Master Level Techniques: 3
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12-09-2006
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#1
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Join Date: Oct 2006
Posts: 22
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Master Level Techniques: 3
This is the 3rd section of my Guides, all this information is once again based on personal opinions, and other's. Before reading what's listed below, I would more than suggest that you read my "Beginners Guide, and Expert Guide", before then moving to the final step. I hope this becomes of some use in your journey, on how to become an Expertly Skilled SEAL.
Section: 1 Index Sniping
The next generation of quicksniping, index sniping requires no jump but allows you to drop a 50 caliber bullet in someone within a second.
Section: 2 Specialized Movement
The final training section in movement, Specialized Movement dissects the intricacies of movement while gunfighting - jumping, reloading, evasive movement.
Section: 2; Part 2 Unneeded Movement (Coming Soon)
Bad habbit Movement Adjusts; Ways to prevent them.
Section: 3 Binocular Scoping
Giving use to a tool once thought useless.
Section: 4 Important Spawn Locations
How to enter a competitive room so that you get the best spawn possible.
Section: 5 Differentiating Between Quicksniping and Index Sniping (Coming Soon)
How to decide when quicksniping or index sniping is to your advantage.
Section: 6 Polarizing Multiple Targets (Coming Soon)
This section covers the technique of fighting multiple enemies - how to polarize their locations for easier fighting.
Section: 7 Using Sounds & Shadows as an Advantage (Coming Soon)
The art of using shadows and sounds to give away enemy position.
Index Sniping
Index sniping is much different than quicksniping in two main ways: your hold on the controller and no need for jumping. The evasive maneuvers of quicksniping (jumping) are replaced by evasive movement on the ground - quickly moving back and forth. The evasive movement of index sniping is much more effective against enemy snipers than quicksniping. The method of shooting is faster, but more difficult to master.
As you've probably heard, a shot is executed much faster and without jumping. On other people's screens, it hardly looks like you are even stopping.
Index sniping is a great counter to jumping quicksnipers. When fighting jump snipers, continue your evasive movement until you see them jump, and then place your cursors quickly in their jump path, zoom and scope and shoot while they're falling. The advantage is on your side here - your movement is never predictable, while jump snipers are predictable while jumping.
This expert technique takes a lot of practice, but once mastered will put you on top in terms of sniper skill.
Specialized Movement
Now that the aim, settings, and basics of gunfighting are all intact, the final, and most difficult part is gunfighting movement. There are many "rules" to movement while gunfighting - when to jump, how to move, when to cover and when to charge. These guidelines will give you the edge over your opponent.
1) While Reloading, ALWAYS Jump or Cover
At the 401 level, your opponents have good sense to aim at your upper chest level (covered in gunfighting basics), so a jump will throw off their ability to headshot you and force leg shots. Better than a jump is a cover - get behind something while reloading. Train your subconscious that when you stop shooting you hit jump.
2) Proper Movement is Key
After a series of tests and experience playing, it becomes clear that there is a pattern that is the most difficult to hit.
Never move in a straight line for more than 1-2 seconds. If you can train yourself to move this way subconsciously while fighting, you will have a much better chance of avoiding bullets.
3) Learn to Manipulate Your Enemy's Reloads
While your aim and movement should be subconscious, you should be thinking how to outsmart your opponent through reloads.
Practice these abilities until they enter your subconscious and you will get a serious gunfighting edge.
Unneeded Movement (Coming Soon)
Binocular Scoping
Binocular scoping can help you snipe from long distances with guns that do not have scopes. While it takes some practice to gauge the exact center of the binocular tabs ([ and ] vertically), once you can you can do this, you can headshot non moving targets that you normally would not be able to aim for the head on, removing their ability to run.
For situations like this, you would most likely hit the body or miss without the binoculars, resulting in your target moving.
Important Spawn Locations
At the start of any small map, everyone spawns in a different location. These locations are dictated by the order you joined the room. For example, the host (creator of the game) always gets the same spawn on killing fields seals, and the second person in the room will also get the same spawn every time they are second in the room. While usually order is neglectable as the spawn location is of little importance, sometimes one spawn can give a large advantage over the others. An outline of these spawns is below (remember there can only be one host, one person second and one person third), green is a good spawn and red is a bad spawn.:
Tidal Fury:
Host, seals: keeps terrorists from getting front spawn
Host, terrorist: gets front spawn for rushing, a must for winning tidal terrorist
Second in, seals: gets very front spawn for fastest grenading
Second in, terrorist: keep seals from getting front spawn
Devil's Road:
Host, seals: keeps terrorists from getting top spawn
Host, terrorist: gets top spawn near 3rd house, great for spawn sniping
Second in, seals: keeps terrorists from getting good bottom spawn
Second in, terrorist: bottom spawn facing seal spawn for spawn sniping
Third in, seals: average spawn but pushing a terrorist out of bad spawn
Third in, terrorists: bad - bottom, facing towards terr. spawn - easy to get spawn quick sniped
Fourth in, seals: average spawn but pushing a terrorist out of bad spawn
Fourth in, terrorists: bad - bottom, facing towards terr. spawn - easy to get spawn quick sniped
Killing Fields
Spawn host through 4, seals: bad spawn, farthest back, late exit of base for grenades
Spawn host through 4, terrorist: bad spawn, farthest back, late exit of base for grenades
Spawn 5, 6: seals: front spawns, pushes terrorists out of good spawn
Spawn 5, 6: terrorist: front spawns, pushes seals out of good spawn
Boneyard:
Host, seals: spawn closest to boat entrance, vital for avoiding grenades and snipers
Host, terrorist: closest spawn to seal spawn for grenading, pushes seal out of good spot
These are the four maps in which spawn points on smalls are important; the others are neglectable.
Sections: 2; Part 2, 5, 6, 7 will be updated soon with information, thank you for your patience.
Hopefully everything works out well for you by following this Guideline. Thank You,
Nemidja_Midnilue9 -
Last edited by Nemidja_Midnilue9; 12-09-2006 at 08:22 PM.
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12-09-2006
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#2
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Join Date: Jan 2004
Posts: 127
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Nice guides all in all. I would really enjoyed it if you could sort of finish them, I'd even be willing to help out if the need be. It's just annoying that in these expert tips you refer back to the advanced gunfighting, which is still "coming soon". :s
But Im probably just impatient.
Also, and maybe it's just me again, I think you're expert section needs a bit more details. Like you talk about more effective movment patterns for gunfights, but don't really explain it vs other types of bad movment.
Anyways, again, if I can somehow help out, I'd be happy too, weather it's ingame testing or just insight on stuff, I've been socoming since the beginning.
__________________
Lag - Being the scapegoat for all your inadequacies since 1974.
Sniping - Feel like a player without actually joinning the game.
Spray\'n\'pray - What you lack in quality, you can make up in quantity.
Camping - Do onto others, before they do onto you.
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12-09-2006
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#3
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Join Date: Oct 2006
Posts: 22
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Quote:
Originally Posted by 5parta
Nice guides all in all. I would really enjoyed it if you could sort of finish them, I'd even be willing to help out if the need be. It's just annoying that in these expert tips you refer back to the advanced gunfighting, which is still "coming soon". :s
But Im probably just impatient.
Also, and maybe it's just me again, I think you're expert section needs a bit more details. Like you talk about more effective movment patterns for gunfights, but don't really explain it vs other types of bad movment.
Anyways, again, if I can somehow help out, I'd be happy too, weather it's ingame testing or just insight on stuff, I've been socoming since the beginning.
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I will be more than happy to contact you personally when I need some expertise. In the mean time though, I am still developing most of my information, so that's why some of my main articles are still incomplete. But, soon enough I will have all the basic information needed. Also, I will edit this Guide then, I'll try to track down some invasive background information on movements that shouldn't be used in Gunfights. Thanks alot for your personal opinions, appreciate it alot.
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12-09-2006
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#4
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Moderator
Join Date: Jun 2004
Location: Long Island
Age: 21
Posts: 3,289
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Quote:
Originally Posted by Nemidja_Midnilue9
2) Proper Movement is Key
After a series of tests and experience playing, it becomes clear that there is a pattern that is the most difficult to hit.
Never move in a straight line for more than 1-2 seconds. If you can train yourself to move this way subconsciously while fighting, you will have a much better chance of avoiding bullets.
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Good ****ing call.
__________________
I finally got an XBOX360.
Quote:
Originally Posted by OME6A
Of course, in typical American fashion, I have no solution to suggest but have no problem pointing out the problem as I see it.
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12-09-2006
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#5
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Join Date: Dec 2005
Posts: 278
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Quote:
Originally Posted by Go Pre
Good ****ing call.
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hahahahahahaha. Sorry but that was funny.
__________________
..............................  .................................
Quote:
Originally Posted by Boba.Fatt
Your mom's a bit noobish
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12-10-2006
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#6
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Join Date: Nov 2006
Location: Iowa
Posts: 66
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Just a thought on indexing...
Indexing is most useful for close quarters quicksniping, since it gives you the upper hand over normal quicksniping. In those situtations usually you have only one chance to kill the gunner/sniper before you get killed. So if you pull of the shot faster through indexing, you maintain more health.
However, if it is a ranged shot, I would recommend the first shot to be an index, then the rest quicksnipes if you miss that shot. Generally, jump snipes take more room, and force the other quicksnipers/gunners to move their scopes more just to catch up. However, if you just index, i would guess you only take a 10m radius of space, making it easier to be gunned down or sniped. However, if you're stuck with a 'quicksniper' that just waits til you jump, or index you when you land, just index.
__________________
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04-27-2007
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#8
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Join Date: Dec 2005
Location: GRAND FORKS AFB
Age: 30
Posts: 1,045
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Thanks for going through the trouble of making this. Looking forward to a completed version.
__________________
"DO UNTO OTHERS AS YOU WOULD HAVE THEM DO UNTO YOU."
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04-28-2007
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#9
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Banned
Join Date: May 2005
Location: Durty South
Age: 18
Posts: 2,474
Xbox 360 ID : Truly Iconic
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Learn to play good by watching my videos, no tricky guides...
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05-21-2007
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#10
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Join Date: May 2007
Posts: 2
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Thief
yeah man, u did steal this from the socom academy. if you go to http://socomtrainingacademy.com you can read all of this PLUS VIDEOS of the techniques described. Thank you for your post anyway. Without you doing so I would have never found the academy website.
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Master Level Techniques: 3
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