Hint about aim
#12
Posted 03 January 2015 - 03:17 PM
mark, on 02 January 2015 - 08:34 AM, said:
Does UrT handles gravity or any wind? I say this because when I play in server with bots (which let you think a while!) I noticed sometimes - not always indeed - I must aim just above the target or just aside to get a hit. I literally mean the cross hair IS NOT OVER the helmet (for examples) but few pixel ABOVE, in the air. Now I have an headshot!!! I'm always talking about a quite still target, so the lag should be negligible.
Perhaps, this is due to the gravity so in the long distance the bullet falls a bit? I might try to record a video to show you what I mean.
The autos and sniper rifles are "hitscan" weapons and there are no environmental factors that play into whether a shot is a hit or a miss. In other words, you do not need to compensate for windage or bullet drop and you do not need to "lead" your target if it is moving. Bullet impact is calculated at the moment you fire and hits are instant.
In contrast, grenades and knives (when thrown) are affected by gravity and do have a ballistic arc. It is necessary to lead a moving target with those weapons to score a hit (although things that go boom are much more forgiving).
I have also seen what you are talking about concerning the crosshairs VS bullet impact but I expect that this may be due to how the hit box of your target is rendered and whether it falls between one pixel or another (and playing at higher display resolutions will reduce this effect as there are more pixels to work with).
Combine this with players moving back and forth, side to side when you are trying to shoot them and hitting some opponents becomes very difficult indeed.
#13
Posted 12 January 2015 - 09:48 PM
2. aim ;
3. hold the fire button .
At least for now that easy way works . You know it is important to prevail somehow nevermind of fair or not . According to the most players'behavior & the fact there is no countermeasure/s that's how it is supposed to be for now ...
#14
Posted 13 January 2015 - 10:47 PM
Realization 1: At distance a target in general measures 5X7 pixels so even firing in bursts is not very accurate at screen resolutions of 1920X1080 and historically the pro's play at lower resolutions so in away it's like a digital zoom.
Realization 2: As mentioned UrT is a run and gun that uses hit scan with no fall off which means that the first shot will always be 100% accurate relative to the cross hair so if you learn to twitch fire instead of using auto or burst you will trade fire power for accuracy.
Realization 3: Use what feels comfortable you and not what others say is the right combination. I've seen players use sidearms with a level of accuracy of a primary or secondary so like selecting a golf club stick to what feels right and you know works for you. If you find yourself switching often in game to find the right one then your a bad golfer that does not know his clubs. ;)
Last spend some time on YouTube watching some of the organized matches.
#15
Posted 17 February 2015 - 08:06 PM
also i use fov field of view 110 smaller weapon and hitsound!!!
also i alway's try to predict where the enemy will be and or remember when i respawn and look at my minimap for indicators.
lr or any auto skills are defined by not spraying but focusing your shots in small bursts i like to shoot legs personaly and finishing them off one by one
with ak i like silencer why reduced nozzle burst to almost 0 so your focus stay's on the target like frankie said its better to do a single burst and aim actually between shots your bullet should alway's impact on your crosshair it sometimes looks like it impacts a little higer but this is just the rubble that separates from a wall when you hit it.
If you aim with your sniper 1x aim and shoot in a wall then aim 3x you see it is dead acurate i believe the sniper use a railgun mod from q3 meaning it impacts very fast (almost in an instant)and perfectly straight.
so when for example you pre aim a corner waiting for him to pop his head out and your timing is perfect you can make increadeble shots also while moving extremly fast like a crouch or power slide.
You can still aim and shoot when done corectly (scoped in with sr8) and perhaps with some luck you can kill effectivly.
This post has been edited by killspree: 17 February 2015 - 08:21 PM
#16
Posted 26 February 2015 - 07:22 PM
mark, on 01 January 2015 - 09:44 AM, said:
It happens to me too all the time. I guess it also depends on your connection.
And I have to say it pisses me off a little.
About the others... keep in mind most of the players use tac goggles, when they don't directly use aims, that's almost the same thing using an aim.
This post has been edited by Vonricht0fen: 26 February 2015 - 07:22 PM
#18
Posted 27 February 2015 - 10:32 PM
But keep in mind moving does make it less acurate than standing still most crosshairs show this.
This post has been edited by Extra1: 27 February 2015 - 10:34 PM
#20
Posted 01 March 2015 - 08:28 AM
BTW anybody noticed frankie ?
The weapons all have diffrent hit damage percentages also for diffrent body parts on the hit mesh .
sniper is 100% damage unless hit on legs/arms if i remember corectly followed up by AK than DE.
I remember there was a list showing each weapons damage but can't seem to find any?
LoooL There are no guns sounds like matrix shit :D
This post has been edited by Extra1: 01 March 2015 - 08:40 AM





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