Strinova Advanced Tutorial E02 | What is hit compensation (with English Subtitles) 【卡拉彼丘】高分进阶技巧 2

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  • Опубликовано: 23 дек 2024

Комментарии • 21

  • @WhiteNeve
    @WhiteNeve 2 дня назад +21

    Man can't just drop this BOMB and leave saying "OK this is the video"😂❤

  • @raiden7821
    @raiden7821 День назад +1

    That was so informative man, thank you for uploading really !

  • @endsser
    @endsser День назад +2

    OK, just don't miss, understandable sir. 👍

  • @Skreperiukas
    @Skreperiukas 2 дня назад +5

    YES! NEW VIDEO! WE GON WIN THESE

  • @KradDrows
    @KradDrows 2 дня назад +7

    So... we have to stay close to walls?

    • @megimargareth4015
      @megimargareth4015 День назад +1

      theoritaclly yes, but practically its not always that optimal, lol
      but how you optimize what you have in your hand at that moment is what makes you better player than other

  • @nobume8879
    @nobume8879 День назад

    very informative goddamn

  • @explo510n6
    @explo510n6 2 дня назад

    thank you!

  • @thecybervoid436
    @thecybervoid436 День назад

    Nice video keep it up

  • @drelouder
    @drelouder 12 часов назад

    yooo this is some kind of information that will get you burned at the stake on the old time haha

  • @turtle945
    @turtle945 2 дня назад

    lets go!!!

  • @Falling5tar.
    @Falling5tar. 2 дня назад

    冲刺!

  • @DaedalusAI
    @DaedalusAI День назад

    if third person los and gun los convergence is coordinated with a hitscan from third person los, then conclusion should be smaller variations of convergence would be easier more predictable to lead aim, i.e. the one near the wall is easier to aim and kill, exactly the opposite of his conclusion

    • @knightdirt2761
      @knightdirt2761 День назад

      Wrong. Near the wall the triangle converge at the aim point allowing little compensation region. While at the middle of the triangle the compensation region is wider.

    • @DaedalusAI
      @DaedalusAI День назад

      @@knightdirt2761 what does the "triangle" concept have to do with chance to hit other than there is a angle between gun and view los? it's not like bullet hit detection suddenly becomes an area? you are mixing easier to hit due to bigger target and convergence switching, define your problem

    • @DaedalusAI
      @DaedalusAI День назад

      ​@@knightdirt2761 it basically means when convergence is set farer than actual intended target, projectile los is offset by a little amount, so when a target is large enough and your aim is not offset too far away, the target will mask projectile los both on offset and when directly aimed at(which then changes convergence closer). that require target close enough to mask any variation in exact los position, and slow enough so directly aimed at is still able to hit thus in sum better than the alternative of precise tracking.

  • @ateryx
    @ateryx День назад

    So ADS is actually pretty bad

    • @Natron29
      @Natron29 День назад

      Depends, up close yeah mid mid to longer ranges is accurate

    • @ateryx
      @ateryx День назад

      After this vid, it only seems viable at long range. Even at mid range you get the hit triangle

    • @Natron29
      @Natron29 День назад

      @ yeah ads is situational, but I would say Audrey needs it the most because it gives her the shield still viable to ads just not very up close

  • @DaedalusAI
    @DaedalusAI День назад

    stupid theory, logical analysis did not produce a theory that is proved by experiment, he essentially see a correlation, make a bunch of conjecture, then based conclusion on unproven conjecture.