I'm the type of person who analysis things and makes sense of them from logical perspectives. In this case the hit box, recoil, as well as cross hair notation. I’ve done a few studies analyzing and graphing the hit box motion in cs and what the highest probability of getting a head shot from aiming at a certain location. Here is what I discovered.
Crosshair No matter what crosshair size used nor dynamic crosshair used. The upper vertical crosshair appears to be a few units out of place above the other lines. This is best noticeable when using a small crosshair; nevertheless this applies to all crosshair sizes and dynamics. http://img199.imageshack.us/img199/2304/5.. With this in mind, this provides an extra opening for shots to land. Surprisingly the first bullet shot lands 90% of the time within the boundaries of this opening. The other 10% will land within the location of where it should land (in the middle).
Recoil Not much to talk about here, recoil patterns were different and unique to each weapon. However, the general patter 1) the bullets would raise in an upward fashion, 2) the first bullet would usually land in the extra crosshair opening.
Hit boxes They were always in place no matter what the movement (some glitches involved with alt-tabbing). However, when aiming the crosshair up close using the middle of the crosshair or the top of the crosshair both locations allowed for a head shot. But when aiming at the head at long distances the middle of the crosshair would miss 50% of the time, while aiming with the upper crosshair would hit what looked to be 100% of the time. (Note: this includes one shot, while multiple shots require better recoil control).
Conclusion: when aiming the best optimal location to aim no matter what weapon is at the upper neck, lower chin. This allows for the upper part of the crosshair to be aimed at the head and allow for an increased probability for a headshot. To further prove this analysis, watch this video of Eolithic and note where they aim their crosshair. You’ll notice the general location the first bullet lands is at that opening. You can also watch any other “frag movie” and note the location the bullets land as well as the area aimed.
QUOTE:No matter what crosshair size used nor dynamic crosshair used. The upper vertical crosshair appears to be a few units out of place above the other lines.
I think he said any crosshair does this, not just small. But i dunno thats just me
Iraq eh? I met a few of them on CS, they aren't greeted very pleasantly though...they got kicked from a few servers cause they were tagged as IG = Iraqi Gamers.
Ethnics/culture should not effect the perspective on a person, general personality of the person in question should. But then again ignorance is bliss.
when i first started playin in 01-02 some of the guys at the lan i frequently visited (had no 'decent' pc at the time) told me, and i quote: "just aim at their neck", which sums up that WOT!
there are useful links on my profile (for 1.6) so check it out
understandable you guys would be upset. maybe if i came and showed you how a real man is built you would know, but nah you are americans probably would still not realize your fate LOL
i won't believe it until fodder takes your words, uses a thesaurus then recreates it in his upcoming guide taking full credit for it. i appreciated your try though +fragged
when you're close up, any good player is able to spray and control his recoil enough to put many consecutive bullets in the head.
from far away, you're dealing with a lot more need for recoil control. you're right about shooting for the upper neck/chin, because if you have good recoil control, you can place 2-3 bullets right in their face consecutively, and thats enough for a kill with just about any rifle. also as far as i know the hitbox for the head is not perfect with the model, and the tips of the model heads won't register as a hit, right?
anyway even in the real military from farther away you would aim more for the chin area, natural bullet drop will place those rounds in the chest. in cs there is no bullet drop but there is simulated recoil, so that simulated recoil will cause those bullets to rise and continue hitting the head hitbox.
also, not to troll but, i've been to both spain and italy, and the hotels there had like no tv, cold showers, cold food. i just imagined it was like america in the early 1920's and it was cool though.
#31 The hotels I went to in Spain weren't exactly top notch, but the showers worked, there were TVs, and the room-service food was fine. And I went with my school.
#44 that's not true at all, you're wrong, the correct spread isn't shown for any weapon client side. Different weapons make this more obvious, and ofcourse if you're stood still rifles will almost be perfect (since it wont hit outside of the xhair anyway, by much)
the client spread is not the same as the server. the bullet impacts are wrong too. to see the real spread you must use "cl_lc 0" or" cl_lw 0" but you will need a very nice ping and the same fps as the server or it will seem laggy.
edit 2: i forgot to mention, these cvars are locked since the update.
#48 lol you can't say this like that. 1v1 with ak47, the best is a burst in the chest as heaton said, only 3-4 bullets is enough. random players alway try to aim the head at distance and fail. the chest is the better solution for them. this is just an advice.
Headshot Logic
Crosshair
No matter what crosshair size used nor dynamic crosshair used. The upper vertical crosshair appears to be a few units out of place above the other lines. This is best noticeable when using a small crosshair; nevertheless this applies to all crosshair sizes and dynamics.
http://img199.imageshack.us/img199/2304/5..
With this in mind, this provides an extra opening for shots to land. Surprisingly the first bullet shot lands 90% of the time within the boundaries of this opening. The other 10% will land within the location of where it should land (in the middle).
Recoil
Not much to talk about here, recoil patterns were different and unique to each weapon. However, the general patter 1) the bullets would raise in an upward fashion, 2) the first bullet would usually land in the extra crosshair opening.
Hit boxes
They were always in place no matter what the movement (some glitches involved with alt-tabbing). However, when aiming the crosshair up close using the middle of the crosshair or the top of the crosshair both locations allowed for a head shot. But when aiming at the head at long distances the middle of the crosshair would miss 50% of the time, while aiming with the upper crosshair would hit what looked to be 100% of the time. (Note: this includes one shot, while multiple shots require better recoil control).
Conclusion: when aiming the best optimal location to aim no matter what weapon is at the upper neck, lower chin. This allows for the upper part of the crosshair to be aimed at the head and allow for an increased probability for a headshot. To further prove this analysis, watch this video of Eolithic and note where they aim their crosshair. You’ll notice the general location the first bullet lands is at that opening. You can also watch any other “frag movie” and note the location the bullets land as well as the area aimed.
http://www.noobflicks.com/watch/381/eolithic
I think he said any crosshair does this, not just small. But i dunno thats just me
Iraq eh? I met a few of them on CS, they aren't greeted very pleasantly though...they got kicked from a few servers cause they were tagged as IG = Iraqi Gamers.
and pointless
Ignorance isn't as bliss as arrogance.
Good writeup man :)
:)
from far away, you're dealing with a lot more need for recoil control. you're right about shooting for the upper neck/chin, because if you have good recoil control, you can place 2-3 bullets right in their face consecutively, and thats enough for a kill with just about any rifle. also as far as i know the hitbox for the head is not perfect with the model, and the tips of the model heads won't register as a hit, right?
anyway even in the real military from farther away you would aim more for the chin area, natural bullet drop will place those rounds in the chest. in cs there is no bullet drop but there is simulated recoil, so that simulated recoil will cause those bullets to rise and continue hitting the head hitbox.
A lot shorter. Lol.
people on gotfrag have the wrong idea.
you can't really say where bullets land by looking at the bulletholes, since they are incorrect
With rifles, the bullet holes are almost 100% same on client and server side.
With pistols its a little different.
edit : #46 right
the client spread is not the same as the server. the bullet impacts are wrong too. to see the real spread you must use "cl_lc 0" or" cl_lw 0" but you will need a very nice ping and the same fps as the server or it will seem laggy.
edit 2: i forgot to mention, these cvars are locked since the update.
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