I Can't Hit That Skulk!

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Comments

  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    edited November 2004
    The most important part of killing skulks is to track them continuously while you are both moving. This takes a ton of practice. Don't rush your aim unless you have no choice. Take your time and trace his path without taking your sights off of him. You will get a lot more kills this way then you would jerking your aim. Once you get good and used to it it becomes a lot easier.


    [edit] Oh yeah and ALWAYS check your damn corners. Most of the reason why I get called a hacker on servers is because I am overly anal about always knowing where every skulk is. Use headphones and cotinually check your minimap.
  • DysfunctionalDysfunctional Join Date: 2003-06-06 Member: 17055Members
    <!--QuoteBegin-MrGunner+Nov 20 2004, 03:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Nov 20 2004, 03:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[edit]  Oh yeah and ALWAYS check your damn corners.  Most of the reason why I get called a hacker on servers is because I am overly anal about always knowing where every skulk is.  Use headphones and cotinually check your minimap.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    OMG! How did u know i wuz there? H4CKER!



    I've heard it before too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    minimap? man, if I have MT, classic or Co, I am even hugging the Mapkey. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    <!--QuoteBegin-D.C. Darkling+Nov 20 2004, 10:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Nov 20 2004, 10:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> minimap? man, if I have MT, classic or Co, I am even hugging the Mapkey. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    same here! o_0
  • Gunman_AddraekGunman_Addraek Join Date: 2004-11-19 Member: 32883Members, Constellation
    If you have a lot of trouble getting the hang of aiming at skulks with LMG, I agree with many people and say that burst-firing is a great way to learn how everything works.
    As you progress in skill, burst-firing has less of an advantage, since the obscuring of your vision from the muzzle flash won't matter as much since you're more familiar with the movement of the skulk.
    Lower sensitivity is the same way - try it out, and see how everything feels. Then try high sensitivity and see if your score drops. Use your own judgment for sensitivity. Generally speaking, lower is easier to maintain a good ratio with. Of course, I've seen people play with 9 and 10 that do well.

    --Gunman Addraek
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited November 2004
    Maintaining a positive ratio on a pub isn't hard. What you should be watching for is actual performance - a single clean kill on a target doing complex movements counts more than raping ten people walking in straight lines.

    Anyway, just observe what works for you. And preferrably learn from observation <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited November 2004
    An important thing is movement. With correct movement you will be able to stay alive longer even with bad aim, which gives you time to try things out and in turn improve your aim.

    Remember to always stand so you can strafe and/or jump both left and right, or a good skulk will steer you into a corner for an easy kill, leaving your movement options open is IMPORTANT.

    If you get into close combat, strafing in cirles with the skulk will make it harder for the skulk to hit you, but also make it close to impossible for you to hit it, knowing when to open up a window to shoot (ie glide jumping backwards to be able to shoot) is important, as is knowing that if you miss those first shots after the jump the skulk will be able to easily kill you (he needs some time to react to your movement, when he has done that his superior speed will finish it).

    A tip for all you 1.0-veterans out there: dont aim at the tip of the skulks butt any longer, I still to as a reflex from time to time when I'm stressed out, but in this version you need to aim much lower.

    And finally, watch better players on hltv etc, to see how they move and what they d when confronted with ambushes.

    Summary:
    -Leave your movement options open by keeping off walls and corners.
    -If you're in close combat, quickly jumping backwards will give you a small window to shoot at the skulk, but if you miss you're dead.
    -Dont aim for the hat, aim for the middle of the skulk (in height).
    -Watch better players and learn form them.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    edited November 2004
    what tjo said, but i also find it useful to keep moving myself even if im not being directly attacked (covering someone/ skulk just bunnyhopping through a room) I can't really describe it but moving in time with the skulk (usually strafing) makes it easier aim at, wether due to having less movement to make with the crosshair or getting a better angle for tracking i don't know. But it's basically the rule of never holding +duck for periods of time in combat extended.
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