Sunday, March 11, 2007

Advanced Counterstrike Movement Tactics

Unlike most first person shooter games, counterstrike is based on physical reality and all that encompasses it. The number one reason this is important to realize is, in counterstrike Inertia makes the rules.

INERTIA - The property of matter by which it retains its state of rest or its velocity along a straight line so long as it is not acted upon by an external force.


What that means in noob terms is… “once you start moving, you don’t stop unless something slows you down.”

What can slow you down? There are 5 major ways to get slowed down.

First, you can get shot, although this may seem obvious, it only takes a single bullet to put you or your unfortunate counterstrike opponent in their preverbal place. If you are hit by even a single bullet, you will instantly stop. This is good to remember against those strafe happy opponents and the opponents who love to instantly run around corners just as the gunfight gets started.

The second way you can be slowed down is to not press a directional arrow. Now, this also may sound simple, but if you want to keep moving fast, simply keep your finger on the direction ional arrow. Now, here’s the secret to really put the pedal to the medal. If you want to keep momentum and change directions, simply add a strafe to the direction you are traveling, then keep the strafe button down and in the same motion, take your finger off of the forward direction and put in the reverse direction. You see, counterstrike only sees that your momentum didn’t change; inertia doesn’t recognize that you have actually changed directions. Perfect this movement and you will baffle your opponents at how much faster you seem to be moving than them.

Third and also an obvious observation, walls or any obstruction you fail to dodge will slow you down, sometimes to an instant stop. You have to strafe around all corners. If you do not clear a corner completely, you will get caught, and if you are looking to get somewhere fast, getting slowed down by the wall is not a good idea.

The fourth way you can get slowed down is by jumping. When you jump, you land. What goes up, bla, bla, bla. When you land you are forced to readjust your step which causes you to slow down briefly which causes you to regain your momentum.

And finally your teammates can slow you down, this is called blocking. And I would like this to be punishable by public fraging but, that’s not the way it works. If you notice when you come into contact with a teammate, it is the same as if you hit a wall, you will immediately be slowed down, or worse, stopped. To avoid this from happening, look around, when the game begins, look around and see where everyone is. Once you know your teammates locations, keep an eye on them and make sure you both aren’t trying to occupy the same space.


When you are in a gun fight sometimes you want to get out of the area quick. If you want to retreat to reload or just run… don’t strafe out of there. When you are facing your opponent, you are a wider target. If you attempt to strafe out of his target area, you will be easy to hit because of your size. If you want to run away, quickly turn the direction you want to run and run forward in that direction. This will make your body a much smaller target because your side is much smaller than your front. This is equal to standing sideways in karate instead of standing with your entire front facing your opponent. The less he has to aim for, the better your defense.

CG

No comments: