Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- https://www.youtube.com/watch?v=TMZWnOSnGpc
- What I want to accomplish by watching this video together
- ==============================
- Focus on identifying controller specific aiming ideals.
- -the best traits from the best most skilled streamers
- -how do we build a bionic console shroud, and could we learn anything from copying those ideals
- high level stuff
- resource management
- actions per minute
- left right skills. pat hed rub stomach.
- separation of functions - aka why i hate ps4 heli flying
- Should we review a cod game together? a loss or a win that didn't go the way we wanted or thought
- value in learning from losses
- winning affirmation of things
- The concept of getting value from things
- This is something that i picked up from watching overwatch streamres
- they talk about the value they get in exchange for puting an ability on cooldown
- 1. action = shooting a sensor
- 2. cost paid = don't have that sensor any more.
- 3. value received = you know if theres people and where'
- OW: 1. use ability 2. can't use abil for a while, 3. do dmg/cc enemy/learn info
- 1. action = equip suppressor
- 2. cost paid = didn't take long barrel, slightly less damage and range of affects
- 3. value received = less information given to immediate enemy(win this fight)
- less informatino given to other enemies (don't get 3rd partied)
- 1. action = use team link
- 2. cost paid = 1 inventory slot (worst case replaces sensor dart, best case free), time to use (15s max)
- 3. value received = lose tournament (priceless)
- see the outline of friendlies behind things. (best: can see enemies in front of ally clearly)
- can see which direction friendlies are pointed (100% duplicated information from minimap)
- Learned this at the same time I read a book for a class.
- Narrative book explaining how to implement Just In Time inventory management.
- maximize value generated by each individual component of the factory
- The Goal
- is what you're doing helping you reach the GOAL
- the goal is to win. the goal is to not die. the goal is to frag out.
- each action you take moves you closer or farther from the goal
- evaluating which way you're going is a skill that can be learned
- Understanding how much of this is stuff i shouldn't even mention.
- I'm "dumbing things down" for lack of better words.
- I have actual engineering education, if not experience. and i don't think proofs or mathmatical explanations will carry much weight.
- $$ tying these two together is how you start to feel good.
- $$$$aim: spatial calculations. "gut feelings" about bullet drop, lead,
- $$$$mechanics: how many (math)minutes of an angle do you tilt your stick
- how many % of a degree do you tilt your stick
- larger stick with same degree of tilt = thumb moves farther.
- triangles.
- equal to lower sensitivity of mouse. mouse moves farther for the same movment on screen sens change.
- I internalize a lot of this in my head by thinking about things in terms of distances.
- i judge distance as much by how much i think i need to lead them as i do by size or anything else.
- comes from game sense and like a fucking jerk i'd say you need 200hr min in a game to "feel it" with certainty
- 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.
- 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
- i imagine breakpoints at 0m 10m 50m 100m 200m 500m
- 0m only for knife. 10m if i'm feeling frisky or they look newb
- 0-50 is SMG/long pistol range
- 0-10 is shotty/pistol range
- 10-200m is AR.
- 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.
- 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)
- 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
- 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.
- 500m this is always bad. i poke only if you or other is sniping, i have ammo, and 4x to see bullet drop
- 100m-500m is sniper
- 500m only if still
- 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
- i think we can apply the principles of aiming to the mechanics of controllers in a complete and whole fashion.
- through critical thrinking
- 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)
- ******What is most important??????? to find a middle ground of high concept explanations with theories and geometry proof, and actual usable advice*****
- ***something like a takeaway and a best practices.
- we already have some (just one of many examples of such possible lesson plans)
- +high ground
- high level concept = having the high ground enables more options
- always at least 1 option: leave highground
- usually more options: angles to shoot
- lowground sometimes also precludes option: take highground
- +slow side of circle
- high level concept = being forced to move is a disadvantage
- geometetric proof, emperically observable slower movement of circle wall.
- +(arguable) stay center circle
- high level concept = a position that enables options is "better"
- center of circle "statistically" the place most close to the new circle, until the new circle comes into existence
- similarity to schrodinger cat.
- actuality: can be really fucking dangerous cause you might be surrounded.
- i've seen some these concepts demonstrated in conceptual classes, physical labs, and computer simulations
- 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.
- I have a love of high concept thinking. it's comes from engineering and accounting both i think
- both value critical thinking and applies complex rulesets to varied facts and circumstances
- i see correlation - fact and circumstances is the information i gather from the game
- visual - what i can see with my eyes.
- including free info kill feed and minimap
- audio - sound whoring
- game sense = predicting how people will move
- the more of these you see the easier it is to predict what will happen, then you can just prefire corners
- Understanding if we can get anything at all out of watching overwatch.
- -i keep recommending the videos because I love watching jayne
- -i recognize i pretty different tastes when it comes to games, and other things (comedy bang bang lol)
- -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
- -I know, from experience, that a lot of skills transfer to CoD
- ****SKILLS FROM OVERWATCH*********
- +positioning
- -out of position is more clear because of "level design"
- -movement is just as crisp as cod.
- -better positioning has been show to increase SR - an OWL coach did a study and saw 500 SR increase from using cover.
- I TALK ABOUT THIS ONE A LOT YOU"VE HEARD ME SAY THIS
- +Shooting
- hit scan heroes = scans if you hit when you click
- instant feedback on accuracy
- value in acuracy and precision, obvious
- projectile
- various levels of speed.
- leading
- estimation of range
- drop
- +ability usage
- more of a stretch
- high level concept - Value
- what kind of value do you get from an action?
- OW = abilities give information or deal damage
- ***********COD ABILITIES***********
- information
- sensor, mines, razer, dart, cop car
- damage
- mines, cluster, nades, axe, barrier, high level concept(HOTROD)
- utility
- trophy, barrier (safety), nades (force enemy movement), emp (remove enemy equip), rc car(lol)
- *******************************
- |||||| E L O ||||||||
- ELO is a math heavy topic.
- 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
- in actuality a represenation of your theoretical actual skill level as demonstrated by the very limited number of games played.
- 10 game placments in OW = nothing in statistics.
- its hard to discuss actual SR without something like 500+ GAMES
- - this is why i was so dismissive of "stats" in cod until i realized jsut how many raw games #s you had.
- - the SR approaching the theoretical limit is similar to how the win rating in cod will eventually approach your theoretical actual best win percentage
- overwatch movement is easier to track because its on a wider scale 0-4500
- Rank System - kinda like letter grades for your ability to play a game
- 0-1500 bronze = they retarded
- 1500-2k silver something holding them back
- 2k-2.5k gold = average
- 2.5k-3k plat = better than average
- 3k-3.5k diam = leveraging one or more skills to rise above better than average
- 3.5k-4k master = demonstrate clear mastery of all basic mechanics of the game
- 4k-4.5k grand master = same but don't fucking miss and use ALL their abilities to that level, not just basic
- 4.3k+ top 500 = the joke is 50 pros on 10 accounts
- if a win gets you 25 ELO, and a loss loses you 25 ELO,
- to climb from one rank to the next, you have to win 20 more games than you lose.
- if you lose 50 games, you have to win 70 to climb out.
- if you lose 500 games, you have to win 520 games to climb out.
- reverse is true too,
- if you lose 70 games and only win 50 games
- you will go down a whole rank.
- because of the system, sometimes you lose more ELO than you would have won for a win.
- if you're up against a uniformly weaker opponent, lower elo reward represents a lower "quality win"
- is a team game so not a perfect representation, but there is an ideal world where it would be.
- if your SR is lower than you'r actual ability, the games will be easy and you will win more often
- thus you will climb
- if your SR is higher than your actual ability, the games will be fucking hard and you will lose more often
- thus you will fall.
- Strategy and tactics
- how a squad fits together.
- use abilities to be aggressive.
- dart car and drive around
- use abilities to be passive
- dart bathroom and prone.
- both could win but with right squad.
- discuss the clear correlation between low sensitivity and high precision.
- -i'm confident this applies to console
- -i'm not sure how important it is to understand
- slower is easier to track, up to a max speed
- faster is better at responding to threats from behind ( quick 180* turn)
- why XIM is max sens at 15, to turn faster
- and control fine detail in motor function of arm and wrist
- +none of these facts override personal preference
- +but they should be considered when finding "perfect sens"
- kontrol freeks larger taller pole
- -mechanical adavantage concept from engineering
- -forces applies are different changes the feel of aim
- -allows similar physical motions from the thumb to occur, but farther away from the rotational axis.
- like changing to a taller tire bigger rims-affects speedometer readout
- -the extreeme of the Kontroll Freaks is a full joystick like a fighter pilot.
- HOTAS throttles and keybinding
- advanced topics:
- Separation of functions.
- Two Finger R1 R2 action. index middle trigger fingers
- left right hand controls. hotas = kb+m. how i use kb+controller to drive
- maybe discus distance and aiming
- -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
- -it might build confindence in the belief that what i'm saying is both true, high level, and understandable.
- - i'm tired. but this is a real thing that has been explained to me by people who understand it better
- -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
- -large movements are harder
- fine movements are harder??
- My observations when I watch this video
- ==============================
- controller play (eccentricities in aim lead me to believe actually a controller)
- 5 minute warm drills similar to what i do if i jump in to a blackout match cold.
- Then a 35 minute comp game, narrow win
- at high level
- (first 5 minutes - dillz/chocotaco mechanical skill level
- perfect timing peak shots
- tracking as well as
- comunication skills
- callouts
- situational awareness.
- this guy knew when fights were won or lost before they were over) .
- Shooting
- primarily sniping and flicking with auto aim.
- --clearly practiced motions in a wide variety of similar flicks.
- He tries different shooting style (waiting, peaking) when main flicks start missing.
- Game Sense (OW specific)
- hero based overwatch skills derived from knowing heroes' movement abilities and common patterns.
- team objective based communication.
- cooldowns used (visual evidence: saw him do a thing)
- => call out weakness (say no cd)
- => call to action (implied) Kill this man
- [i definitely heard this once, but it was in like round 4or something).
- i noticed that communication picks up (they start talking about the game, in a more focused manner) later as they start losing the game.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement