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Marksmanship and experience. There is nothing to say about marksmanship, it is necessary to "practice"! It's OK if the opponent's marksmanship is bad, and it's OK if your own marksmanship is excellent.
Talking about experience (I've been playing CS for 5 years, I'm definitely an amateur master): Try to jump out when you flash out (only for AWP), it's still difficult to throw a snipe, not everyone can throw you! The rest is up to you to kill your opponent.
If the other party flashes, there are only two possibilities: jump sniper; Flash Sniper. To deal with the jumping sniper, you can move a little before he lands in an instant, and the timing of the movement should be mastered (this should be practiced, mainly experience), and the amplitude of movement should also be appropriate, and the amplitude is small equal to not moving; If the amplitude is large, it will affect the frequency and accuracy of your shots, take advantage of the weakness of AWP's relatively long interval between each shot, and shoot as much as possible in the effective time, and the small movement amplitude will be able to get more opportunities to shoot (the accuracy of the foot does not move at the moment of shooting).
It's skillful to deal with snipers in minimaps, usually the distance between you and the enemy is not very far away, and it's important to use the wall penetration in the minimap, so that you can shoot in advance (listen to footsteps, listen to gunshots, judge the frequency of your opponent's flashes based on experience, etc.), so that the opponent will feel that he will be bleeding if he can't see anyone, or that he will be flattened as soon as he shows his head (maybe he will think you are cheating, but in fact he doesn't). iceworld is a good example, as long as you are holding a big gun, at the beginning of each game you can stand in the position where the gun is located (the approximate position and not be seen by the enemy in the middle lane), diagonally against the diagonal wall, press the gun to shoot 30 bullets, you are likely to kill the enemy who is going to pick AWP or 43 or AK gun on the opposite side, try it! Wish.
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The sentence is too long, please provide a short sentence.
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1. Disorderly steps: that is, people listen to their footsteps in a chaotic manner, which is used to disturb other people's hearing.
Fingering 1: Keep pressing the s with the index finger and press the w with the middle finger. Fingering 2:
Let others look at their bodies like crabs, with the upper half still and the lower body walking from side to side.
Fingering: Change the keys, change the back to shift. It will be determined after the change.
In the game, the middle finger is pressed W, the little finger is shifted, and the index finger and ring finger are left and right to control the direction.
3. Overlord step: You know it's very domineering when you hear the name. From the perspective of other people's vision, the movement speed is very fast, especially the moment the gun is released, which is very practical.
Fingering: Rub the middle finger back and forth, and use A and D to control the direction.
4. Circle step: As the name suggests, it is used to circle around. Works well sometimes.
Fingering: Keep the index finger on D, press the middle finger on W, and change direction with the mouse.
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What technology? Rifle ju submachine gun ghost jump?
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Marksmanship and experience.
There is nothing to say about marksmanship, it is necessary to "practice"! It's OK if the opponent's marksmanship is bad, and it's OK if your own marksmanship is excellent.
Speaking of experience (I've been playing CS for 5 years, I'm definitely an amateur master):
Try to use jump out when you flash out (only for AWP), it is still difficult to throw snipers, not everyone can throw you! The rest depends on whether you can kill Zheng Shou in the air game.
If the other party flashes, there are only two possibilities: jump sniper; Flash Sniper.
To deal with the jumping sniper, you can move a little before he lands in an instant, and the timing of the movement should be mastered (this should be practiced, mainly experience), and the amplitude of movement should also be appropriate, and the amplitude is small equal to not moving; If the amplitude is large, it will affect the frequency and accuracy of your shots, take advantage of the weakness of AWP's relatively long interval between each shot, and shoot as much as possible in the effective time, and the small movement amplitude will be able to get more opportunities to shoot (the accuracy of the foot does not move at the moment of shooting).
It's skillful to deal with snipers in the minimap, usually the distance between you and the enemy is not very far away, and it's important to make good use of the wall in the minimap, so that you can shoot in advance (listen to footsteps, listen to gunshots, judge the frequency of the opponent's flash based on experience, etc.), so that the opponent will feel that he will be bleeding if he can't see anyone, or that he will be flattened as soon as he shows his head (maybe he will think you are cheating, but in fact he is not).
iceworld is a good example, as long as you are holding a big gun, at the beginning of each game you can stand in the position where the gun is located (the approximate position and not be seen by the enemy in the middle lane), diagonally against the diagonal wall, press the gun to shoot 30 bullets, you are likely to kill the enemy who is going to pick AWP or 43 or AK gun on the opposite side, try it!
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Map one = must be familiar, the sneak attack behind is very comfortable, and the high point is very important. Practice good resistance. I'm also practicing blind resistance. Awareness first.
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Practice a lot.,The other thing is g and bug.。
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