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When you hear breathing on the left earphone, but you don't have the right earphone, you slowly turn to the left, and when you feel the breathing sound on the left and right earphones balanced, then the ghost is in the straight line that you're facing.
Otherwise, the same ......
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I want to breathe your basic back is positioning. The distance is based on the size of the breath. When you hear breathing, determine if the distance is safe before you start positioning.
Wear headphones to determine which direction left and right, and turn the mouse in that direction.
Then, as the ghost inhales, the mouse swings towards what you think is most likely. Find the switching point between the left and right earphones. The switch point is where the ghost is.
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Breathing Tutorial:
1: Prepare to work, find a good headphone, preferably closed-back, and loud.
2: System debugging: In the settings (the pliers above), adjust the brightness to the highest, all the options for image quality are the lowest (texture, resolution, color ==), the background sound and radio are turned off in the sound, and the sound effect is adjusted to 100.
3: After entering the game, it is better to have a gun with more bullets, and it is best for novices to silence, and now there is another 50-round silenced submachine gun. Not bad. Bring a refill magazine.
4: Walk quietly, listen carefully, and the sound of breathing can be felt by opening a ghost number. The sound must be loudest to be heard.
If you have breath and no footsteps, just look for it slowly, the sound of the headphones over there is loud, turn your head to the same side as big, the enemy is in front of you, and then there is strafing, there is no difference between breathing up and down, so when you sweep, you have to sweep up and down. If there is a breath and footsteps, then he is ghosting, then don't listen carefully, hear someone about there, and immediately sweep a few shots.
5: Practice a lot, be familiar with the terrain, the sound of ghosts stepping on different materials is different, you need to be familiar, for example, in the hall of the underground research institute, you hear the sound of stepping on an iron plate, and immediately shoot at the police station.
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Wearing headphones, if there is breathing on the left, you slowly move to the left, to both sides, and you are positioned.
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In ghost mode, the ghost's breath is there, and there should be no doubt about that by now. Then, in the era of ghost jumping, breathing became a weapon for defenders to fight ghosts.
1) First, let's talk about the limit distance at which you can hear your breath. At present, my headphones are turned on to the maximum, and I can stand against the wall on the side of the ditch in the underground research institute and hear the breath of the ghost against the wall on the other side. Standing against the wall on the slope of Point A of the Underground Research Institute, one could hear the breath of the ghost who had just stepped into Area A from the small house on the other side of the pillar of light.
Don't question it, it's definitely audible.
In this way, the breath can travel far away. Basically, two-thirds of the distance traveled by footsteps.
2) There is almost no up or down of breathing. What I say here almost means that there is still a difference between up and down, but it is very difficult to distinguish. Because breathing itself is a relatively indistinct sound, it is not as easy to hear up and down as footsteps.
There is only a distinction between the left and right (in fact, the front and back are not very obvious...)
3) Breathing is intermittent. Just like the breath of an ordinary person, the breath of the ghost in the game is also a breath in and out, and then a breath in and out. For less than 1 second in between, you can't hear your breath.
Or can only hear the faint breath (presumably the ghost itself can hear it...) So this time is also the ** time of the ghost attack.
4) There is a bug in breathing. This bug I have encountered many times, that is, when there are more than 4 ghosts in the listening range, there may be a sudden increase in breathing (different from breathing disorder), which can be said to be deafening, and can be heard from a long distance, and there is no direction. If you encounter this bug, mourn it, only when all the ghosts in the range die or leave, the bug will disappear, even if there is only one left, the bug will still exist.
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Set the sound effects to the top, not only to listen to the breath, but also to the direction.
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On the left or on the right
Let me talk about the basics
When the ghost is very close to you, the breathing is loud, and at a distance it is assumed that the breathing is very quiet
You need to distinguish between the game world and the real world
Columns such as; In reality, the object on the left emits a sound, travels through the air, and can be heard by the right ear
And in CF, if you listen intensively, you can feel that when the ghost is on the left, of course only the left ear is breathing
The sound of breathing in the right ear is not direct
That proves that the ghost is on your left
As long as you can tell whether the ghost is on the left or the right side of the breath, it's not difficult to listen to the breath
When you walk quietly and suddenly you hear a small breathing sound, step 1, you must first distinguish between the ghost on the left and on the right
If you can't tell the left and right with a small breath, you can take a few steps forward and walk until you can tell the difference between left and right
Step 2, when you notice the sound of breathing, the left ear does not hear the breathing, the right ear hears the breathing, that proves that the ghost is on the right
At this point, you take the sight and slowly move it to the right, and if you see the sound of breathing while you're moving, it suddenly disappears from the right side and becomes a breathing on the left, and you can shoot around there
To put it bluntly, it's also the ear of the shrine that hears it.
Breathing, you move the sight from the side you hear until the breathing suddenly changes position, from left to right, or right to left
If the terrain is high or low, it is necessary to shoot up and down in a straight line at the position where you hear your breathing.
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Many people have always had a big blind spot when it comes to ghost mode breathing. There are a lot of posts online about breathing. Actually, it's not much different. Problems with breathing. Let me express my opinion.
I'm going to divide my breath into four phases for now! (Own opinion.) does not represent all).
In order: air sound positioning five-dimensional (three-dimensional) fixed point.
Talking about the return to the empty sound: First of all, the most common and popular is the "empty sound". In other words, it is possible to detect lurking in the vicinity by hearing in general.
and whether to the left or right of oneself.
This doesn't need to be explained too much. Ordinary people can understand.
Proficient words. Relying on the "empty sound" can lock the enemy Hu people in a small range.
It can be said that it is the basic of the basics.
Positioning: After becoming proficient in air tones. I want to lurk and find out exactly from somewhere. It depends on the positioning to sit and decide.
A lot of people find it difficult. Not used to it. I don't understand.
The rest is simple. There are left and right sounds. As long as you simply rely on the sound to move from left to right, you can determine the location of the enemy.
So to put it ... It is. If you have the sound of breathing within your hearing range.
The first thing to do is to determine whether the sound is on your left or right.
If on the left. Your crosshair slowly moves to the left ... When the enemy position is crossed. The sound will run to the right.
In other words. The position at the moment when the sound changes from left to right. is where the lurkers are ...
The 'location' here is a line from the lurker's location to your location.
Here you can rely on the "empty sound" to tell the distance between the enemy and you.
It's hard to tell the difference between breathing up and down. More on that below).
Five-dimensional (three-dimensional).
To say this. The first thing to rely on is the ambient sound. Map. Figure. A combination of 3 sounds.
I had a post before about the five-dimensional environment, the map. There is the address below.
Because not all roads in the map are one sound. There is sand. Flagstone. Wood. Water. So stepping on it doesn't sound the same.
Positioning is indistinguishable from up and down. Therefore, it is necessary to be familiar with the sounds in the map to determine where the enemy is running.
Where to go. Ran to somewhere and stopped. Use this to determine whether the enemy is on top or down.
As long as the upper and lower levels are clear. I don't need to say anything about the rest of the matter.
Fixed-point this. I can only briefly say how to do it. Let's study it after I am fully proficient in the first three.
Now I'm not very skilled either. (Seven or eight times out of ten before going abroad, and I won't come back.) 555555)
This one is specifically for dealing with ghost jumps.
Ghost Jump. When you take off and when you land, it's loud again. (Yes, yes.) You guessed it. It is to judge by the sound of them jumping up and falling for a moment).
In this case, only those who are familiar with Ghost Jumping can do it. To know. The distance of the ghost jump. (it seems to be a normal hop around the distance).
It has mastered the sound and distance of their jumping as fast as possible, sensed the range of their landing, and fired with the gun.
Ten meters away, there was no sound.
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