'>QUOTE (Viajero @ Dec 8 2012, 11:06 PM) <a href="index.php?act=findpost&pid=2041931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hitregs issues notwithstanding and asuming an average fps, how do the vets do it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    The best advice I can give new marines is to completely ignore the weapon in the bottom right corner of your screen and just focus on the crosshair. Some new players imagine 'shooting from the hip', as if the bullets come out of the barrel of the animated gun and fly towards the crosshair in the distance. This is not the case. The bullets shoot out of your eyes. That is, your point of view. So always, always focus on the crosshair. Make sure that some part of the enemy is covered by the crosshair. Even the tip of a limb at close range will result in a 100% hit. Shooting between a skulks legs will be a complete miss.
  • ViajeroViajero Join Date: 2012-09-21 Member: 160238Members, Reinforced - Shadow
    edited December 2012
    <!--quoteo(post=2041947:date=Dec 8 2012, 02:05 PM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Dec 8 2012, 02:05 PM) <a href="index.php?act=findpost&pid=2041947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bunnyhopping is a term with a particular meaning and that meaning has no significance to NS2. The bhop mechanic is not found in NS2. I'm pretty sure you mean just jumping around in an irregular pattern to avoid being hit, in which case, as Ness_FrogKing says, it is working as designed. Jumping around is the absolute last resort for marines when fighting skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, no. I meant indeed bunnyhopping. In this case to get speed obviously and become a more difficult target (thats when I found marines cant BH but skulks can, as long as they use the walls no?). The "up and down" and erratic effect would have been just a plus.

    Thanks for the rest of the advice!
  • beyond.wudgebeyond.wudge Join Date: 2012-10-19 Member: 162731Members
    edited December 2012
    Old Quake 3 railgun tip - just focus on the crosshair itself. Nothing else matters really. A clean dot crosshair is often helpful for this sort of thing but there are other variations that work.

    The other thing is to think about where the skulk is moving and preaim accordingly. It's mandatory against Fade's and good Lerks with shottie play.

    Reaction and prediction are the basic focuses of shooting in any FPS. Generally speaking, incredible reactions are good and everything but if you don't learn to predict you will never get consistent under pressure.

    Lastly: hopping or not hopping isn't really the issue. When you are in the zone you will compensate for your own changes in angle easily. It's the above two skills which make up most of the shooting work. Keen eyes and a smooth movement often make your own hopping not matter.

    Edit: As practical advice go aim prac on combat mode and don't hop. If you find yourself hopping then unbind your spacebar for the psychological advantage. Forget your K/D ratio and just keep running through the motions until you get it down. Do this every day or few days and pretty soon you should notice some real improvements. Well, unless you are completely retarded. :)

    That or just very very new to fps games haha.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    <!--quoteo(post=2041973:date=Dec 8 2012, 09:11 AM:name=beyond.wudge)--><div class='quotetop'>QUOTE (beyond.wudge @ Dec 8 2012, 09:11 AM) <a href="index.php?act=findpost&pid=2041973"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Old Quake 3 railgun tip - just focus on the crosshair itself. Nothing else matters really. A clean dot crosshair is often helpful for this sort of thing but there are other variations that work.<!--QuoteEnd--></div><!--QuoteEEnd-->

    really is good advice, had me shooting 50%+ rail in rocket arena/tdm/ctf (no duel cuz I can't time items) before q3 died, worked in every other game since
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    <!--quoteo(post=2041969:date=Dec 8 2012, 09:06 AM:name=Viajero)--><div class='quotetop'>QUOTE (Viajero @ Dec 8 2012, 09:06 AM) <a href="index.php?act=findpost&pid=2041969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No, no. I meant indeed bunnyhopping. In this case to get speed obviously and become a more difficult target (thats when I found marines cant BH but skulks can, as long as they use the walls no?). The "up and down" and erratic effect would have been just a plus.

    Thanks for the rest of the advice!<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is a skill-based movement system in ns2 called walljumping that uses consecutive jumps on walls to gain speed, but it is not bunnyhopping. Bunnyhopping is a different skill-based movement system altogether that can't be done in ns2, but exists in ns1 and some other games, where you don't push foward, and you curve the mouse around and push strafe keys to gain speed. Both require jumping at the precise moment you hit the ground/wall, but the ns2 skill-based movement is not bunnyhopping. Bunnyhopping refers to something entirely different.
  • MaximumSquidMaximumSquid Join Date: 2010-07-20 Member: 72593Members
    <u><b>Viajero:</b></u>

    Aiming well with aliens means only bite when you know it's going to connect <i>(basically don't spam)</i>

    Good aim with marines means you only shoot when you know it's going to connect <i>(using bursts)</i>
    the second one is much harder to learn because almost everyone wants to go full auto. . . even on pistol

    If you want some fast practice on marine go play combat mode
    I usually get 120 frames in combat when I might only get 20-30 in the main game; I was mowing down skulks and kept maybe 40% of that improvement when I went back to the normal agme
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    <!--quoteo(post=2041938:date=Dec 8 2012, 04:29 AM:name=runner)--><div class='quotetop'>QUOTE (runner @ Dec 8 2012, 04:29 AM) <a href="index.php?act=findpost&pid=2041938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the unofficial reply is "Get an i7, overclock it, flash your bios and buy a £500 video card".. or something..<!--QuoteEnd--></div><!--QuoteEEnd-->


    even those not help the endgame believe me
  • KwisatzHaderachKwisatzHaderach Join Date: 2012-02-06 Member: 143872Members, Reinforced - Shadow, WC 2013 - Supporter
    When playing with LMG, be conservative with your ammo. A good skulk aims for you emptying your clip while he evades, once your clip is spent and you change to pistol (or even worse, try to reload) it goes in for the kill. Only shoot when you've got the bugger in your crosshair.
  • current1yoldcurrent1yold Join Date: 2012-09-10 Member: 158911Members
    I have you say I do your strafing in circles method on skulks a lot and it works for me many times. I also lead targets but I think it in reality all I'm doing is aiming at their head. Another method is to jump towards the skulk about the time he makes his jump at you and push the side key a little. Then you just twitch around backwards and shoot at him, by this point you have a decent distance on him. Another person said that they wait until they are where you were, i may try something like that with that jump at them method.

    I know prediction seems to be key though. you can have good aim but if you can't predict where the bugger is going its harder to hit them. I've also noticed what the person posted right before me said is that if you take time to aim before you actually fire it helps. No reason to waste half a clip just flailing around trying to catch up to the skulks movements.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    edited December 2012
    Also mind you surroundings. Try to visualize what s behind you. Approaching a skulk in a narrow corridor like East Wing or from Comp lab to Flight Control is different than fighting in a large room like Topological. Quickly jumping on a rail behind, or ducking in a nearby vent (near Crossroads for instance) can change the skirmish quickly. Positioning is half the battle.
  • ZenuZenu Join Date: 2010-07-26 Member: 72861Members, Reinforced - Shadow
    edited December 2012
    I often jump once right before skulk is in biting range in hopes that his bite doesn't hit well after that if I can't track skulk with lmg efficiently enough I use what advantage I can get from environment, quickly climb some object and then jump down from there when skulk comes again or try to get some distance quickly to skulk ny sprinting and move out from tight corridor (where skulks have advantage) so the skulk has to follow you and his movement is a bit more predictable for short time.
  • ReubotReubot Join Date: 2012-10-15 Member: 162374Members
    What's all this talk about not hopping? Jumping is ridiculously effective for dodging skulks, as long as you do it right. Use circle strafing, and when it seems like the skulk is getting too close, jump once while continuing to strafe behind the skulk. Then strafe again for a little while and you can jump again without any penalty.

    Related thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125260" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125260</a>
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    Lower your sensitivity.
  • PneumaticCrabPneumaticCrab Join Date: 2002-11-28 Member: 10133Members
    have you considered taking amphetamines
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    <!--quoteo(post=2042019:date=Dec 9 2012, 04:01 AM:name=Canucck)--><div class='quotetop'>QUOTE (Canucck @ Dec 9 2012, 04:01 AM) <a href="index.php?act=findpost&pid=2042019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lower your sensitivity.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How low is your sens? Mine was 17, dropped to 14 a few days ago.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    <!--quoteo(post=2042034:date=Dec 8 2012, 05:44 PM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Dec 8 2012, 05:44 PM) <a href="index.php?act=findpost&pid=2042034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How low is your sens? Mine was 17, dropped to 14 a few days ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
    5-7, but I tend to aim using bigger movements with my arm instead of micro movement with my hand. It also stops RSI issues, well I've never had any so it must be true right? :P
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    <!--quoteo(post=2042036:date=Dec 9 2012, 04:55 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 9 2012, 04:55 AM) <a href="index.php?act=findpost&pid=2042036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5-7, but I tend to aim using bigger movements with my arm instead of micro movement with my hand. It also stops RSI issues, well I've never had any so it must be true right? :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ha, sometimes my wrist does feel sore. I think for some people sens 5 is the same as my sens 15 though, probably something to do with their DPI settings? (I don't know I've never used DPI). Since I know some people that play with 2-3 sens and seem to do ok...seems odd.
  • NominousNominous Baltimore, MD Join Date: 2012-02-18 Member: 146518Members
    Depending on your hardware, consider getting a good mouse that has no issues like negative acceleration. Something like the G400 may do wonders compared to the mouse you're currently using. Also, a nice soft cloth mouse pad for accurate tracking. Raw input on, 6/11 Windows sensitivity, Enhance pointer precision off, mouse accel off, high polling rate, etc.

    Practice your twitch aim with the shotgun. If you're having trouble vs multiple skulks at the same time, consider using a different technique to help in your prediction. One that I've experimented with is not focusing just on the crosshair, but rather, the whole screen in comparison to the center. It's hard to explain, but it should help your awareness to enemies in your peripheral vision (if you have a horizontally large monitor) and lining up shots back to back.

    @Ghost: You need to take DPI into account for sensitivity values to make sense to others. Since there is no sensitivity calculator for NS2, it's best to take a ruler and measure how many in/cm it takes for you to do a 360. For example, I use 1800 DPI, 1.3 in-game sens and it's roughly 16 cm/360.
  • PneumaticCrabPneumaticCrab Join Date: 2002-11-28 Member: 10133Members
    make your name a gorge pun
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    <!--quoteo(post=2042041:date=Dec 9 2012, 05:18 AM:name=Karnaj)--><div class='quotetop'>QUOTE (Karnaj @ Dec 9 2012, 05:18 AM) <a href="index.php?act=findpost&pid=2042041"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Depending on your hardware, consider getting a good mouse that has no issues like negative acceleration. Something like the G400 may do wonders compared to the mouse you're currently using. Also, a nice soft cloth mouse pad for accurate tracking. Raw input on, 6/11 Windows sensitivity, Enhance pointer precision off, mouse accel off, high polling rate, etc.

    Practice your twitch aim with the shotgun. If you're having trouble vs multiple skulks at the same time, consider using a different technique to help in your prediction. One that I've experimented with is not focusing just on the crosshair, but rather, the whole screen in comparison to the center. It's hard to explain, but it should help your awareness to enemies in your peripheral vision (if you have a horizontally large monitor) and lining up shots back to back.

    @Ghost: You need to take DPI into account for sensitivity values to make sense to others. Since there is no sensitivity calculator for NS2, it's best to take a ruler and measure how many in/cm it takes for you to do a 360. For example, I use 1800 DPI, 1.3 in-game sens and it's roughly 16 cm/360.<!--QuoteEnd--></div><!--QuoteEEnd-->

    16cm!? For me it's 5.5cm to do a full 360 (16!?) Also like I said, I have no idea what DPI is or if I even have it, bought my mouse around 2005 and it's pretty standard in design (no special features apart from 5 buttons).
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    Performance for me makes a lot of difference. Playing co_faceoff 5v5 with 60fps almost all the time improves my marine hitrate massively.
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited December 2012
    <!--quoteo(post=2042034:date=Dec 8 2012, 01:44 PM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Dec 8 2012, 01:44 PM) <a href="index.php?act=findpost&pid=2042034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How low is your sens? Mine was 17, dropped to 14 a few days ago.<!--QuoteEnd--></div><!--QuoteEEnd-->

    2.0, with 600dpi (14"/360). Everything Karnaj said is spot on.


    You want to be moving your mouse with your arm instead of your wrist. It's more comfortable/natural, allows you to be more accurate with your mouse movements (it's easier to "feel out" 5" for a 180 turn than it is 5mm, and harder to screw it up), and can be moved just as fast.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    <!--quoteo(post=2042051:date=Dec 9 2012, 05:45 AM:name=Canucck)--><div class='quotetop'>QUOTE (Canucck @ Dec 9 2012, 05:45 AM) <a href="index.php?act=findpost&pid=2042051"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2.0, with 600dpi (14"/360)<!--QuoteEnd--></div><!--QuoteEEnd-->
    14", that's 14 inches right = 35cm, longer than a standard ruler, how do you guys play like that? I do the same rotation in 1/7th of the movement D:
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    <!--quoteo(post=2042053:date=Dec 8 2012, 02:50 PM:name=Ghosthree3)--><div class='quotetop'>QUOTE (Ghosthree3 @ Dec 8 2012, 02:50 PM) <a href="index.php?act=findpost&pid=2042053"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you guys play like that?<!--QuoteEnd--></div><!--QuoteEEnd-->

    A big mouse pad :P
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    I didn't enjoy NS2 at all on my new-ish laptop (i7, GT525m) because I was only getting around 20fps.

    So I built a new computer and now I'm enjoying it just as much as NS1.

    I average 120fps now at 1080p, and this has definitely improved my game. (i7 3770k @ 4.5ghz, GTX 670 @1100mhz)

    NS2 really benefits from 1 or 2 fast individual cores. More cores generally means a slower experience when it comes to MOST software.

    After upgrading the PC, I also bought a new 120hz monitor, increased my mouse polling rate (reduced the response from 8ms to 2ms), and bought some good headphones (I saw the AD700 headphones described as 'aural wallhacks' in a review, and I can't argue with that after using them). All of these improved my game too, but not as much as increasing FPS.

    If you can't afford new gear, turn your resolution down until you get 50+ FPS. I used to play with a guy who swore by using the lowest resolution possible (NS1), he said it was easier to aim when the pixels were nice and big and his score always complemented that logic.
  • bizbiz Join Date: 2012-11-05 Member: 167386Members
    problem with NS2 is that it looks like a 2004 game but needs a $400 GPU from 2012 to get decent framerates
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