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  1.  
  2. https://www.youtube.com/watch?v=TMZWnOSnGpc
  3. What I want to accomplish by watching this video together
  4. ==============================
  5. Focus on identifying controller specific aiming ideals.
  6. -the best traits from the best most skilled streamers
  7. -how do we build a bionic console shroud, and could we learn anything from copying those ideals
  8.  
  9. high level stuff
  10. resource management
  11. actions per minute
  12. left right skills. pat hed rub stomach.
  13. separation of functions - aka why i hate ps4 heli flying
  14.  
  15. Should we review a cod game together? a loss or a win that didn't go the way we wanted or thought
  16. value in learning from losses
  17. winning affirmation of things
  18.  
  19. The concept of getting value from things
  20. This is something that i picked up from watching overwatch streamres
  21. they talk about the value they get in exchange for puting an ability on cooldown
  22. 1. action = shooting a sensor
  23. 2. cost paid = don't have that sensor any more.
  24. 3. value received = you know if theres people and where'
  25. OW: 1. use ability 2. can't use abil for a while, 3. do dmg/cc enemy/learn info
  26.  
  27. 1. action = equip suppressor
  28. 2. cost paid = didn't take long barrel, slightly less damage and range of affects
  29. 3. value received = less information given to immediate enemy(win this fight)
  30. less informatino given to other enemies (don't get 3rd partied)
  31.  
  32. 1. action = use team link
  33. 2. cost paid = 1 inventory slot (worst case replaces sensor dart, best case free), time to use (15s max)
  34. 3. value received = lose tournament (priceless)
  35. see the outline of friendlies behind things. (best: can see enemies in front of ally clearly)
  36. can see which direction friendlies are pointed (100% duplicated information from minimap)
  37. Learned this at the same time I read a book for a class.
  38. Narrative book explaining how to implement Just In Time inventory management.
  39. maximize value generated by each individual component of the factory
  40. The Goal
  41. is what you're doing helping you reach the GOAL
  42. the goal is to win. the goal is to not die. the goal is to frag out.
  43. each action you take moves you closer or farther from the goal
  44. evaluating which way you're going is a skill that can be learned
  45.  
  46. Understanding how much of this is stuff i shouldn't even mention.
  47. I'm "dumbing things down" for lack of better words.
  48. I have actual engineering education, if not experience. and i don't think proofs or mathmatical explanations will carry much weight.
  49. $$ tying these two together is how you start to feel good.
  50. $$$$aim: spatial calculations. "gut feelings" about bullet drop, lead,
  51. $$$$mechanics: how many (math)minutes of an angle do you tilt your stick
  52. how many % of a degree do you tilt your stick
  53. larger stick with same degree of tilt = thumb moves farther.
  54. triangles.
  55. equal to lower sensitivity of mouse. mouse moves farther for the same movment on screen sens change.
  56. I internalize a lot of this in my head by thinking about things in terms of distances.
  57. i judge distance as much by how much i think i need to lead them as i do by size or anything else.
  58. comes from game sense and like a fucking jerk i'd say you need 200hr min in a game to "feel it" with certainty
  59. head size in scopes helps a lot, and being laser focused on watching the white projectile fall while scoped in. especially in relation to the actual point of aim and less so your crosshair. after it hit perfect world you line your crosshair on the original point of aim and the actual point of impact becomes our new point of aim.
  60. this system is why i dislike 3x for long snipes, and prefer 4x. the vertical bar is useful for range sizing and for picking new point of aim to focus on
  61. i imagine breakpoints at 0m 10m 50m 100m 200m 500m
  62. 0m only for knife. 10m if i'm feeling frisky or they look newb
  63. 0-50 is SMG/long pistol range
  64. 0-10 is shotty/pistol range
  65. 10-200m is AR.
  66. 50m this is the breakpoint for 4x. under 50m i know its worse and harder but i practice to overcome the difficulty that comes with handicapping yourself by being stubborn.
  67. 100m i pretty much take every shot and aim exactly for the head. minimal lead. 4x i feel greatly improves chance for headshot. i routinely run AR w/ 4x + sniper w/ sniper scope (included this just to rile you up, and prove personal preference still reigns king)
  68. 200m bit more lead, aim for head. i think most engages at this distance are "dumb, but fun" so i try not to ever tell somebody not to take shots
  69. 300m+ this is "almost always" bad. chance to confirm kills is low, so only value is breaking armor or using up meds (your own potential future resources). cost is giving up your position, which is becoming increasingly valuable.
  70. 500m this is always bad. i poke only if you or other is sniping, i have ammo, and 4x to see bullet drop
  71. 100m-500m is sniper
  72. 500m only if still
  73.  
  74.  
  75. I think I have a very good understanding of the underlying properties and principles that have to do with the mechanics of aiming, and given the right direction and determine which postive benefits we want to get get. and thus derive which inputs we
  76. i think we can apply the principles of aiming to the mechanics of controllers in a complete and whole fashion.
  77. through critical thrinking
  78. some is geometry which i think is easy enough to understand with a 3d space and drawing and diagrams i feel qualified to drawing thanks to engineering school (lol $$$$$$ doodles)
  79. ******What is most important??????? to find a middle ground of high concept explanations with theories and geometry proof, and actual usable advice*****
  80. ***something like a takeaway and a best practices.
  81. we already have some (just one of many examples of such possible lesson plans)
  82. +high ground
  83. high level concept = having the high ground enables more options
  84. always at least 1 option: leave highground
  85. usually more options: angles to shoot
  86. lowground sometimes also precludes option: take highground
  87. +slow side of circle
  88. high level concept = being forced to move is a disadvantage
  89. geometetric proof, emperically observable slower movement of circle wall.
  90. +(arguable) stay center circle
  91. high level concept = a position that enables options is "better"
  92. center of circle "statistically" the place most close to the new circle, until the new circle comes into existence
  93. similarity to schrodinger cat.
  94. actuality: can be really fucking dangerous cause you might be surrounded.
  95.  
  96. i've seen some these concepts demonstrated in conceptual classes, physical labs, and computer simulations
  97. i've been keenly aware of the idea of esports coaching since early in my PUBG career, and watched a lot of content from Jayne.
  98. I have a love of high concept thinking. it's comes from engineering and accounting both i think
  99. both value critical thinking and applies complex rulesets to varied facts and circumstances
  100. i see correlation - fact and circumstances is the information i gather from the game
  101. visual - what i can see with my eyes.
  102. including free info kill feed and minimap
  103. audio - sound whoring
  104. game sense = predicting how people will move
  105. the more of these you see the easier it is to predict what will happen, then you can just prefire corners
  106.  
  107. Understanding if we can get anything at all out of watching overwatch.
  108. -i keep recommending the videos because I love watching jayne
  109. -i recognize i pretty different tastes when it comes to games, and other things (comedy bang bang lol)
  110. -if we decide its a dead point, i'll stop linking the good content and only share the best most fucking insane stuff i couldn't not share lol
  111. -I know, from experience, that a lot of skills transfer to CoD
  112. ****SKILLS FROM OVERWATCH*********
  113. +positioning
  114. -out of position is more clear because of "level design"
  115. -movement is just as crisp as cod.
  116. -better positioning has been show to increase SR - an OWL coach did a study and saw 500 SR increase from using cover.
  117. I TALK ABOUT THIS ONE A LOT YOU"VE HEARD ME SAY THIS
  118. +Shooting
  119. hit scan heroes = scans if you hit when you click
  120. instant feedback on accuracy
  121. value in acuracy and precision, obvious
  122. projectile
  123. various levels of speed.
  124. leading
  125. estimation of range
  126. drop
  127. +ability usage
  128. more of a stretch
  129. high level concept - Value
  130. what kind of value do you get from an action?
  131. OW = abilities give information or deal damage
  132. ***********COD ABILITIES***********
  133. information
  134. sensor, mines, razer, dart, cop car
  135. damage
  136. mines, cluster, nades, axe, barrier, high level concept(HOTROD)
  137. utility
  138. trophy, barrier (safety), nades (force enemy movement), emp (remove enemy equip), rc car(lol)
  139. *******************************
  140. |||||| E L O ||||||||
  141. ELO is a math heavy topic.
  142. win and loses are the exact same, the system is working perfectly and you know your theoretical actual skill level in comparison to all the people who play the game
  143. in actuality a represenation of your theoretical actual skill level as demonstrated by the very limited number of games played.
  144. 10 game placments in OW = nothing in statistics.
  145. its hard to discuss actual SR without something like 500+ GAMES
  146. - this is why i was so dismissive of "stats" in cod until i realized jsut how many raw games #s you had.
  147. - the SR approaching the theoretical limit is similar to how the win rating in cod will eventually approach your theoretical actual best win percentage
  148. overwatch movement is easier to track because its on a wider scale 0-4500
  149.  
  150. Rank System - kinda like letter grades for your ability to play a game
  151. 0-1500 bronze = they retarded
  152. 1500-2k silver something holding them back
  153. 2k-2.5k gold = average
  154. 2.5k-3k plat = better than average
  155. 3k-3.5k diam = leveraging one or more skills to rise above better than average
  156. 3.5k-4k master = demonstrate clear mastery of all basic mechanics of the game
  157. 4k-4.5k grand master = same but don't fucking miss and use ALL their abilities to that level, not just basic
  158. 4.3k+ top 500 = the joke is 50 pros on 10 accounts
  159.  
  160. if a win gets you 25 ELO, and a loss loses you 25 ELO,
  161. to climb from one rank to the next, you have to win 20 more games than you lose.
  162. if you lose 50 games, you have to win 70 to climb out.
  163. if you lose 500 games, you have to win 520 games to climb out.
  164. reverse is true too,
  165. if you lose 70 games and only win 50 games
  166. you will go down a whole rank.
  167. because of the system, sometimes you lose more ELO than you would have won for a win.
  168. if you're up against a uniformly weaker opponent, lower elo reward represents a lower "quality win"
  169. is a team game so not a perfect representation, but there is an ideal world where it would be.
  170.  
  171. if your SR is lower than you'r actual ability, the games will be easy and you will win more often
  172. thus you will climb
  173. if your SR is higher than your actual ability, the games will be fucking hard and you will lose more often
  174. thus you will fall.
  175.  
  176. Strategy and tactics
  177. how a squad fits together.
  178. use abilities to be aggressive.
  179. dart car and drive around
  180. use abilities to be passive
  181. dart bathroom and prone.
  182. both could win but with right squad.
  183.  
  184.  
  185. discuss the clear correlation between low sensitivity and high precision.
  186. -i'm confident this applies to console
  187. -i'm not sure how important it is to understand
  188. slower is easier to track, up to a max speed
  189. faster is better at responding to threats from behind ( quick 180* turn)
  190. why XIM is max sens at 15, to turn faster
  191. and control fine detail in motor function of arm and wrist
  192. +none of these facts override personal preference
  193. +but they should be considered when finding "perfect sens"
  194. kontrol freeks larger taller pole
  195. -mechanical adavantage concept from engineering
  196. -forces applies are different changes the feel of aim
  197. -allows similar physical motions from the thumb to occur, but farther away from the rotational axis.
  198. like changing to a taller tire bigger rims-affects speedometer readout
  199. -the extreeme of the Kontroll Freaks is a full joystick like a fighter pilot.
  200. HOTAS throttles and keybinding
  201. advanced topics:
  202. Separation of functions.
  203. Two Finger R1 R2 action. index middle trigger fingers
  204. left right hand controls. hotas = kb+m. how i use kb+controller to drive
  205.  
  206. maybe discus distance and aiming
  207. -i think this is more of a high level prove that i can explain a thing more than thing that's actually important to understand
  208. -it might build confindence in the belief that what i'm saying is both true, high level, and understandable.
  209. - i'm tired. but this is a real thing that has been explained to me by people who understand it better
  210. -there is a sweet spot. being too close means a small movement from the enemy requires a large movement to track. large movements are harder
  211. -large movements are harder
  212.  
  213. fine movements are harder??
  214.  
  215.  
  216. My observations when I watch this video
  217. ==============================
  218. controller play (eccentricities in aim lead me to believe actually a controller)
  219.  
  220. 5 minute warm drills similar to what i do if i jump in to a blackout match cold.
  221.  
  222. Then a 35 minute comp game, narrow win
  223. at high level
  224. (first 5 minutes - dillz/chocotaco mechanical skill level
  225. perfect timing peak shots
  226. tracking as well as
  227. comunication skills
  228. callouts
  229. situational awareness.
  230. this guy knew when fights were won or lost before they were over) .
  231.  
  232.  
  233. Shooting
  234. primarily sniping and flicking with auto aim.
  235. --clearly practiced motions in a wide variety of similar flicks.
  236.  
  237. He tries different shooting style (waiting, peaking) when main flicks start missing.
  238.  
  239. Game Sense (OW specific)
  240. hero based overwatch skills derived from knowing heroes' movement abilities and common patterns.
  241. team objective based communication.
  242. cooldowns used (visual evidence: saw him do a thing)
  243. => call out weakness (say no cd)
  244. => call to action (implied) Kill this man
  245. [i definitely heard this once, but it was in like round 4or something).
  246.  
  247. i noticed that communication picks up (they start talking about the game, in a more focused manner) later as they start losing the game.
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