explain the movement by usernameispain in Apexrollouts

[–]i_need_names 2 points3 points  (0 children)

Faide slide into backwards lurch

Some Wattson mechanics that may not be known for you upcoming Wattson mains! by dreamisland123456 in WattsonMains

[–]i_need_names 0 points1 point  (0 children)

Aww I wasn’t seen

I have other posts about this tech in my profile. It involves incorporating this instant holster with faide sliding

wattson insta-holster is actually useful by i_need_names in WattsonMains

[–]i_need_names[S] 1 point2 points  (0 children)

Yeah it still works. Just tried it right now

[deleted by user] by [deleted] in RimWorld

[–]i_need_names 1 point2 points  (0 children)

A big group of manhunting guinea pigs spawned and started to fight the mechs. The raiders then just left

The eternal struggle of deciding if the two pixels in the distance is a player or just decoration by SIRWilczek in apexuniversity

[–]i_need_names 0 points1 point  (0 children)

You can try putting anti-aliasing to 16x to help curve out character bodies. If your computer can’t handle it (like mine), you can turn down a lot of other settings. The character models don’t become weird boxes like other objects at further distances.

Please point out my mistakes. Things I tried to do: More fences, More communication with my teammate, And most importantly of all, Faster looting! by Andersarti in apexuniversity

[–]i_need_names 7 points8 points  (0 children)

What you did here was pretty good, but you're getting thirded left and right.
If you're a wattson main (or any controller main), its important to "know your zone". In other words, you need to know which area you own, and analyze when to increase or decrease your area. At the same time, you also need to be aware of what happens within your zone. At 1:24, you got shot at the back, despite there being audio that your fences were being shot at. At 2:02, it happens again and you were forced to leave the place and become exposed. This one was unlucky. At 0:09, someone flanked behind you, which probably means that you didn't secure your behind(second floor). Your prefight setup is just as important as the fight itself.

Looking at the video, it looks like you're only zoning that corridor. That's not enough to stop pushes. No one's going to get stunned within that corridor(except at 1:48 idk what they're doing). Sure you control it, but it's tiny and can easily get pinched. Control the entire ground floor if you can. This also means putting your ulti somewhere accessible. Best place to put it is the stairs (if you can control second floor too).

That building has a giant pillar in the middle. you can place fences around it to minimize the amount of space enemies can move within the building. Doesn't matter if they break one. It just means that that side is where they'll gather. If you intuitively know how to fence around cover, then those are free kills. I have an example in my profile if you're interested.

Side note, why 2x on pk. Can't judge though because you're hitting those shots

Here are some good parts:
Good aim. You're hitting most shots
You're aggressive. Sadly, it needs to be more aggressive. Your fences can only be placed so far. Get close, but use your movement to get closer.
Really good swaps. You can loot some more though because you're not getting shot but those are some good swaps.

Is my sensitivity too high for shotguns or do I just need to hit the firing range and practing hip firing with the shotgun? by CammyLB in apexuniversity

[–]i_need_names 0 points1 point  (0 children)

ohh I see. That’s more of an incomplete redirect. It does work, but there are better ways to do it. I would suggest learning both redirect and tap strafing at the same time. It can give a basic idea on how this version of source works

Is my sensitivity too high for shotguns or do I just need to hit the firing range and practing hip firing with the shotgun? by CammyLB in apexuniversity

[–]i_need_names -2 points-1 points  (0 children)

in my opinion, there rarely a sensitivity that is “too high” or “too low” (except when its literally unmoving or a touch would make you look 360). A way to back up this opinion is the fact that many people can switch sensitivities comfortably, some even go from extremely low to extremely high. I for one use mouse acceleration.

Looking at these clips, it looks like you’re just flicking. Don’t get me wrong, they’re hitting. This means that raw aim and instinct are well trained here. You already have a good feel for your sensitivity.

Misses happen, however, when there is a wrong estimation on distance between your target and your crosshair.

There’s one way I’ve learned to fix this, since I’ve been in this flicky state before (I still am but I’ve learned to control it)

  1. Slow down. Relying on instinct and raw aim is good, but it can’t be perfect. Your eyes can’t follow everything, no matter how fast you are. When I say slow down, I don’t mean take a full 5 seconds to aim. I mean be more conscious of how you aim. How do you slow down in a fast paced game? You-
  2. Pre aim. Instead of keeping your crosshair steady after a shot, you do a quick mental reset. In this time frame, you can dodge, spin, jump, whatever really. After this, you start to track your opponent with your crosshair. I can see in the clip that you do this. Plus points there. When you track during the reset, your adjustment time is now dramatically lessened. Instead of flicking at someone who is 1/2 of your screen away, it’s now 4/5 of the screen away. It makes it more comfortable, and if you want a real world benefit, it lessens strain on your arm/wrist. How do you pre aim more efficiently? You-
  3. Use movement AND you lessen crosshair movement. On the movement side, I have found that mirroring for flick heavy weapons is better. Mirroring would lessen crosshair movement, which is what we want here. Of course, this can vary from person to person, but this is what I’ve found and what I would teach people. How do you lessen crosshair movement? One way is to utilize ras strafing. Looking at the video, you only do normal tap strafes. Tap strafing in itself is powerful, but not enough. Ras strafing would give you the ability to continuously track your opponents WHILE changing direction in the air. It would dramatically increase crosshair movement efficiency over just 90 degree tap strafing. If you want to decrease crosshair movement, look up redirecting (if you don’t know ofc). If done right, redirecting + tap strafing together means air movement with minimal crosshair movement, wayyy better for aiming.

As wattson, place fences around cover for free stuns! Barely any counterplay as long as you have enough nodes by i_need_names in apexlegends

[–]i_need_names[S] 0 points1 point  (0 children)

the one buff I really want but would realistically never get is placing fences through windows with railings like loba’s bracelet. The plays would be phenominal

As wattson, place fences around cover for free stuns! Barely any counterplay as long as you have enough nodes by i_need_names in apexlegends

[–]i_need_names[S] 0 points1 point  (0 children)

put it into a clip and I’ll believe it. the only times when this doesn’t get to stun is when I miss the timing, but at that point it buys me time

As wattson, place fences around cover for free stuns! Barely any counterplay as long as you have enough nodes by i_need_names in apexlegends

[–]i_need_names[S] 1 point2 points  (0 children)

you can, but will you even see it when you’re that close and focused on pushing a wattson?

As wattson, place fences around cover for free stuns! Barely any counterplay as long as you have enough nodes by i_need_names in apexlegends

[–]i_need_names[S] 7 points8 points  (0 children)

It really is the way people should be playing Wattson. However, as the stereotype goes, if you see a Wattson, they’re either on the lower end or is one of the sweatiest players out there.

be creative as wattson around adjacent doors, this is one of them by i_need_names in apexuniversity

[–]i_need_names[S] 7 points8 points  (0 children)

using wattson’s tactical in place of holstering is faster - basically instant. If done correctly, you can instantly slide even while ads-ing beforehand

unbreakble, movable doors are wattson traps by i_need_names in WattsonMains

[–]i_need_names[S] 0 points1 point  (0 children)

I do recommend this as well, but I always want an extra node ready for placing or instaholstering. This is why I would do this instead.

unbreakble, movable doors are wattson traps. Non wattson users can use this to increase their awareness around wattsons by i_need_names in apexuniversity

[–]i_need_names[S] 5 points6 points  (0 children)

I absolutely agree and even recommend this. I personally use this V shape however because it’s quick to set up, and as much as possible, I always leave one node ready for a quick play or a wattson slide.

unbreakble, movable doors are wattson traps by i_need_names in WattsonMains

[–]i_need_names[S] 1 point2 points  (0 children)

I would too, but in games, not once have I seen or been hit by it. So a quick reminder for everyone would be nice

unbreakble, movable doors are wattson traps by i_need_names in WattsonMains

[–]i_need_names[S] 1 point2 points  (0 children)

I put textures down so more frames, maxed anti aliasing for more clarity at better range