What are your favorite technique in paintball? Mine is jumping so you are harder to hit. I will write a review of each I can remember
Sniping: Really good and effective IF you have the upgrade. A bit hard if you don't have it. Press Q to aim. Doing this makes your character slower.
Jumping: Extremely hard to hit. This is one of the best dodging techniques. But, it has a HUGE disadvantage. You can't aim while you are jumping! This takes skill.
Just Normal: This technique is very old-school. It has no advantages, and no disadvantages
Vote on your favorite on the poll to the right.
-zmclement25
Personally, I LOOVE completely out-manouvering opponents using a combination of sprinting and jumping. My variation includes jumping sporadically, as when I've encountered players jumping I just aim at where they'll land. I' developed a good aim, even while jumping, the only problem is that (This may just be me or it may be the entire strategy) it fails in close quarters, I've been tagged many-a-times face-hugging an oponent while jumping.
ReplyDelete-Artermis
I don't have a favorite technique. I prefer to play against players that do. A player using a single technique makes them an easy target. Artemis's technique is probably best, as he is trying to be unpredictable, but there are only so many maneuvers you can make in a fast paced game and sporadic movement can be countered by the enemy choosing where on the map to engage in combat. Map awareness then becomes an important skill. When it comes to aiming at players, that all depends on your gun. If your gun has a high accuracy, you need to be precise so aiming where they'll land might be correct depending on the timing. The problem with accuracy shooting is that it also depends on the latency of the server, something you can't control. I prefer guns that I can shoot with good accuracy but with quicker shots. This allows me to cover a larger area with bullets in a shorter amount of time. With these guns, against players that are constantly jumping, it is best to aim close to the top of the jump, as that is where their character will be most often due to no wait time between jumps.
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