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Movement Techniques

This is a discussion about Movement Techniques within the Tips and Tricks section, where you will Stratagies or 'tricks' that can be used on any map.; Originally posted by Royalness of mlgpro This is a database for usefull Movement Techniques . The instructions are described in levels of a combat. Pre-Combat Before you can enter any kind of combat you must



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Old 04-02-2007, 07:00 PM   #1 (permalink)
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Movement Techniques

Originally posted by Royalness of mlgpro


This is a database for usefull Movement Techniques.
The instructions are described in levels of a combat.


Pre-Combat
Before you can enter any kind of combat you must first make sure you know what you're going to do. There are basically three things you should choose from and then there are sub-groups that are being discussed.
The three tactics for every battle are:
- Flight
- Fight: Close-Combat
- Fight: Long-Range


Flight:
The way you should make the first choice Fight/Flight depends on factors such as shield-health, objectives, wether or not you're already fighting someone or even on weapon difference.
Note - When you choose Flight run in as much of a straight line as possible to your objective point and do so running forward, because that is the fastest way of running.

Fight:
When you have choosen to fight and you are in a situation where you can choose between Close-Combat or Long-Range choose your battle by answering the following questions:
- Did my opponent get the first shot off?
- Is my opponent weakened in any way?
- Did I already get three shots off?
- Is or will the distance between him and me get small enough for him to melee me?
- Is there other trouble for me if I walk backwards?
If you've answered these questions negative then stick with Long-Range, when you have to answer yes on one of these questions proceed to the Close-Combat section.

Close-Combat
To be added soon.

Long-Range
When you enter combat then either choose close-combat or long-range, then stick with what you choose or try to back away in a safe-route.


Strafe:
Strafing is the technique where you move in order while shooting to make it harder for your opponent to hit you. Strafing can be way more useful than how most people do it.
Now, because most people just go left and right and go the same distance each time, most battle rifle duels just look like mating rituals.
Rise above this!
1. You can strafe in three dimensions
2. You can vary moving distances in two of those dimensions
3. You can combine all three dimensions

Peekshooting:
When you enter a new environment you don't just want to rush in hoping noone is looking in your direction.
When you enter a room keep one of your sides covered by a wall and stay a little behind it, now scan the room horizontally on headshotlevel starting on the opposite side of where the wall is covering you. Then as you explore more of the room slowly move a little away from the wall so you can see more of the room while keeping your reticule just next to the wall covering you so that the moment when you see someone is the same moment when you shoot someone.
Note - after you got the first shot off, you can use the technique again by wall-strafing.

Wall-Strafing:
This technique works the same way as peek-shooting, but this time it isn't just about getting the first shot.
Wall-strafing is meant to annoy your opponent, because you hide away behind your wall after every shot. Just keep a wall to your side and go side to side while aiming for headshots, just pop out when you know that you can shoot again. Stay as close to the wall as you can with the first three shots, so you don't risk getting naded, with the last shot you can go a little to the back so you can make the last shot a clean headshot. Preferably take a wall to the right side of your body so your head is safe longer. This technique is also referred to as getting Karma-ed and is used a lot from Pink 2 on Midship.
Note - You can also do this in front of a fence by crouch/uncrouching.

Corners of life:
This technique revolves around certain key-points on the map that you have to discover. This is the next step in the line of Peek-Shooting and Wall-Strafing.
Now, when you look over your battle rifle, your head goes a little to the right of it, meaning that you can still fire when the right side of your body, including your head is covered by a wall. When you use such a corner aim a little to the left of the wall, then run forward and to the right to put your head even futher in the corner. If you'd see a spartan walking to the front and right, you'd see his head going even more to the right side of his gun. This is what makes the corner more effective than a plain wall.
An example: take the sniper spawn on Ivory towers and walk from there a little to the overshield side of the hall-way, now look back and use the corner on the right side of that part of the hall-way to cover your side.

Strongside Strafe:
The Strongside Strafe is a strafe that revolves around varying moving with not moving, trying to confuse your opponent by periodically stopping.
It is performed by aligning yourself to a wall (hugging the wall), move a little one way, stop, move a little more, stop again and then strafing all the way in the other direction for as long as you want.
Note - When you do this on a slanted ramp it is even more confusing, because you are using the vertical dimension as well.

Anticipation dodges:
These are two technique you should use when your opponent has got the first shot on you and you don't/can't back away so this should be your last resort.
Listen to your opponents shots and try to make a dodge move right before when you expect them to fire. You want your head to move quickly so the best way to do this is to suddenly duck. If your opponent misses you're ahead and you can finish with regular strafe techniques, but if he didn't miss remain crouched and go to the second dodge technique.
When you expect his next shot, this time uncrouch+jump. This moves your head so quickly that there really is no way for him to make another headshot.
Note - You can also crouch and uncrouch+jump inbetween two of your opponents shots, but that'd make it pretty hard to aim for your own shot.

Counter-Strafe
Counter strafing is a technique similar to Anticipation Dodges, but instead of focussing on your opponents shots you look at his movement. Counter strafing is done by doing the opposite what your opponent does in sideways movement constantly and knowing you have to over-adjust your reticule while your opponent doesn’t. This technique is very confusing to your opponent and can be a good solid strafe technique.

Gandhi-hop:
This technique isn't originally a strafe in battle rifle battles, but rather an evasion technique to avoid getting headshotted by the sniper rifle.
The way it works is to first get away from headshot level that snipers generally use to sweep-headshot, by jumping. Then to make it even harder for snipers, keep crouching/uncrouching in the air so your head keeps bouncing.
It can be used in battle rifles when you have made a shot, jump and have to wait before you can make another shot. Your aim also won't really be off while doing this, due to auto-aim, but his aim might be off more, because you notice your crouching less on your screen, than he notices on his.

Ceiling Bounce:
The ceiling bounce is an extension of the Gandhi-hop and revolves around a glitch when the spartan body makes contact with a ceiling.
When you jump towards a ceiling, hit crouch right before you hit it. This will make you fall abnormally fast and can even throw off the auto-aim in a plasma bolt. When performed under a slanted ceiling this technique will make for a reversed slide-jump.

OgreTwitch:
With all the ways you can move in shooting-duels you need to upgrade your aim accordingly to keep up with your feet.
The OgreTwitch and SaiyanTwitch are techniques to improve your aim by just twitching your reticule into a circle. By doing this clockwise&counter-clockwise and in big and small circles while out of combat you can really keep the sense for precise aiming in your thumbs.
The difference between the OgreTwitch and Saiyan Twitch is just the size in the circles, large circles are better for keeping the feeling on how much force to use to get to the first shot, small circles are better for keeping the feeling on how little force to use to continue with the shots following.
Note - Another effect of this motion is to recalibrate your controller.

Doubleshot environmoments:
When it comes to doubleshotting you can't always let the gun do the talking, because you might not be carrying a secondary or you might fail the glitch, so do as the pro's do and let the environment and moments (hence: environmoments) do the talking. There are basically three situations in which you want to attempt a doubleshot without a secondary.
1. The first situation is when you are behind in a battle rifle duel and you want to use the doubleshot as a last resort tactic, this is a moments move.
2. The second situation requires more confidence in your doubleshots and is more of an environment move. When you are winning a duel, but you want to go to a Pre-designated location (see below) in order for you to survive before someone else picks you off. Then use a fade-away move on your last two shots and doubleshot when you are about to move behind a wall or something else that covers you.
3. This third situation is a combination of the two and is (unlike the first 2) more of a Team situation, because unlike in FFA games you will be taking cover more often, due to the pace of the game and the tactics. So the situation is where you are at your place of cover (environment) and want to fade away, because you know you won't last regularly (moment), then your third shot should be when you attempt the doubleshot while fading away.

Pre-designated location:
This technique is more of a Free-For-All strategy and focusses on where you want to be after a battle rifle duel.
This strategy works by going to your safe-place when you know during a duel that you will win. Once you know, move in a straight line to a safe location (corners and ledges) while finishing your last shot(s). The technique part here is the art of knowing where to go and knowing from which directions you might get shot while going there.

Face-on or Face-off:
Following the previous technique comes the choice what technique to use while going to your safe-place.
You can choose to face-away from the directions you might get fired from while watching your feet so your head becomes harder to hit. Or you can carefully watch the game hoping to finish someone off who is also hit, before someone notices you.
I usually recommend people to Face-off in team games and Faceon in FFA games, because FFA games end much sooner so it's not a shame to have to respawn sometime.

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Old 08-26-2007, 10:21 PM   #2 (permalink)
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