Aiming is likely the easiest thing to grasp while playing scoutzknivez. Aim is half based upon luck, a quarter based on skill / reflexes, and a quarter based on strategy or technique. I know, I know, how can you have a strategy for AIMING? Well I can tell you.
First off: When someone is airstrafing (Basically spinning around, evading bullets in the air) don't waste your ammo, eventually they have to mess up. Just sit around with your scope pointing at points where you think they'll land next, I assure you, eventually, they will run into a wall or something and if you're ready, you can shoot them right there, and it only takes 2 shots to kill someone, so even if you hit them in the foot, you pretty much have 'em.
However, often times you may have someone strafing around making airshots (Shooting in the air, it has extremely horrible recoil), if they do that, they're bound to hit you eventually, so, you have to predict, judging by the speed, where they'll go next. Never shoot at exactly where they are, it won't work. This is more or less where luck comes in. :P
If you think they're going to knife you, sit there noscoping on the rough headshot spot facing the direction you think they'll come in, when they land, attempt to beat their reflexes, if you can't, then at least you tried. Remember to not panic when they start to knife you though, it'll definitely fuck you over.
Secondly: When others are on the ground, they will almost always be in standing position, as they then strafe much faster, therefore they're harder to hit. But one very important factor in sk is, because of the texture choice for the walls, the head of a guy in standing position is just under one of the lines. (see screenshot one) How convenient!
So at the start of every round what you want to do is at the start of every round, scope in a bit, put the center of your scope on the line, and you can either camp there, and wait for someone to come around the corner, or you can unscope but hold your scout in place, this way, if someone shows up when you run around its just a matter of aiming sideways, you already have your scout at HS position. As I said, this can be very convenient for fast headshots.
Thirdly You never, ever, want to camp the doorways. Sure, you do know where people's heads will be now, so you can sit staring at that line double scoped all day, waiting for someone to pop out and BOOM, but, sadly, on most sk servers, there's others that know that, and unfortunately, most of them have minimal lives. They're reflexes are amazing, they'll walk into the door frame, scope already on HS position and BOOM, strike you dumbfounded. So unless you think you have the best reflexes there (which you just might) then don't do it. It's also a very cheap move to use.
Now with aiming covered, it's time to move on.
Strafing
Playing on the ground, believe it or not, is something you want to avoid. SK was built so that people up top have many advantages for preying on people below them, they can jump from side to side staring down at you, where your head is the first thing for them to see. However, playing on the ground is something you must do at times.
This is where the HS spot really comes in handy (screenshot 1), sure, killing someone while on the ground can be an easy task, but I'm here to make it more difficult. :)
Most people simply move back and forth, scope set on HS point, firing away, or they move back and forth, stop, shoot, and start moving again. First off, you NEVER want to stop, sure, shooting while moving does throw off your recoil a bit, but that brief second of you stopping is the perfect time for a pro to prey upon your face.
Simply moving back and forth is really not enough though. When you just move back and forth, you normally follow a pattern, so your enemies can predict where you will be next, sit their scope on it and BOOM. So what you want to do is mix it up, have some long strides, and some short back and forth movements. I tend to use the shorter ones when I shoot for less recoil.
I'm sure we all know that dreadful time between shots, the time when you pretty much just sit there and wait to be shot? Well there's a simple way to screw up an opponent trying to get you in that helpless gap of time. Basically, what you want to do is figure out a way to move your body without losing your target. If you have a higher-ish sensitivity, like myself, you may want to throw a spin in before shots, but the problem with that is you can easily overdo it, or not spin far enough, leaving your back or side to them and making you have to lock on once again to shoot them. Others, with lower sensitivity, or people who just don't think they can spin around perfectly, prefer to just flail their scout a bit. I know, it sounds stupid, but what it does is moves your head a bit, and your gun kind of flails in a random direction confusing your enemy and making him want to follow it, I know, I make the 'enemy' sound like a bot, but they really get confused without knowing it.
Now, In my opinion, The most important part of sk, Airstrafing.
Airstrafing
Airstrafing is one of the hardest things to grasp, but once one gets the hang of the smoothness of the turns, it is a very simple thing to do, and it becomes a habit of sorts. Now, with the learning.
First off, to properly airstrafe you must get into the habit of letting go of W when you jump, what you want to do it hold the side you want to turn to (a or D) and turn your mouse that way.
Ex: To turn left Press and hold A and smoothly turn your mouse left.
But to actually move back and forth you have to switch between the two, but make the transitions smooth and clean, not too sharp or you'll stop mid-air and be a perfect target for a HS.
To gain speed while airstrafing you want to jump literally right when you land and keep on strafing, the more times you jump in a row, the more speed you get.
An easy way to jump right on time, is to bind your jump to mwheeldown, this way, you can start scrolling a second before, but still be scrolling when you land, so still jump.
Yawspeed is a term used to describe simple, circular turns basically. It comes from the console command 'cl_yawspeed'.
To use yawspeed you need to go into your keyboard options and bind a key to either 'Turn left' or 'Turn right', you should find them near the bottom of options. I like to use Space seeing as I now use mwheeldown for my jumping. Now, this should make you spin slowly in a circle, but the speed can be adjusted using cl_yawspeed. You could go ahead and type cl_yawspeed 9999999 in console, and youll basically spin 10b times in a row from pressing it once, i dont recommend this unless you want to immitate a person with really shitty aim using spinbot. What it's used best for though, is a simple airstrafing technique.
cl_yawspeed has it's pros, and has its cons. I recommend setting it anywhere from 300-500, although default is nice if you'd like to spin rather slow (Better for beginners I guess.) Personally, I use 400, not too fast, not too slow.
Yawspeed is a fast way to gain velocity while airstrafing, seeing as your speed increases to pretty much the spinning speed if you hit the landing correctly. However, when using yawspeed, you spin in PERFECT circles, making it easy for the enemy to predict where you are, so remember to not overuse it.
It's also great if you get stuck in mid-air, because it still works whereas airstrafing wont. (If you start it in mid-air that is)
Oh yeah... How to use yawspeed:
Okay, so as I said, bind turn right or turn left to a key, by going to ESCAPE > OPTIONS > KEYBOARD and scroll down until you see TURN RIGHT or TURN LEFT, then click EDIT KEY and choose a key.
Once this is complete open your console by pressing ~ or if that doesn't work open ESCAPE again and go OPTIONS > KEYBOARD > ADVANCED and check off 'Enable Developer's Console (~)' THEN press ~.
Type in cl_yawspeed and a #, as I said I recommend 300-500, play around with the #'s yourself though, find one you're comfortable with for a speed of spinning.
EX: cl_yawspeed 400
After this is done, you're ready to use it. Jump up into the air and press your key bound to turning, then press the over that's the same as your turn direction. (A or D)
EX: If I was turning right I'd hold D and my turn right key.
Here is a small video showing what I already covered. :P. Please keep in mind it was made simply for your convenience, dont be all like 'ZOMG BAD EDITING.'
Ahh yes, and why airstrafe you ask? Well there are many reasons:
You move much faster, therefore you're more difficult to hit.
You avoid that 'Headshot zone' I told you about before, to hit you they need to depend on luck or timing mostly.
It gives you a fabulous opportunity to get behind people and knife them.
It's hella fun.
The list goes on.
I MAY ADD MORE TO THE TUTORIAL ON STRATEGIES ETC ON ANOTHER DAY.
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