Upvote Upvoted 9 Downvote Downvoted
the soldier screen shake thing
posted in Q/A Help
1
#1
0 Frags +

I see a lot of high level soldiers (especially recently) flail their mouse back and forth after firing a rocket. Why do they do this and why don't other projectile users (demo, medic) do this as well if it's beneficial?

edit: this seems like a good example https://youtu.be/HnwiH-pkW2M though it looks like he's doing before shooting like you all have mentioned

I see a lot of high level soldiers (especially recently) flail their mouse back and forth after firing a rocket. Why do they do this and why don't other projectile users (demo, medic) do this as well if it's beneficial?

edit: this seems like a good example https://youtu.be/HnwiH-pkW2M though it looks like he's doing before shooting like you all have mentioned
2
#2
24 Frags +

not beneficial, just how some people move their mice

not beneficial, just how some people move their mice
3
#3
8 Frags +

i hit more rockets when i do it than when i don't

it's a noticeable difference too but it probably doesn't work for everyone

i hit more rockets when i do it than when i don't

it's a noticeable difference too but it probably doesn't work for everyone
4
#4
26 Frags +

i do it so i have an excuse to miss

i do it so i have an excuse to miss
5
#5
0 Frags +
trippai hit more rockets when i do it than when i don't

it's a noticeable difference too but it probably doesn't work for everyone

"after firing a rocket" flicking or not flicking after you shoot it doesn't matter if you've already shot it.

[quote=trippa]i hit more rockets when i do it than when i don't

it's a noticeable difference too but it probably doesn't work for everyone[/quote]

"after firing a rocket" flicking or not flicking after you shoot it doesn't matter if you've already shot it.
6
#6
3 Frags +

oh i do it while shooting not after

oh i do it while shooting not after
7
#7
0 Frags +

Actually brutalix does this wierd thing where he looks at the ground for a split second

Actually brutalix does this wierd thing where he looks at the ground for a split second
8
#8
11 Frags +

It could help with depth perception and rocket trajectories. By swinging the camera around, you get a slightly different perspective at the edges of the computer screen.
https://en.wikipedia.org/wiki/Parallax

It could help with depth perception and rocket trajectories. By swinging the camera around, you get a slightly different perspective at the edges of the computer screen.
https://en.wikipedia.org/wiki/Parallax
9
#9
0 Frags +

that shit gives me a headache to watch

that shit gives me a headache to watch
10
#10
23 Frags +
EoNActually brutalix does this wierd thing where he looks at the ground for a split second

spray on ground

[quote=EoN]Actually brutalix does this wierd thing where he looks at the ground for a split second[/quote]
spray on ground
11
#11
0 Frags +

it's called flicking, also snipers are doing it a lot

https://www.youtube.com/watch?v=SS4oyd7AchQ

it's called flicking, also snipers are doing it a lot

https://www.youtube.com/watch?v=SS4oyd7AchQ
12
#12
newbie.tf
1 Frags +

I've found that when going for directs, I will track my mouse on the thing I want to hit then flick to where I think they will be the moment they make a predictable movement/strafe/action. I shoot then flick back to where I was before. This is not something that is conscious. That would be weird. Rather, it's something that has built up naturally for me and is becoming more defined as I play more and more soldier.

I think something like this may be what you're seeing in this video and other situations when you see soldiers/demos flicking after their shots.

I've found that when going for directs, I will track my mouse on the thing I want to hit then flick to where I think they will be the moment they make a predictable movement/strafe/action. I shoot then flick back to where I was before. This is not something that is conscious. That would be weird. Rather, it's something that has built up naturally for me and is becoming more defined as I play more and more soldier.

I think something like this may be what you're seeing in this video and other situations when you see soldiers/demos flicking after their shots.
13
#13
1 Frags +

it's just something that comes with twitch aiming with a higher sens. playing/watching at a lower frame rate makes twitches look shakier too.

it's just something that comes with twitch aiming with a higher sens. playing/watching at a lower frame rate makes twitches look shakier too.
14
#14
-12 Frags +

It has to do with the interpolation, that is built into source games. I remember doing this back in Counter Strike Source. The idea being that the game has code built into it that predicts where you are going to be looking and shooting. By flicking you are tricking the game into thinking you are aiming into a larger range of positions rather than just one so it gives you a greater chance of hitting your target. I haven't gone through the code myself or rigorously tested it but I think it actually does make a difference for hitting directs which is why a lot of players pick it up naturally.

It has to do with the interpolation, that is built into source games. I remember doing this back in Counter Strike Source. The idea being that the game has code built into it that predicts where you are going to be looking and shooting. By flicking you are tricking the game into thinking you are aiming into a larger range of positions rather than just one so it gives you a greater chance of hitting your target. I haven't gone through the code myself or rigorously tested it but I think it actually does make a difference for hitting directs which is why a lot of players pick it up naturally.
15
#15
3 Frags +
loljk By flicking you are tricking the game into thinking you are aiming into a larger range of positions rather than just one so it gives you a greater chance of hitting your target.

i know interp predicts where you'll be looking ina moment which mostly explains ridiculous backstabs when you're looking right at te spy, but what you said sounds really weird. do you mean your server-side rocket hitbox increases in size when you flick your mouse faster? sound like bs to me

[quote=loljk] By flicking you are tricking the game into thinking you are aiming into a larger range of positions rather than just one so it gives you a greater chance of hitting your target.[/quote]
i know interp predicts where you'll be looking ina moment which mostly explains ridiculous backstabs when you're looking right at te spy, but what you said sounds really weird. do you mean your server-side rocket hitbox increases in size when you flick your mouse faster? sound like bs to me
16
#16
43 Frags +

parkinsons

parkinsons
17
#17
-1 Frags +
Hyperi0nEoNActually brutalix does this wierd thing where he looks at the ground for a split secondspray on ground

holy shit i've wondered about this so much

[quote=Hyperi0n][quote=EoN]Actually brutalix does this wierd thing where he looks at the ground for a split second[/quote]
spray on ground[/quote]
holy shit i've wondered about this so much
18
#18
3 Frags +

x

x
19
#19
2 Frags +

The reason for this is because when a player is moving quickly, with hitscan you normally want to leave your mouse on someone and stop it there, with a projectile you're leading someone's movement, and if that someone is moving fast e.g. in an airshot you're normally going to quickly move your mouse past where you think they're going to go.

Because you don't need to be pixel perfect or anything with projectiles, people often aim by flicking and click when they think the shot is going to be where the person goes. With a really fast movement like that, they often then overshoot and bring their mouse back to the position it was in. This becomes muscle memory after a while so it's why you see people flick over someone and then back after a shot lands.

The reason for this is because when a player is moving quickly, with hitscan you normally want to leave your mouse on someone and stop it there, with a projectile you're leading someone's movement, and if that someone is moving fast e.g. in an airshot you're normally going to quickly move your mouse past where you think they're going to go.

Because you don't need to be pixel perfect or anything with projectiles, people often aim by flicking and click when they think the shot is going to be where the person goes. With a really fast movement like that, they often then overshoot and bring their mouse back to the position it was in. This becomes muscle memory after a while so it's why you see people flick over someone and then back after a shot lands.
20
#20
-1 Frags +

nvm i cant read

nvm i cant read
21
#21
2 Frags +

I tend to aim like this and people above me have explained the transition from flicking to tracking and such, but another thing is that it helps me "reset my aim".

It just feels like everything is centered and I new have like a new center of my aim if that makes any sense, and the little shake like helps me get used to the position kind of. Its tough to explain, perhaps someone more eloquent can explain

I tend to aim like this and people above me have explained the transition from flicking to tracking and such, but another thing is that it helps me "reset my aim".

It just feels like everything is centered and I new have like a new center of my aim if that makes any sense, and the little shake like helps me get used to the position kind of. Its tough to explain, perhaps someone more eloquent can explain
22
#22
-1 Frags +

I think it's in part due to the reflexes built by rocket jumping. Like, to rocket jump you have to flick, fire a rocket, and then you usually have to flick back to the way your were originally facing (at least with rollouts and jump maps) to be able to continue the jump. So, when I flick, I reflexively flick at least part of the way back because I've done more jumping than I have hitting sick flick airshots. >.>

I think it's in part due to the reflexes built by rocket jumping. Like, to rocket jump you have to flick, fire a rocket, and then you usually have to flick back to the way your were originally facing (at least with rollouts and jump maps) to be able to continue the jump. So, when I flick, I reflexively flick at least part of the way back because I've done more jumping than I have hitting sick flick airshots. >.>
23
#23
-2 Frags +

Better question is why do some snipers jump after shooting? Infinitely more impactful.

Better question is why do some snipers jump after shooting? Infinitely more impactful.
24
#24
0 Frags +

To scope out quicker, I believe

To scope out quicker, I believe
25
#25
0 Frags +
fishy-linTo scope out quicker, I believe

valve fixed that a long time ago

[quote=fishy-lin]To scope out quicker, I believe[/quote]
valve fixed that a long time ago
26
#26
2 Frags +
parkvalve fixed that a long time ago

yeah but it's a habit now at least for me

[quote=park]valve fixed that a long time ago[/quote]
yeah but it's a habit now at least for me
27
#27
0 Frags +

I used to do it because it made me feel like I could see more

nothing to do with parallax, maybe it was because of smoke particles or fooling my brain into thinking there was more motion than there was

I used to do it because it made me feel like I could see more

nothing to do with parallax, maybe it was because of smoke particles or fooling my brain into thinking there was more motion than there was
28
#28
4 Frags +

imo it's easier to build up muscle memory to flick your crosshair a certain distance if you do the kind of rubber-banding with your mouse (or at least it feels more natural). the alternative is to try to bring your mouse to a dead stop which it won't do anyway or trying to click when in full-flick which is less reliable

imo it's easier to build up muscle memory to flick your crosshair a certain distance if you do the kind of rubber-banding with your mouse (or at least it feels more natural). the alternative is to try to bring your mouse to a dead stop which it won't do anyway or trying to click when in full-flick which is less reliable
Please sign in through STEAM to post a comment.