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be honest
1
#1
0 Frags +

how many of you did not know this

https://i.imgur.com/qV2YVls.png

how many of you did not know this

[img]https://i.imgur.com/qV2YVls.png[/img]
2
#2
10 Frags +

there's nothing I don't know

there's nothing I don't know
3
#3
12 Frags +

Hadn't actually thought about the angles like that but I think people do something similar just intuitively: usually you don't take a corner tight, you take it as wide as you can so you can see everything and aren't surprised by anything (unless you're low hp and you want to go around the corner quick and take them by surprise)

Hadn't actually thought about the angles like that but I think people do something similar just intuitively: usually you don't take a corner tight, you take it as wide as you can so you can see everything and aren't surprised by anything (unless you're low hp and you want to go around the corner quick and take them by surprise)
4
#4
11 Frags +

Since blue is closer to the angle, he has control over whether to engage or disengage in the fight, since he can create/break line of sight faster than red. Red only has an advantage on the first shot, so it's kinda a trade-off in my eyes. Plus in 6s most classes are bad at long range so I'd say in a 6s scenario blue is stronger.

(actually on 2nd thought it still depends, cuz if ur bad health then u prolly don't want to engage in a fight regardless, in which case you'd want to go far like bear said)

Since blue is closer to the angle, he has control over whether to engage or disengage in the fight, since he can create/break line of sight faster than red. Red only has an advantage on the first shot, so it's kinda a trade-off in my eyes. Plus in 6s most classes are bad at long range so I'd say in a 6s scenario blue is stronger.

(actually on 2nd thought it still depends, cuz if ur bad health then u prolly don't want to engage in a fight regardless, in which case you'd want to go far like bear said)
5
#5
55 Frags +

doesn't matter in tf2 the way it does in cs

doesn't matter in tf2 the way it does in cs
6
#6
20 Frags +

In the second example the red guy has the disadvantage because rockets come out of the right hand side of the rocket launcher.

In the second example the red guy has the disadvantage because rockets come out of the right hand side of the rocket launcher.
7
#7
-12 Frags +

this doesn't take into account viewmodels at all. if you have left hand viewmodels it kinda flips this situation and using the original makes it weird.

this doesn't take into account viewmodels at all. if you have left hand viewmodels it kinda flips this situation and using the original makes it weird.
8
#8
-2 Frags +

since half of the active players are explosive projectile based you might as well take every corner close so that you can kill them with self-damage

you've got a 50/50 on making a soldier kill himself from 60

since half of the active players are explosive projectile based you might as well take every corner close so that you can kill them with self-damage

you've got a 50/50 on making a soldier kill himself from 60
9
#9
-1 Frags +

Been aware of this ever since the Marissa hackusations and there was a lot of sniper mains discussing stuff like it. It's actually been really useful knowledge for me in tf2 and overwatch.

Been aware of this ever since the Marissa hackusations and there was a lot of sniper mains discussing stuff like it. It's actually been really useful knowledge for me in tf2 and overwatch.
10
#10
6 Frags +
Gritomasince half of the active players are explosive projectile based you might as well take every corner close so that you can kill them with self-damage

you've got a 50/50 on making a soldier kill himself from 60

if ur only playing the corner ur movements limited and it doesnt take much to take a 100 dmg direct or splash. i also feel like ur setting urself up for disaster if u have the mentality of trading rather than making advantages. thats why i dont like it when people only think of mirroring when strafe aiming, if ur rly better than what ur up against u should try to make it difficult for everyone to widen that disparity, mirroring does the opposite

[quote=Gritoma]since half of the active players are explosive projectile based you might as well take every corner close so that you can kill them with self-damage

you've got a 50/50 on making a soldier kill himself from 60[/quote]

if ur only playing the corner ur movements limited and it doesnt take much to take a 100 dmg direct or splash. i also feel like ur setting urself up for disaster if u have the mentality of trading rather than making advantages. thats why i dont like it when people only think of mirroring when strafe aiming, if ur rly better than what ur up against u should try to make it difficult for everyone to widen that disparity, mirroring does the opposite
11
#11
0 Frags +
ZestyIn the second example the red guy has the disadvantage because rockets come out of the right hand side of the rocket launcher.

This is why I use flipped viewmodels so my rockets come out the left side of my screen :D

[quote=Zesty]In the second example the red guy has the disadvantage because rockets come out of the right hand side of the rocket launcher.[/quote]
This is why I use flipped viewmodels so my rockets come out the left side of my screen :D
12
#12
-7 Frags +

i don wanna spit
i wanna gulp
i wanna gag i wanna choke
i want you to touch that lil dangly thing that swing in the back of my throat

i don wanna spit
i wanna gulp
i wanna gag i wanna choke
i want you to touch that lil dangly thing that swing in the back of my throat
13
#13
3 Frags +

I used to play a game where if you leaned a certain way the viewpoint (and shots) were coming from slightly outside your hitbox so it gave the opposite effect. If you humped the fuck out of the corner you could snipe a pixel of someone with no angle possible on you until the recoil animation.

I used to play a game where if you leaned a certain way the viewpoint (and shots) were coming from slightly outside your hitbox so it gave the opposite effect. If you humped the fuck out of the corner you could snipe a pixel of someone with no angle possible on you until the recoil animation.
14
#14
-6 Frags +

just play the game ._.

just play the game ._.
15
#15
0 Frags +

I think I saw this somewhere and I'm pretty sure it's mainly just pointing out pixel movement in relation to swinging on angles (for CSGO but it works in TF2 as well, especially if you do CSGO "entry-fragging" techniques ie: as sniper, placing your crosshair on the spawn door of process last as you peak from 1 before you can even see it so your rifle dot is already on the enemy player)

It basically goes like this:
If you are further away from an angle when you swing, assuming the enemy is in an unmoving position, the pixels of your in-game model will move slower across the screen making it "easier" to shoot you. This is why CSGO players stack up against the wall before they run out. However, keep in mind that the eyes of your model (what your screen shows) are not as wide as the model itself. If you are too close to a corner before peaking, your shoulder will show before what you see on the screen passes the wall, giving them a split second advantage (though this is a tiny bit nullified by peakers advantage).

Which is what the picture shows:
If Player A strafes to the side, he will see Player B a split second before Player B see him due to both what I wrote above and peakers advantage. The odds are in his favor.
If Player B strafes to the side, he will be moving "slower" making it "easier" for Player A to track and shoot him.

Conclusion:
If you are holding an angle, stay further back.
If you are peaking an angle, move closer before you swing.

*this is almost barely relevant: it assumes that whichever player is holding hits a perfect headshot on whichever player swings
**In TF2, this is even less relevant except in sniper v. sniper situations because: players movements are often faster than human reaction time in relation to holding angles and the sniper scoped movement speed is slow enough that both players (assuming both are scoped) will have a high enough reaction time/good enough tracking to shoot the other (also assuming both players are slemnish and can hit 100% hs) except at extreme distances.

In a comp. situation, the "best" way to take advantage of this is to swing close to an angle without being scoped, that way your pixels move the maximum speed across the screen for the enemy. Obviously, this is very situational and assumes the other players on the enemy team do not have a sentry, sticky traps, rocket spam angles, eyes, or hands.

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Just have your team distract the enemy sniper or change your angles. The best way to kill someone in any game is to shoot them when they aren't looking at you.
I think I saw this somewhere and I'm pretty sure it's mainly just pointing out pixel movement in relation to swinging on angles (for CSGO but it works in TF2 as well, especially if you do CSGO "entry-fragging" techniques ie: as sniper, placing your crosshair on the spawn door of process last as you peak from 1 [u]before you can even see it[/u] so your rifle dot is already on the enemy player)

[b]It basically goes like this:[/b]
If you are further away from an angle when you swing, assuming the enemy is in an unmoving position, the pixels of your in-game model will move slower across the screen making it "easier" to shoot you. This is why CSGO players stack up against the wall before they run out. However, keep in mind that the eyes of your model (what your screen shows) are not as wide as the model itself. If you are [u]too[/u] close to a corner before peaking, your shoulder will show before what you see on the screen passes the wall, giving them a split second advantage (though this is a tiny bit nullified by peakers advantage).

[b]Which is what the picture shows:[/b]
If Player A strafes to the side, he will see Player B a split second before Player B see him due to both what I wrote above and peakers advantage. The odds are in his favor.
If Player B strafes to the side, he will be moving "slower" making it "easier" for Player A to track and shoot him.

[b]Conclusion:[/b]
If you are [b]holding an angle[/b], [u]stay further back[/u].
If you are [b]peaking an angle[/b], [u]move closer before you swing[/u].

*this is almost barely relevant: it assumes that whichever player is holding hits a perfect headshot on whichever player swings
**In TF2, this is even less relevant except in sniper v. sniper situations because: players movements are often faster than human reaction time in relation to holding angles and the sniper scoped movement speed is slow enough that both players (assuming both are scoped) will have a high enough reaction time/good enough tracking to shoot the other (also assuming both players are slemnish and can hit 100% hs) except at extreme distances.

In a comp. situation, the "best" way to take advantage of this is to swing close to an angle without being scoped, that way your pixels move the maximum speed across the screen for the enemy. Obviously, this is very situational and assumes the other players on the enemy team do not have a sentry, sticky traps, rocket spam angles, eyes, or hands.

[spoiler]Just have your team distract the enemy sniper or change your angles. The best way to kill someone in any game is to shoot them when they aren't looking at you.[/spoiler]
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