A fewyearsago, I usedtohaveterriblemovement, like I wasprettybad, butaftermanymonthsoffrustration, I figuredouthowtousemymovementtowinmoreofmygunfightsand I'm nowabletoplaysolovsquadsinreallysweatylobbies.
I alsosometimesgetdeathconsfrommyopponentslikethis.
Wellthejourneytogettothispointwasn't easy, sotoday I'm sharingwithyou 7 fatalmovementmistakesthat I learnedthehardway, includingonemajorreasonwhyslidecancelingissometimestheworstthingyoucandointhisgame.
Nowoneofthecommonquestionsthat I getwhen I streamishowdo I knowwhentouse a certainmovement.
If I'm in a gunfight, I canslidecancel, I canjumpshot, or I canevendropshot.
Sohowdo I knowwhichmovementtochoose?
Welltoanswerthis, weneedtolookatmistakenumber 1, andit's a commonmistakethat I seelotsofhighlevelplayersmake.
Ifwethinkabout a gunfight, wewanttohitenoughshotstogetitdown, butwealsowanttotakeaslittledamageaspossiblesothatwecanstayalive.
Whatthismeansiswewanttostayoutofwhat I call a player's killzone, that's thecenteroftheirscreen.
Nowifwethinkaboutthisfrom a logicalstandpoint, thefurtheryouarefromyourenemiescenterofscreenthebetter, withthebestplacebeingbehindthem.
Thisiswhyslidecancelingaround a cornerassomeoneisapproachingitcanbesoeffective.
Butbeforewegetintothemorecomplicatedstuff, let's lookat a simpleexample.
Ifsomeoneiscamping a corner, I couldslidecanceloutandtakethegunfight, buttheproblemis I mightalsotake a lotofdamageif I endupslidingdirectlyintowherethey'reNowontheotherhand, if I jumpchallengethiscorner, I gowayoverthisplayer's crosshairandoutoftheirlineofsight.
Thismeans I have a lotmoreopportunitytodealdamagebeforethey'reabletoaimatmycharacter.
Or I couldnotdoeitherofthesethings, andinstead I coulddropshotattheedgeofthewallandstrafeoutthepeaknearthebottomofthedropshot.
Youhavetorememberthat a player's killzoneisn't justfromsidetoside, it's alsoupanddown.
They're a teamofexpertsthatspecializeinoptimizingyourcomputer's performancetodelivermaximumFPSinyourfavoritegames, aswellasimprovingyouraudioexperience.
Now a fewmonthsago, I wasreallystrugglingtoenjoyplayingWarzone.
Myframeratewaschoppyand I couldbarelyhearanyfootsteps, soitwasn't a veryfunexperience.
So I reachedouttoFPSHub, andthere's a reasonwhytheyaretheexperts.
Theysignificantlyimprovedmyaverageframerate, butwhat I didn't expectwastheyreducedtheinputlaginmysystem, somycontrollernowfeelsmoreresponsivethaniteverhas, whichhashelpedmeperformbetterinthegame.
NowWarzone's audioisreallybad, sothereisn't a magicalfixtomakethegame's engineproducemoreaccuratesounds, butthisenhancementhasdefinitelymade a bigdifference.
Theyrun a fullsystemstabilitytestwithone-on-oneaftercaretomakesurethatyourPCisstable, andtheyoffer 2-weekwarrantiesonalloptimizations, aswellas a money-backguaranteeiftheycan't improveyourPC's performance, sothere's verylittlerisktosigningup.
FPSHubdidmycomputer's optimizationfreeofchargeaspartofthissponsorship, but I gotabout a 25% increaseinframesforwhatwouldbelessthan 5% thecostofmyPC, so I wouldn't hesitatetopayforthisserviceinthefuture.
I hadheardthisguyoutside, butwhen I wenttochallengehim, mycenteringwaswayoff.
Butbecause I didn't commitandjumpoutofthewindow, I wasabletoresetandhealup a littlebitandwinthegunfight.
Whenyouhavewallsandobstaclesaroundyou, youhaveoptionsifyougetsurprisedandfindyourselfin a badsituation.
Youcanbreakthelineofsightwithyourenemyandforcethemtopushyou, butnowyouhavetheupperhandbecausethey'reoutintheopen, whichisnever a goodplacetobe.
Wow.
I really, reallycan't believethatworked.
Okay, movingontothenextmistake.
Noweventhoughslidecanceling a cornercanbekindofrisky, it's a greatwaytochallenge a gunfightwhenyoudon't haveanyinformationonyouropponentsbecauseyoucanquicklygetawayifyougetintotrouble.
But a lotofplayersmakethisfatalmistakeandendupgettingdestroyed.
Butbefore I cangettothemistake, I havetoexplainsomething.
Wedon't know a lotaboutWarzone's code, butthedevelopersforgameslikeValoranthavesaidthattheaveragepeeker's advantagefortheirgameis 40 to 70 milliseconds.
However, wealsoknowthattheWarzoneserversupdatemuchslowerthanValorant, soitcouldbemorelikedoublethisforus.
Yeah, theWarzoneserversareprettybad.
Nowobviouslythesearejustestimates, buttheimportantthinghereisthatwhilethisadvantageisquite a lot, youstillhavetofactorinothervariableswhenyougetinto a gunfight.
Forinstance, if I'm thisplayerhereand I thinkthere's someoneontheothersideofthiswall, if I gotoslidecancelthiscorner, butthiscamperissmartandinsteadofsittingontheground, he's goneupontotheplantstogethigher, wellitmighttakeme 200 milliseconds, whichis a fairlygoodreactiontime, torealizethatthisplayerisn't where I thoughthewas, anditwilltakeadditionaltimetomovemycrosshairtogettohim.
Andbythetimeallthishashappened, I mayhavelostallofmyadvantageinthegunfightifthisenemyhas a fastreactiontimeandif I slidedirectlyintohiscrosshair.
Onegreatwaytopracticethisistofind a targetinmultiplayerorinplunderandjustpracticeslidecancelingaroundthecornerwhiletryingtocenterontothetargetandshootit.
Whenever I'm fightingsomeonewhoappearstohavedecentmovement, I knowthattheyalmostalwaysaregoingtomakethemostaggressivechoiceinwhateversituationthey'rein.
They'reabletoplayat a veryfastpaceandknowalltheadvancedmovements, butthey'realsoabletoslowthingsdownin a gunfighttothrowofftheiropponents.
Thissoundseasy, butittakes a lotofpractice.
Inthiscliphere, I'm playingsolosand I'vejustkilled a player, so I'm tryingtohealup, butrightatthatmomentsomeonestartstopushmefromtheleft.
Wellinclassicsolosfashion, anotherplayercomestothirdpartyas I slideouttochallengethefirstplayer.
Well, now I'm in a toughspot.
I'm notfullyhealed, andmoreimportantly, I onlyhave 20 roundsonmySMG, so I don't wanttomakeanaggressivepushonthisotherplayer.
Wellhemakestheaggressiveplayonme, andinsteadofpanicking, I patientlyplaytheanglesonhiscartostayoutofhislineofsight, andthen I time a stimplaytobreakhiscameraandwinthefight.
Playthat I make a lotiswhensomeoneisnearme, I closethedoor, whichtellsmyopponentthat I'm a slowdefensiveplayer, butthen I immediatelychallengeoutofthedoor, whichcatchesthembysurprise.
Youalwayswanttobecompletelyincontrolofyourspeedwhenyouplay, andyouwanttobeabletogofrom 0 to 100 at a moment's notice.
Nowthereasonplayingatdifferentspeedsissoeffective, isbecauseWarzonehas a fasttimetokill.
TheaverageTTKinthisgameisaround 650msincloserangefights, whichisprettyfastconsidering a human's reactiontimeofabout 200ms.
Butwhat a lotofpeopledon't realize, isthatthisisjust a theoreticalnumber.
Mytimetokill, andmyopponent's TTK, mightbethesameonpaper, butif I usetheoneskillthatallgreatmovementplayershave, I canmakethisanunfairfighteverytime.
Let's lookat a clip.
Now I'm runningthroughtentsonrebirth, when I getmeltedfromsomeonebehindme.
Now I'm completelyoneshot, andyoumightthinkthat I'm dead, butlet's justseewhathappens.
Yousee, I wasabletogetthatwin, becausemyactualtimetokillwasmuchhigherthanmyopponent's.
Andit's allbecause I hadgreattiming.
Myfirstslidegotmecompletelybehindthisenemy, and I wasabletodeal a bitofdamage, butbecause I wasoneshot, I knew I hadtorepositionbefore I wasbackinhiskillzone.
A bigmistakethat a lotofplayersmakeistheyhavebadtiming.
Ifsomeoneispushing a corneronme, there's a majordifferencebetweenslidingouttooearlyandbeinginthatplayer's killzone, versusslidingoutatthelastsecondandbreakinghiscamera.
Wellunfortunately, slidecancelingnolongerresetsyourtacticalsprint, anditactuallywillcauseyourcharactertoslowdownifyoudoittoomuchbecausethere's a hiddenstaminabarthatdepletesovertime.
Yetpeoplestillspamtheirslidecancelsalloverthemapevenifthere's nobenefittodoingit, andtheworstpartisitcancauseyoutolose a lotofgunfights.
If I rewindthisclip, I hearthisplayeraboveme, and I suspectthathe's goingtodropdownandchallengeme.
Well, I don't haveanycoveraroundme, so I layprone, hopingtocatchhimbysurprise.
A fewyearsago, I usedtohaveterriblemovement, like I wasprettybad, butaftermanymonthsoffrustration, I figuredouthowtousemymovementtowinmoreofmygunfightsand I'm nowabletoplaysolovsquadsinreallysweatylobbies.
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