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  • A few years ago, I used to have terrible movement, like I was pretty bad, but after many months of frustration, I figured out how to use my movement to win more of my gunfights and I'm now able to play solo vs quads in really sweaty lobbies.

    幾年前,我的移動能力很差,好像很糟糕,但在經歷了幾個月的挫折後,我想出瞭如何利用移動能力贏得更多槍戰的方法,現在我已經能在大汗淋漓的大廳裡玩單人對戰四人遊戲了。

  • I also sometimes get death cons from my opponents like this.

    我有時也會收到對手這樣的死亡警告。

  • Well the journey to get to this point wasn't easy, so today I'm sharing with you 7 fatal movement mistakes that I learned the hard way, including one major reason why slide canceling is sometimes the worst thing you can do in this game.

    走到這一步並不容易,所以今天我將與大家分享我從中學到的 7 個致命的移動錯誤,其中一個主要原因就是滑動取消有時是遊戲中最糟糕的做法。

  • Now one of the common questions that I get when I stream is how do I know when to use a certain movement.

    現在,我在做流媒體時經常遇到的一個問題是,我怎麼知道什麼時候該使用某個動作。

  • If I'm in a gunfight, I can slide cancel, I can jump shot, or I can even drop shot.

    如果我在槍戰中,我可以滑動取消,可以跳躍射擊,甚至可以投籃。

  • So how do I know which movement to choose?

    那麼,我如何知道該選擇哪個動作呢?

  • Well to answer this, we need to look at mistake number 1, and it's a common mistake that I see lots of high level players make.

    要回答這個問題,我們需要看看第一個錯誤,這也是我看到很多高水平選手常犯的錯誤。

  • If we think about a gunfight, we want to hit enough shots to get it down, but we also want to take as little damage as possible so that we can stay alive.

    如果考慮到槍戰,我們既要打出足夠多的子彈將其擊倒,又要儘可能少地受到傷害,這樣才能保住性命。

  • What this means is we want to stay out of what I call a player's killzone, that's the center of their screen.

    這意味著我們要遠離我所說的玩家 "殺戮區",也就是他們螢幕的中心。

  • Now if we think about this from a logical standpoint, the further you are from your enemies center of screen the better, with the best place being behind them.

    如果我們從邏輯的角度來思考這個問題,你離敵人的螢幕中心越遠越好,最佳位置是在敵人的後面。

  • This is why slide canceling around a corner as someone is approaching it can be so effective.

    這就是為什麼在有人接近拐角時取消滑行會非常有效的原因。

  • Now this might all sound obvious, but it can get kind of complicated because your enemies killzone will constantly be changing as they try to track your movements, and one mistake can lead to disaster.

    現在,這聽起來可能很明顯,但可能會變得有點複雜,因為敵人的殺戮區域會不斷變化,因為他們試圖追蹤你的行動,一個錯誤就可能導致災難。

  • But before we get into the more complicated stuff, let's look at a simple example.

    不過,在討論更復雜的問題之前,我們先來看一個簡單的例子。

  • If someone is camping a corner, I could slide cancel out and take the gunfight, but the problem is I might also take a lot of damage if I end up sliding directly into where they're Now on the other hand, if I jump challenge this corner, I go way over this player's crosshair and out of their line of sight.

    但問題是,如果我直接滑到他們所在的位置,也可能會受到大量傷害。另一方面,如果我跳到這個角落,就會越過這名玩家的十字準線,離開他們的視線。

  • This means I have a lot more opportunity to deal damage before they're able to aim at my character.

    這意味著在他們瞄準我的角色之前,我有更多機會造成傷害。

  • Or I could not do either of these things, and instead I could drop shot at the edge of the wall and strafe out the peak near the bottom of the drop shot.

    或者,我也可以不做這兩件事,而是在牆壁邊緣投彈,然後在投彈底部附近掃射山頂。

  • You have to remember that a player's killzone isn't just from side to side, it's also up and down.

    你必須記住,玩家的殺戮區域不僅僅是左右兩側,還有上下左右。

  • Drop shots are extremely effective when you're close to an enemy because you drop out of the center of their screen, and the closer you are to them the further they have to move their aim to shoot you.

    當你接近敵人時,俯衝射擊非常有效,因為你會從敵人的螢幕中心落下,你離他們越近,他們就越需要移動瞄準鏡來射擊你。

  • They don't work nearly as well when you're far from your enemy.

    當你遠離敵人時,它們就不那麼管用了。

  • Now if we look at a more complicated example, in this clip I'm challenging a player coming up the prison stairs, and even though I surprise him, I almost die.

    現在我們來看一個更復雜的例子,在這個片段中,我正在挑戰一個從監獄樓梯上來的玩家,雖然我出其不意,但還是差點死掉。

  • But why?

    但為什麼呢?

  • Well after I slid out past him, his aim was completely behind my character model, but then I made the mistake of strafing back into his bullets.

    在我滑出他的視線後,他的瞄準鏡完全落在了我的人物模型後面,但我又犯了一個錯誤,那就是又向他的子彈掃射了過去。

  • Changing directions in a gunfight can be very effective to confuse your opponent and make them miss shots, but you have to remember that when you do it, you'll likely be crossing back through the enemy's killzone.

    在槍戰中改變方向可以非常有效地迷惑對手,讓他們打不中,但你必須記住,當你改變方向時,你很可能會穿過敵人的殺傷區。

  • So when you change directions, you want to be sprinting, jumping, or sliding to take as little damage as possible in the killzone because strafing and shooting is so slow.

    是以,當你改變方向時,你要衝刺、跳躍或滑行,儘可能減少在殺戮區受到的傷害,因為掃射和射擊的速度太慢了。

  • One move that I use all the time is to slide cancel one way and then jump back the other.

    我經常用的一招是滑動取消一個方向,然後跳回另一個方向。

  • This at least elevates my character model to take less damage.

    這至少可以提升我的角色模型,使其受到的傷害更少。

  • Now you always want to avoid your enemy's killzone when possible, but you also don't want to make this next mistake.

    現在,你總是想盡可能避開敵人的殺傷區,但你也不想犯下一個錯誤。

  • But first, how would you like to improve your accuracy to hit more of your shots and hear your enemy's footsteps more clearly through the walls?

    但首先,您想如何提高自己的準確性,以擊中更多的目標,並透過牆壁更清楚地聽到敵人的腳步聲?

  • Well let me introduce you to today's video sponsor, FPS Hub.

    讓我向大家介紹今天的視頻贊助商 FPS Hub。

  • They're a team of experts that specialize in optimizing your computer's performance to deliver maximum FPS in your favorite games, as well as improving your audio experience.

    他們是一支專家團隊,專門優化電腦性能,在您最喜愛的遊戲中提供最高的 FPS,並改善您的音頻體驗。

  • Now a few months ago, I was really struggling to enjoy playing Warzone.

    幾個月前,我還很難喜歡上《戰爭地帶》。

  • My framerate was choppy and I could barely hear any footsteps, so it wasn't a very fun experience.

    我的幀速率很不穩定,幾乎聽不到任何腳步聲,是以體驗並不有趣。

  • So I reached out to FPS Hub, and there's a reason why they are the experts.

    於是我聯繫了 FPS Hub,他們之所以是專家是有原因的。

  • They significantly improved my average framerate, but what I didn't expect was they reduced the input lag in my system, so my controller now feels more responsive than it ever has, which has helped me perform better in the game.

    它們大大提高了我的平均幀率,但我沒想到的是,它們減少了我係統中的輸入延遲,是以我的控制器現在感覺比以前反應更快了,這讓我在遊戲中表現得更好。

  • They also customized my audio so that the footsteps sounds are louder, while non-important sounds are much more quiet.

    他們還定製了我的音頻,使腳步聲的聲音更大,而非重要聲音則更小。

  • Now Warzone's audio is really bad, so there isn't a magical fix to make the game's engine produce more accurate sounds, but this enhancement has definitely made a big difference.

    現在,《戰爭地帶》的音效真的很糟糕,所以並沒有神奇的修復方法能讓遊戲引擎產生更準確的聲音,但這一改進無疑帶來了很大的不同。

  • But the best part of all is that FPS Hub is committed to quality.

    但最重要的是,FPS Hub 致力於品質。

  • They run a full system stability test with one-on-one aftercare to make sure that your PC is stable, and they offer 2-week warranties on all optimizations, as well as a money-back guarantee if they can't improve your PC's performance, so there's very little risk to signing up.

    他們會進行全面的系統穩定性測試,並提供一對一的後續服務,以確保您的電腦穩定運行。他們還為所有優化服務提供兩週保修,如果無法提高電腦性能,還提供退款保證,是以註冊風險極低。

  • FPS Hub did my computer's optimization free of charge as part of this sponsorship, but I got about a 25% increase in frames for what would be less than 5% the cost of my PC, so I wouldn't hesitate to pay for this service in the future.

    作為贊助的一部分,FPS Hub 免費為我的電腦做了優化,但我只花了不到電腦成本的 5%,就提高了約 25% 的幀數,所以我以後會毫不猶豫地付費使用這項服務。

  • You can book your appointment today on their website with the link in the description, and you can use code DreamStrike for $15 off your order.

    您可以通過描述中的鏈接在其網站上預約,使用代碼 DreamStrike 可享受 15 美元的折扣。

  • I want to give FPS Hub a huge shoutout for sponsoring this video, and now let's get on to the next fatal movement mistake.

    我要向贊助本視頻的 FPS Hub 致以崇高的敬意,現在讓我們開始下一個致命的移動錯誤。

  • And to illustrate it, let's look at this clip here.

    為了說明這一點,我們來看看這個片段。

  • I'm playing solo quads, and I see a guy run into this room.

    我正在玩單人四人遊戲,看到一個人跑進這個房間。

  • Well, as I slide cancel into the room, I'm surprised by his teammate also being there.

    好吧,當我滑動取消進入房間時,他的隊友也在那裡,這讓我大吃一驚。

  • So I quickly run out and pop a stim to reposition, and once I hear that there's only one player chasing me, I go to challenge him, and I get the kill.

    於是我迅速跑出去,彈出刺激彈調整位置,一聽說只有一個玩家在追我,我就去挑戰他,結果被他擊殺。

  • I also kill the other guy a few seconds later.

    幾秒鐘後,我還殺死了另一個人。

  • So what was the important thing that I did there?

    那麼,我在那裡做的最重要的事情是什麼呢?

  • Well, I didn't slide too far into the room, so I was able to quickly reposition when I saw there were two players.

    好在我沒有滑進房間太遠,所以當我看到有兩個玩家時,我能夠迅速調整位置。

  • You see, when I started to learn movement a few years ago, I thought it was all about full-sending everything and breaking people's cameras.

    你看,幾年前我剛開始學動作時,我以為動作就是要把所有東西都送滿,把別人的相機都弄壞。

  • But what I found out was that when I hopped into a game and I ran around like a madman, I just got destroyed by more patient players on the map.

    但我發現,當我跳進遊戲,像個瘋子一樣跑來跑去時,我只會被地圖上更有耐心的玩家消滅。

  • And the reason this happens is because this is a battle royale.

    之所以會出現這種情況,是因為這是一場大逃殺。

  • The map is huge, and people can be anywhere.

    地圖很大,人們可以出現在任何地方。

  • Even the best players in the world get surprised all the time by someone being somewhere they don't expect.

    即使是世界上最優秀的球員,也經常會因為某人出現在他們意想不到的地方而大吃一驚。

  • And on top of all of that, the time to kill is really fast, so running one extra step away from your cover can make a difference.

    除此之外,殺敵的時間也非常快,所以在掩護時多跑一步都會產生不同的效果。

  • So how do we avoid dying like this?

    那麼,我們怎樣才能避免這樣的死亡呢?

  • Well, we play for information.

    好吧,我們為資訊而戰。

  • If I'm playing near this wall, and I think someone might be on the other side of it, I could slide cancel far out from the wall, but now I have no cover around me.

    如果我在這堵牆附近玩耍,而我認為有人可能在牆的另一側,我就可以從牆上滑出很遠,但現在我周圍沒有任何掩護。

  • Instead, if I play close to the wall, I can now peek both sides, and I can even mantle over the top depending on the situation.

    相反,如果我緊貼著牆壁演奏,現在我可以偷看兩邊,甚至可以根據情況在上面懸掛壁爐。

  • Or if I'm playing at a window, I don't want to commit to jumping into the building, and so I have information that it's safe on the other side.

    或者,如果我在窗邊玩耍,我不想跳進樓裡,所以我想知道另一邊是否安全。

  • The small amount of extra time that it would take to jump back through the window if I find myself in trouble could be enough for me to get downed.

    如果我發現自己陷入困境,從窗戶跳回來所需的少量額外時間就足以讓我被擊落。

  • That's why the best movement players don't overcommit from cover until they have good information.

    這就是為什麼最好的運動選手在掌握可靠資訊之前,不會從掩護區過度投入。

  • I had heard this guy outside, but when I went to challenge him, my centering was way off.

    我在外面聽到了這個人的聲音,但當我去挑戰他時,我的中心點卻偏離了。

  • But because I didn't commit and jump out of the window, I was able to reset and heal up a little bit and win the gunfight.

    但因為我沒有跳窗逃跑,所以我得以重整旗鼓,稍作休整,贏得了這場槍戰。

  • When you have walls and obstacles around you, you have options if you get surprised and find yourself in a bad situation.

    當你周圍有高牆和障礙時,如果你被嚇了一跳,發現自己處於不利境地,你就有了選擇。

  • You can break the line of sight with your enemy and force them to push you, but now you have the upper hand because they're out in the open, which is never a good place to be.

    你可以打破敵人的視線,迫使他們逼迫你,但現在你佔了上風,因為他們在開闊地上,這絕不是一個好地方。

  • Wow.

  • I really, really can't believe that worked.

    我真的真的不敢相信,這竟然有用。

  • Okay, moving on to the next mistake.

    好了,繼續下一個錯誤。

  • Now even though slide canceling a corner can be kind of risky, it's a great way to challenge a gunfight when you don't have any information on your opponents because you can quickly get away if you get into trouble.

    儘管滑動取消轉角可能會有一定風險,但在沒有對手資訊的情況下,這不失為挑戰槍戰的好方法,因為一旦遇到麻煩,你可以迅速脫身。

  • But a lot of players make this fatal mistake and end up getting destroyed.

    但很多玩家都犯了這個致命的錯誤,最終被摧毀。

  • But before I can get to the mistake, I have to explain something.

    不過,在說這個錯誤之前,我得先解釋一下。

  • It's called peeker's advantage.

    這就是所謂的 "偷窺者優勢"。

  • In every FPS game that's played online, the player who is aggressively pushing around corners will have an advantage in the gunfight because it takes time for data to travel over the internet.

    在每款在線 FPS 遊戲中,在角落積極推進的玩家會在槍戰中佔據優勢,因為數據在互聯網上傳輸需要時間。

  • Now the obvious question is how much advantage do you get?

    現在一個顯而易見的問題是,你能獲得多少優勢?

  • Well the short answer is it'll be different for every gunfight because it depends on your ping and your opponent's ping as well as how the developers write the code for the game.

    簡而言之,每次槍戰的情況都不一樣,因為這取決於您和對手的 ping 以及開發人員如何編寫遊戲代碼。

  • We don't know a lot about Warzone's code, but the developers for games like Valorant have said that the average peeker's advantage for their game is 40 to 70 milliseconds.

    我們對 Warzone 的代碼瞭解不多,但 Valorant 等遊戲的開發者曾說過,他們的遊戲中,偷窺者的平均優勢是 40 至 70 毫秒。

  • However, we also know that the Warzone servers update much slower than Valorant, so it could be more like double this for us.

    不過,我們也知道 Warzone 服務器的更新速度要比 Valorant 慢得多,所以我們的更新速度可能要比 Valorant 慢一倍。

  • Yeah, the Warzone servers are pretty bad.

    是的,戰區服務器非常糟糕。

  • Now obviously these are just estimates, but the important thing here is that while this advantage is quite a lot, you still have to factor in other variables when you get into a gunfight.

    現在,這些顯然只是估算,但重要的是,雖然這一優勢很大,但在槍戰中,你仍然必須考慮到其他變數。

  • For instance, if I'm this player here and I think there's someone on the other side of this wall, if I go to slide cancel this corner, but this camper is smart and instead of sitting on the ground, he's gone up onto the plants to get higher, well it might take me 200 milliseconds, which is a fairly good reaction time, to realize that this player isn't where I thought he was, and it will take additional time to move my crosshair to get to him.

    例如,如果我是這個玩家,我認為牆的另一側有人,如果我去滑動取消這個角落,但這個露營者很聰明,他沒有坐在地上,而是爬上了植物以獲得更高的位置,那麼我可能需要 200 毫秒(這是一個相當不錯的反應時間)才能意識到這個玩家並不在我想象的位置上,這就需要額外的時間來移動我的十字準線來接近他。

  • And by the time all this has happened, I may have lost all of my advantage in the gunfight if this enemy has a fast reaction time and if I slide directly into his crosshair.

    而當這一切發生時,如果敵人反應迅速,如果我直接滑向他的十字準星,我可能已經失去了槍戰中的所有優勢。

  • So the mistake here is that many players overestimate peeker's advantage.

    是以,這裡的錯誤在於許多棋手高估了偷看者的優勢。

  • They challenge gunfights, but they take too long to start dealing damage to their opponent.

    他們敢於挑戰槍戰,但他們需要很長時間才能開始對對手造成傷害。

  • In order to maximize the benefit of it, you should be pre-firing your weapon if you're going for a challenge.

    為了最大限度地發揮它的優勢,如果你要進行挑戰,就應該預先發射武器。

  • If I know someone is around this corner from me, it makes no sense for me to slide out and wait until I see that opponent on my screen to start shooting my gun.

    如果我知道有人就在離我不遠的拐角處,那麼我就沒有必要滑出去,等到在螢幕上看到對手時再開槍。

  • I should start my slide a little bit earlier and I should be pre-firing so that I can start doing damage as soon as I come around the corner.

    我應該更早一點開始滑行,我應該預先開火,這樣我一轉彎就能開始造成傷害。

  • Even if I'm a little bit off target, pre-firing will help reduce the impact of my reaction time because I've already decided in my head to start shooting my weapon.

    即使我稍稍偏離了目標,預先射擊也會有助於減少對我反應時間的影響,因為我已經在腦海中決定開始射擊我的武器。

  • And since Warzone gives us the option to have SMGs with huge magazines, there really is no downside to wasting a few bullets here and there.

    既然《戰地》為我們提供了擁有超大彈夾的 SMG,那麼在這裡或那裡浪費幾顆子彈確實沒有什麼壞處。

  • Now aside from this, you should also have great centering and aim.

    除此之外,你還應該有很好的對中和瞄準能力。

  • One great way to practice this is to find a target in multiplayer or in plunder and just practice slide canceling around the corner while trying to center onto the target and shoot it.

    一個很好的練習方法是在多人遊戲或掠奪遊戲中找到一個目標,然後練習在拐角處滑動取消,同時嘗試對準目標射擊。

  • This will be especially difficult if you're on controller because you won't have any aim assist, but it will help you develop the fine motor control in your thumb to be accurate.

    如果你使用控制器,這將會特別困難,因為你沒有任何瞄準輔助,但這將有助於你發展拇指的精細運動控制能力,從而做到準確無誤。

  • The aim assist in this game is disgusting!

    這款遊戲的瞄準輔助功能太噁心了!

  • Yeah, the 2x isn't wrong about aim assist being broken, but you know what's also broken is avoiding this next mistake.

    是的,2x 關於瞄準輔助功能失靈的說法沒有錯,但你知道同樣失靈的是如何避免下一個錯誤。

  • Now this mistake is what I think truly separates the great movement players from someone who's just average.

    現在,我認為這個錯誤才是偉大的運動選手和普通選手的真正區別所在。

  • Like I mentioned earlier, when I started to learn advanced movement, it was kind of addicting.

    就像我之前提到的,當我開始學習高級動作時,就有點上癮了。

  • It's fun to fly around the map and slide cancel back and forth because the game goes from this fairly slow tactical shooter to this insanely fun arcade game.

    在地圖上飛來飛去、來回滑動取消的過程非常有趣,因為遊戲從相當緩慢的戰術射擊遊戲變成了非常有趣的街機遊戲。

  • But what happened for me is that I thought to get better, I had to play faster.

    但對我來說,我認為要想變得更好,就必須打得更快。

  • So I practiced my movement to get as fast as possible and I started playing on Rebirth Island.

    於是,我開始練習動作,以儘可能快的速度在 "重生島 "上玩耍。

  • Now this fast movement worked pretty well against lower skilled players, but it didn't work in the sweatier lobbies, and I didn't understand why.

    現在,這種快速移動在對付技術較低的玩家時非常有效,但在激烈的大廳中卻不起作用,我不明白這是為什麼。

  • But what I eventually figured out is that when you play at one speed, you become very predictable as a player.

    但我最終發現,當你用一種速度打球時,作為一名球員,你會變得非常容易預測。

  • You make it very easy for enemies to read your movement and anticipate what you're going to do.

    你讓敵人很容易看穿你的動作,並預測你要做什麼。

  • Whenever I'm fighting someone who appears to have decent movement, I know that they almost always are going to make the most aggressive choice in whatever situation they're in.

    每當我和一個看起來移動能力不錯的人交手時,我知道他們幾乎總是會在任何情況下做出最積極的選擇。

  • This is almost always some sort of immediate re-challenge as soon as you shoot them in the back.

    只要你在他們背後開一槍,他們就會立即重新挑戰你。

  • But let's look at this example and change it around a bit.

    不過,讓我們看看這個例子,再把它改一改。

  • Say I have someone one shot and they're able to get around the corner into cover.

    假如我讓人開了一槍,他們卻能繞過拐角進入掩體。

  • I go to pre-aim thinking they're going to re-challenge, but they don't.

    我以為他們會重新挑戰,但他們沒有。

  • So now I assume they've run away to heal up and I run to chase them, but as I get close to the corner they slide out and break my camera and surprise me.

    現在我以為它們跑去療傷了,於是我跑去追它們,但當我接近拐角時,它們滑了出來,摔壞了我的相機,讓我大吃一驚。

  • Well all of this happened because this player was patient.

    而這一切的發生,都是因為這位選手的耐心。

  • The most difficult people to kill on the map are unpredictable.

    地圖上最難殺死的人是不可預測的。

  • They're able to play at a very fast pace and know all the advanced movements, but they're also able to slow things down in a gunfight to throw off their opponents.

    他們的比賽節奏非常快,熟悉所有先進的動作,但他們也能在槍戰中放慢速度,甩開對手。

  • This sounds easy, but it takes a lot of practice.

    這聽起來很容易,但需要大量練習。

  • In this clip here, I'm playing solos and I've just killed a player, so I'm trying to heal up, but right at that moment someone starts to push me from the left.

    在這個片段中,我正在玩獨奏,剛剛殺死了一名玩家,所以我正試圖恢復體力,但就在這時,有人開始從左邊推我。

  • Well in classic solos fashion, another player comes to third party as I slide out to challenge the first player.

    在我滑出挑戰第一名玩家時,另一名玩家來到了第三方。

  • Well, now I'm in a tough spot.

    現在我的處境很艱難。

  • I'm not fully healed, and more importantly, I only have 20 rounds on my SMG, so I don't want to make an aggressive push on this other player.

    我的傷勢還沒有完全痊癒,更重要的是,我的 SMG 只有 20 發子彈,所以我不想向另一名玩家發起猛攻。

  • Well he makes the aggressive play on me, and instead of panicking, I patiently play the angles on his car to stay out of his line of sight, and then I time a stim play to break his camera and win the fight.

    他對我發起了進攻,我並沒有驚慌失措,而是耐心地在他的車上尋找角度,避開他的視線,然後我瞄準時機來了個刺激戰術,破壞了他的攝像頭,贏得了這場戰鬥。

  • And notice how he runs out of ammo, which allows me to get the kill on my last bullet.

    注意他是如何耗盡彈藥的,這讓我可以用最後一顆子彈殺死他。

  • When you change your speed, you become unpredictable.

    當你改變速度時,你就會變得不可預測。

  • This is often why using doors can be so effective in this game.

    這就是為什麼在遊戲中使用門會如此有效的原因。

  • Play that I make a lot is when someone is near me, I close the door, which tells my opponent that I'm a slow defensive player, but then I immediately challenge out of the door, which catches them by surprise.

    我經常玩的一個遊戲是,當有人靠近我時,我會把門關上,告訴對手我是一個防守速度很慢的球員,但隨後我會立即從門外挑戰,這讓對手措手不及。

  • You always want to be completely in control of your speed when you play, and you want to be able to go from 0 to 100 at a moment's notice.

    玩遊戲時,你總是希望能完全控制自己的速度,希望能在一瞬間從 0 加速到 100。

  • If you constantly change speeds, you're basically playing mind tricks on your opponent, which can give you the upper hand.

    如果你不斷改變速度,基本上就是在給對手玩心理戰術,這會讓你佔上風。

  • Ok, let's get to the next mistake.

    好了,讓我們來看看下一個錯誤。

  • Now the reason playing at different speeds is so effective, is because Warzone has a fast time to kill.

    現在,不同速度的遊戲之所以如此有效,是因為《戰爭地帶》的殺戮時間很快。

  • The average TTK in this game is around 650ms in close range fights, which is pretty fast considering a human's reaction time of about 200ms.

    遊戲中近距離戰鬥的平均 TTK 約為 650 毫秒,考慮到人類的反應時間約為 200 毫秒,這已經相當快了。

  • But what a lot of people don't realize, is that this is just a theoretical number.

    但很多人不知道的是,這只是一個理論數字。

  • My time to kill, and my opponent's TTK, might be the same on paper, but if I use the one skill that all great movement players have, I can make this an unfair fight every time.

    從紙面上看,我的擊殺時間和對手的 TTK 可能是一樣的,但如果我使用了所有優秀移動玩家都具備的一項技能,我就能每次都讓這場戰鬥變得不公平。

  • Let's look at a clip.

    我們來看一個片段。

  • Now I'm running through tents on rebirth, when I get melted from someone behind me.

    現在,我正在重生的帳篷裡奔跑,身後有人把我融化了。

  • Now I'm completely one shot, and you might think that I'm dead, but let's just see what happens.

    現在我完全是一槍斃命,你可能會認為我已經死了,但讓我們拭目以待吧。

  • You see, I was able to get that win, because my actual time to kill was much higher than my opponent's.

    你看,我之所以能取得那場勝利,是因為我的實際擊殺時間遠遠高於對手。

  • And it's all because I had great timing.

    這都是因為我掌握了天時。

  • My first slide got me completely behind this enemy, and I was able to deal a bit of damage, but because I was one shot, I knew I had to reposition before I was back in his killzone.

    我的第一次滑行讓我完全落在了這名敵人的後面,我也造成了一點傷害,但由於我是一槍命中,我知道我必須在回到他的殺傷區之前調整位置。

  • This allowed me to get one plate in, and then reposition and jump around to eventually get the kill.

    這樣,我就能打中一板,然後調整位置,跳來跳去,最終完成擊殺。

  • I also made sure to prefire to not take any more damage.

    我還確保預先開火,以免受到更多傷害。

  • A big mistake that a lot of players make is they have bad timing.

    很多球員都會犯的一個大錯誤就是時機不對。

  • If someone is pushing a corner on me, there's a major difference between sliding out too early and being in that player's killzone, versus sliding out at the last second and breaking his camera.

    如果有人向我逼近一個角落,過早滑出與在最後一秒滑出並破壞他的攝像頭之間存在很大差異。

  • You want to get good at estimating the distance between you and your enemy based on their footsteps and the information that you have.

    你要善於根據敵人的腳步聲和你所掌握的資訊來估計你和敵人之間的距離。

  • I highly recommend getting a friend or playing with bots to practice breaking cameras.

    我強烈建議找朋友或與機器人一起玩,練習破解攝像頭。

  • But timing isn't just about breaking cameras.

    但是,把握時機並不僅僅是為了打破攝影機。

  • Winning gunfights often comes down to positioning, and if you know your timings, you can get to a power position to give yourself an advantage.

    槍戰的勝負往往取決於走位,如果掌握好時機,就能佔據有利位置,為自己贏得優勢。

  • In this clip, I downed the first enemy and quickly get surprised by his teammate.

    在這個片段中,我擊倒了第一個敵人,很快就被他的隊友嚇了一跳。

  • Well instead of immediately taking this gunfight, I know I have just enough time to get to this head glitch, which gives me a massive advantage and allows me to easily win.

    好吧,我知道我有足夠的時間去找這個頭的漏洞,而不是立即去參加這場槍戰,這給了我巨大的優勢,讓我輕鬆獲勝。

  • Remember, there's a time to kill on paper, and there's a real time to kill in the game.

    記住,紙上有殺人時間,遊戲中也有真正的殺人時間。

  • And if you have great timing, you can increase your real time to kill and win most of your gunfights.

    如果你能把握好時機,就能增加實際擊殺時間,贏得大部分槍戰。

  • Okay, next mistake.

    好吧,下一個錯誤。

  • So one common issue that I see with a lot of players is that they still use movement like they did in Warzone 1.

    是以,我發現很多玩家都有一個共同的問題,那就是他們仍然像在《戰地 1》中那樣使用移動。

  • Back in that game, when you slide cancel, you reset your tactical sprint and you could run around the map without ever slowing down.

    在那款遊戲中,當你滑動取消時,就會重置戰術衝刺,你可以在地圖上跑來跑去,而不會減慢速度。

  • Well unfortunately, slide canceling no longer resets your tactical sprint, and it actually will cause your character to slow down if you do it too much because there's a hidden stamina bar that depletes over time.

    不幸的是,滑動取消不再重置戰術衝刺,而且如果滑動取消次數過多,實際上會導致角色速度減慢,因為有一個隱藏的體力條會隨著時間的推移而消耗。

  • Yet people still spam their slide cancels all over the map even if there's no benefit to doing it, and the worst part is it can cause you to lose a lot of gunfights.

    然而,即使這樣做沒有任何好處,人們還是會在地圖上到處濫用滑動取消,而最糟糕的是,這樣做會讓你在槍戰中損失慘重。

  • If I rewind this clip, I hear this player above me, and I suspect that he's going to drop down and challenge me.

    如果我把這個片段倒回去,我就會聽到這位選手在我上方,我懷疑他要降下來挑戰我。

  • Well, I don't have any cover around me, so I lay prone, hoping to catch him by surprise.

    好吧,我周圍沒有任何掩體,所以我俯臥著,希望能出其不意地抓住他。

  • Well, right as he drops down, he slide cancels into the room, and look at this.

    就在他下降的同時,他滑到了房間裡,看看這個。

  • Boom!

    Boom!

  • Headshot!

    頭像

  • Yeah, when he slide cancels, his head immediately goes through my crosshair, and I get an easy kill.

    是的,當他滑動取消時,他的頭會立即穿過我的十字準線,我就能輕鬆擊殺他。

  • In Warzone 3, the headshot multiplier is huge, so you can lose a lot of gunfights if your enemy gets a lucky headshot.

    在《戰地 3》中,爆頭倍率非常高,是以如果敵人幸運地爆頭,你就會在槍戰中損失慘重。

  • So the problem with slide canceling is you lower your character's head, and you make it easier for an enemy to hit it.

    是以,滑步取消的問題在於你把角色的頭放低了,這樣敵人就更容易擊中你的頭部。

  • Not only that, but when you slide, your character can't move very far left or right.

    不僅如此,當你滑動時,你的角色不能向左或向右移動太遠。

  • So if you start a slide and get surprised by someone, their aim assist is going to lock onto you, and you'll be in a really bad situation.

    是以,如果你開始滑行並被別人嚇了一跳,他們的瞄準輔助系統就會鎖定你,你就會陷入非常糟糕的境地。

  • If you're not close enough to break someone's camera, you always want to be moving left and right on your enemy's screen because you'll be harder to track.

    如果你的距離不夠近,無法破壞別人的攝像頭,那麼你總是希望在敵人的螢幕上左右移動,因為你會更難被追蹤。

  • Now the one exception to this rule is if you're extremely close to someone, you can slide cancel directly into them, and this will often cause their aim assist to drag you into the ground for an easy kill.

    現在這條規則有一個例外,那就是如果你離某人非常近,你可以直接滑動取消撞向他,這通常會導致他的瞄準輔助將你拖入地面,從而輕鬆擊殺。

  • But not everyone is on controller, and this is definitely a risky play.

    但不是每個人都是控制者,這絕對是一個冒險的玩法。

  • So instead of randomly slide canceling around the map, you really want to focus on using it deliberately.

    是以,與其在地圖上隨意滑動取消,不如集中精力刻意使用。

  • Use it to peek corners, to change direction quickly, or to try and make your character harder to hit.

    用它來窺探角落、快速改變方向,或者讓你的角色更難被擊中。

  • Don't just spam it while you're running around, because it can put you at a big disadvantage if you get surprised.

    在奔跑過程中不要隨便亂扔,因為如果你被打了個措手不及,就會處於非常不利的地位。

  • Okay, this next mistake is probably the worst one you can make.

    好吧,下一個錯誤可能是你能犯的最糟糕的錯誤。

  • I remember that when I started to learn movement, it was exciting, and I wanted to learn it all at once.

    記得剛開始學動作時,我很興奮,恨不得一下子就學會。

  • I learned to slide cancel, to drop shot, to jump shot, and I thought that this would instantly make me a better player.

    我學會了滑步取消,學會了投籃,學會了跳投,我以為這會讓我立刻成為一名更好的球員。

  • But the reality is that it didn't.

    但事實並非如此。

  • Call of Duty is a first person shooter game, which means that being able to hit your shots is the most important thing in the game.

    使命召喚》是一款第一人稱射擊遊戲,這意味著在遊戲中最重要的是能夠擊中目標。

  • And the problem with movement, is that while it makes it harder for your opponent to hit shots, it also makes it harder for you to hit shots.

    而移動的問題在於,在增加對手擊球難度的同時,也增加了自己的擊球難度。

  • I got slammed over and over again when I first started using movement, because I didn't practice my movement and my aim at the same time.

    我剛開始使用動作時,因為沒有同時練習動作和瞄準,一次又一次地捱打。

  • Movement works great against bad players, but it doesn't work that well against really good players, unless you also have top notch aim.

    移動對付壞玩家很有效,但對付真正的高手就不那麼有效了,除非你也有一流的瞄準能力。

  • So don't make the mistake that I made, which is I prioritized my movement over my aim.

    所以,不要犯我犯過的錯誤,那就是我把動作看得比瞄準更重要。

  • I tried to learn everything all at once, versus taking my time to get really good at one skill before moving on to the next.

    我試圖一下子學會所有的東西,而不是慢慢地把一項技能學好,然後再學習下一項。

  • Now I eventually figured this all out, but it took me a really long time, and hopefully now that you know this, you can skip the months of frustration that I went through.

    現在,我終於想通了這一切,但花了我很長的時間,希望現在你知道了這些,你就可以跳過我經歷的幾個月的挫折。

  • One of the best things that I ever did, was I started making practice drills to work on my aim and my movement at the same time.

    我做過的最棒的事情之一,就是開始進行練習,同時鍛鍊我的瞄準和動作。

  • And if you want to see all of these drills, and see exactly how to take your movement to the next level, you can check out my movement guide right here. www.mytrendyphone.com

    如果你想了解所有這些練習,以及如何將你的動作提升到一個新的水準,你可以在這裡查看我的動作指南。www.mytrendyphone.com。

A few years ago, I used to have terrible movement, like I was pretty bad, but after many months of frustration, I figured out how to use my movement to win more of my gunfights and I'm now able to play solo vs quads in really sweaty lobbies.

幾年前,我的移動能力很差,好像很糟糕,但在經歷了幾個月的挫折後,我想出瞭如何利用移動能力贏得更多槍戰的方法,現在我已經能在大汗淋漓的大廳裡玩單人對戰四人遊戲了。

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