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Movement Mindset
posted in Mentoring
1
#1
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What do you think about when you're moving around during a fight? I think my movement is bad so any tips would help.

What do you think about when you're moving around during a fight? I think my movement is bad so any tips would help.
2
#2
15 Frags +

Watch Matrix couple times

Watch Matrix couple times
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#3
0 Frags +

think about the hospital shootout scene from hard boiled

think about the hospital shootout scene from hard boiled
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#4
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'

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#5
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I would also like to read some stuff about this as well, I add: 6s environment when it comes to engaging in fights as Scout.

I would also like to read some stuff about this as well, I add: 6s environment when it comes to engaging in fights as Scout.
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#6
0 Frags +
ratawarI would also like to read some stuff about this as well, I add: 6s environment when it comes to engaging in fights as Scout.

Mainly 1v1 fights for me as Scout against any other class. I find it difficult to dodge projectiles/hitscan and hit my shots at the same time.

[quote=ratawar]I would also like to read some stuff about this as well, I add: 6s environment when it comes to engaging in fights as Scout.[/quote]
Mainly 1v1 fights for me as Scout against any other class. I find it difficult to dodge projectiles/hitscan and hit my shots at the same time.
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#7
0 Frags +

I think MGE is good for movement, particularly as scout vs soldier.

I've got pretty shitty movement and I've been playing a bit of MGE and noticed a bit of an improvement. It forces you to think about your movement which helps you improve it. Eventually it will become second nature I expect. When it becomes second nature, you'll find you're hitting shots too.

I think MGE is good for movement, particularly as scout vs soldier.

I've got pretty shitty movement and I've been playing a bit of MGE and noticed a bit of an improvement. It forces you to think about your movement which helps you improve it. Eventually it will become second nature I expect. When it becomes second nature, you'll find you're hitting shots too.
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#8
-1 Frags +

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#9
1 Frags +

watch this video religiously

watch [url=https://youtu.be/tDb_5fHF-gg?t=5630]this video[/url] religiously
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#10
0 Frags +
me on reddit lmaoThe trick to making scouts miss their shots is making sure you aren't changing directions at a constant interval. If youre mashing your WASD keys randomly as fast as you can, you might be be changing directions completely randomly, but chances are you're switching directions at the same interval. When you're switching directions at a consistent rate they may not know how they're going to need to move their mouse, but they are going to know when.

Constantly switching distances and your angle of movement makes you considerably harder to track. When you're moving parallel to their field of view, you appear to be moving faster than when you're moving at a diagonal. The closer you are to them, the faster you move from one side of the screen to the other. Obviously, you're still moving at the same speed in terms of the game, but from the perspective of someone trying to aim at a point on a 2d plane, you're constantly changing speed which makes you more difficult to track.

One of the biggest aspects to improving your scout vs soldier DM is understanding how to move in a way that puts the difference in reload/fire rate between you and your enemy in your favor. For example, if he shoots a rocket at you, you're going to know much longer its going to be until he can fire the next one. By putting yourself in the air as soon as he's ready to fire his next shot, you're forcing him make a decision between going for a risky direct and waiting for you to land for an easier shot. This is really useful when he's at low health and you know that if you jump you can kill him before you land. Now take this concept, and combine it with using props that will let you spend more time in the air if you jump off of them. Someone else made a thread about countering scouts, so here's what I wrote to him so you can get the other perspective.

A lot of soldier vs scout comes down to knowing what sort of shots to go for based on how long it'll take him to kill you and how much ammo you have in your clip. For example, If you're at low health and you have a full HP scout on your ass smashing their space bar, your best best might be to take a risk and try to get damage out as quickly as possible even if it means going for an airshot. If you have high HP then you can afford to wait for the scout to land for an easier shot because it'll take more time for him to kill you.

From what I've noticed, soldiers tend to misplace the distance of their rockets more often than aiming too far to the left or right so constantly changing your distance from soldiers is really important. It also messes with their sense of your speed just like it does when you're fighting a scout. When a soldier is trying to aim at a spot on the ground, the further away the spot is the smaller it is on his screen. This effect is amplified the lower he is from the spot, and the opposite happens for when he's above it. From the soldier's point of view, they ideally want to fire a rocket when you're close to them because its easier to aim at ground that's close and there's less rocket travel time to account for. You can take advantage of this by moving forward right before he's able to fire another rocket and moving backwards right as he should be ready to fire it. If you do this correctly, He'll either aim too close to himself, miss, and potentially take self-damage, or he'll have to spend more time aiming his shot at a point that is more difficult for him to hint.
[quote=me on reddit lmao]
The trick to making scouts miss their shots is making sure you aren't changing directions at a constant interval. If youre mashing your WASD keys randomly as fast as you can, you might be be changing directions completely randomly, but chances are you're switching directions at the same interval. When you're switching directions at a consistent rate they may not know how they're going to need to move their mouse, but they are going to know when.

Constantly switching distances and your angle of movement makes you considerably harder to track. When you're moving parallel to their field of view, you appear to be moving faster than when you're moving at a diagonal. The closer you are to them, the faster you move from one side of the screen to the other. Obviously, you're still moving at the same speed in terms of the game, but from the perspective of someone trying to aim at a point on a 2d plane, you're constantly changing speed which makes you more difficult to track.

One of the biggest aspects to improving your scout vs soldier DM is understanding how to move in a way that puts the difference in reload/fire rate between you and your enemy in your favor. For example, if he shoots a rocket at you, you're going to know much longer its going to be until he can fire the next one. By putting yourself in the air as soon as he's ready to fire his next shot, you're forcing him make a decision between going for a risky direct and waiting for you to land for an easier shot. This is really useful when he's at low health and you know that if you jump you can kill him before you land. Now take this concept, and combine it with using props that will let you spend more time in the air if you jump off of them. Someone else made a thread about countering scouts, so here's what I wrote to him so you can get the other perspective.

A lot of soldier vs scout comes down to knowing what sort of shots to go for based on how long it'll take him to kill you and how much ammo you have in your clip. For example, If you're at low health and you have a full HP scout on your ass smashing their space bar, your best best might be to take a risk and try to get damage out as quickly as possible even if it means going for an airshot. If you have high HP then you can afford to wait for the scout to land for an easier shot because it'll take more time for him to kill you.

From what I've noticed, soldiers tend to misplace the distance of their rockets more often than aiming too far to the left or right so constantly changing your distance from soldiers is really important. It also messes with their sense of your speed just like it does when you're fighting a scout. When a soldier is trying to aim at a spot on the ground, the further away the spot is the smaller it is on his screen. This effect is amplified the lower he is from the spot, and the opposite happens for when he's above it. From the soldier's point of view, they ideally want to fire a rocket when you're close to them because its easier to aim at ground that's close and there's less rocket travel time to account for. You can take advantage of this by moving forward right before he's able to fire another rocket and moving backwards right as he should be ready to fire it. If you do this correctly, He'll either aim too close to himself, miss, and potentially take self-damage, or he'll have to spend more time aiming his shot at a point that is more difficult for him to hint.[/quote]
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