Section 2 - Settings
The first thing to consider is the method of improvement. You need to analyze what you're doing in any profession or hobby and find out what you need to change to improve. Find out your strengths and make them stronger and find out your weaknesses and make them less weak. One way you can do this in ET is using cg_autoaction. This is a bitmask cvar and these are the options:
Code:
* * * * * 1 - Start a demo at the start of the round
* * * * * 2 - Take a screenshot at the end of the round
* * * * * 4 - Save game stats to a file at the end of the round
Typically a value of 2 to 7 is required in etpro. I suggest a value of 7 in all mods which will make a demo, take an end-of-round screenshot, and record all the stats of you and other players for each round. Collect all the data you can if you're beginning your journey of improvement in ET because it will prove useful to replay demos and see what mistakes you made or how someone knew where you were and things that you may have totally missed. The stats will give you an indication of your improvement and the skill of the players you're playing with and against. The demo files in ET are so small because they aren't actually encoded video, so there's no real harm in using demo recording. Each demo will be named by map and date and each stats file will be categorized by folders using names representing the date. This will create "demos", "screenshots" and "stats" folders in your mod folder.
Next, we have to talk about vsync and why it's horrible for gaming. Vsync was created to prevent screen tearing which is what happens when the monitor shows data from two or more frames in a single screen render. What vsync does is prevent your GPU from outputting anything to your monitor until the monitor finishes it's refresh. Vsync adds something called input lag into the equation which is why it's terrible for gaming and should never be used. There may be some games where it's only important to not have screen tearing and there's no input that can lag, in which case vsync would be fine. So basically, don't use vsync in ET... ever.
For your crosshair choice I'm going to accept that people say it's preference but tell you the reality right now which is that the best players consistently use the dot crosshair. In many mods there are actually two dot crosshairs and most people don't realize this. There's the default one which has a border around it that most people use, then there's the other one which a "light version" (in design, not brightness). I suggest a small dot like size 48 or smaller. I don't think it's a good idea to use gigantic dots and think it's very pointless to use anything but a dot crosshair. This is for a good reason. With other crosshairs you need to find the center of them, especially if you have that horrible crosshair pulsing enabled. The dot is an easier to track focal point than the other crosshairs. You don't need pin-point accuracy so don't use super small dots thinking it will help if you can barely see the dot. The reason is in most cases the range at which you have the dot over the enemy the hitbox is much larger than the dot anyway. Even at long range it's still not a big deal if the dot is covering more of the hitbox than normal.
For maximum fps many people are in the habit of using 43, 76, 125, or 333 FPS. This is because of the old tale of the Q3 engine's mathematical error causing these FPS to be considered "magic numbers" to ensure you jump at the optimal distance where other players who are using the default of 85 (rounded to 90) FPS will not jump as far. The truth is, this isn't necessary anymore because servers are configured to use fixedPhysicsFPS and give all players the jump distance as if they were using 125 FPS. You're now free to use any FPS and jump the same distance as other players, assuming you have the same jump skills as they do. Also, don't use pmove_fixed "1" unless you're in a TJ server because it increases bullet spread. Always keep in mind too, that FPS is more important than graphical quality and effects. If you can't maintain stable FPS you MUST reduce your graphics and/or resolution until the problem is resolved. You may just need to update your drivers to fix the issue. I use 100 FPS because of the correlation of FPS to cl_maxpackets in ET and I'm using 100 for that setting as well. If you use 125 FPS and 100 maxpackets you're sending 62.5 packets per second instead of 100. It becomes even more of an issue if you drop fps down to 100 because you now have more fluctuation in your latency which may cause your ping to spike. Having a steady FPS that matches your packets is a good idea. For snaps you can leave it at 20, though it doesn't really matter because it's dependent on the server's sv_fps setting. For rate, 25000 is fine in most cases but many people use 32000 or 45000. Higher rates are useful for populated servers with alot of explosions and people running around. If you set it to 45000 and the game doesn't require use of this much rate it won't actually use that much connection speed. Then number is measured in bytes per second of how fast the server can send data to you. This defaults to 4000 or 5000 in some clients and it's only because back then if you set this too high on a slow connection you could flood your connection with incoming data. Leave cl_timenudge at 0, just do it and don't argue. You shouldn't be playing with this cvar.
Almost all antilag methods in ET mods are based off unlagged. Read more about it by clicking that link if you want more technical information.
When adjusting your settings, keep in mind that high and stable FPS always takes precedence over graphical quality. Almost everything you need to learn about cvars can be found on this great site: http://antman.info/wolf/cvar.
When choosing your sensitivity settings I recommend setting your DPI to 800 (or 400 if you're more comfortable with this already). You should know which DPI your mouse can use when you buy it and if you don't then look it up or check the software (if it has any). Some mice have switches on them or buttons and don't include any software option but can still be switched to the common settings of 400 and/or 800 DPI. I prefer a sensitivity of [s].97[/s] 1.25 (I've replaced my mouse with a new one and had to change the sensitivity) with my 800 DPI. Make sure you apply the MarkC MouseFix if you're using Windows 7, 8, or 8.1. Just choose the reg file for your OS version and at your screen DPI (defaults to 100% on Win 7). Run that reg file then reboot your PC. Don't mess with the Mouse settings in windows. Leave the setting to notch 6 and enhance pointer precision disabled. If you have mouse software and it has acceleration, smoothing or angle snapping make sure to disable all of that stuff. I also recommend not using different X and Y sensitivities on the mouse, leave that for the cvars already included in ET. I recommend using 500Hz if your mouse supports a 1000Hz polling rate. Don't worry about it "being slower" because this is unrealistic unless you can tell the difference in a few milliseconds (you can't). The reason I recommend this setting is because if the mouse is capped to 1000Hz and you actually check the rate it isn't very stable, where 500Hz is almost perfect. Below are my recommended settings for the mouse in ET:
Code:
seta sensitivity 1.25
seta m_yaw 0.022
seta m_pitch 0.015
seta m_forward 0.25
seta m_side 0.25
seta m_filter 0
seta cl_mouseAccel 0
Now moving on to your sensitivity and how it relates to your aim. The reason why I use a low sensitivity and feel that it's the best for everyone to use a lower sensitivity is because of mouse control. Even if you do well with your current high sensitivity, I think you'll do better if you use 800 DPI and a relatively low sensitivity. Most of the action is taking place directly in front of you as long as you know where you should be aiming. The rest of the aim is mostly in a medium range in front of you to the left and right. You rarely actually need to spin around 180 degrees but you should set your sensitivity so you're still able to do that. Also, with a low sensitivity like mine, sometimes I need to do a 180 and kill one guy then continue turning a bit more the same direction and kill another player. Having a large mousepad helps accomplish this. You should practice snapping to objects while strafing then tracking the object and continuing to strafe (yes this is inspired from the old aiming by Raz tutorial), like this:
https://www.youtube.com/watch?v=ywgWhgnK-18 (These were supposed to be embedded but the forum only allows 2 per post)
Now let's move on to reg tweaking and router settings tweaking. You may not have heard this from anyone but there are people out there who are currently (and have been for a while) trying to tweak their computer and router settings in order to make them harder to hit (ie: laggy) while still maintaining the ability to hit enemies and/or trying to "make their reg better" which means bullet registration. You know how sometimes you aim at certain players (even if they have a low and stable ping) and the shots just don't hit them even though you think they should? I'm not sure if anyone has completely nailed the reasoning behind this but some players are trying to create this. The thing is it's sort of a "grey area" and can be defined as cheating but also can be defined as not cheating. This is because these settings are global and not actually modifying ET or changing ET in any way, rather the changes are meant to affect your entire network settings. There are cheats that exist that have built in laggers, with different modes. Some modes aren't noticeable lag and some are. There are other exploits you can use to create artificial lag with ET cvars which is why alot of cvars are commonly restricted. The only issue with these tweaks is that the changes suggested are TCP And AFAIK make no difference to your network, nor does changing your MTU in the router. There is some evidence that suggests a couple of those TCP tweaks may possibly affect UDP transmissions (which are what ET uses, not TCP) but I'm not 100% sure on that stuff. I recommend building real skill either way instead of trying to abuse your network settings to gain advantage in ET, whether that is considered fair or not. I personally think it's cheap. Here's an example of being right on a target and not being able to register hits:
https://www.youtube.com/watch?v=gVtziLbH7G8 (These were supposed to be embedded but the forum only allows 2 per post)
Another piece of useful information for people is to stop using autoreload. The problem with automatic reloading is that it's faster to switch to pistols than it is to reload (even with the skill promotions). Here's the cvar to disable automatic reload:
Code:
seta cg_autoReload "0"
The same goes for autoSwitch. You don't want the game deciding for you when to change to another weapon. Then there's noAmmoAutoSwitch. Sometimes you may run out of ammo just at the right time that you don't really need to switch to pistols but rather reload your SMG. You should be able to determine on your own if you need to switch weapons or reload. That gives you alot of flexibility in your decision-making while playing. Below are the cvars for disabling this, the second one is NQ specific:
Code:
seta cg_autoSwitch "0"
seta cg_noAmmoAutoSwitch "1"
The final note on settings I want to touch is autoexec. Most people are aware that if you create a file called "autoxec.cfg" in your game directory in any mod folder it will automatically execute that file. What's little known to most players is you can do things like "autoexec_adlernest.cfg" and "autoexec_axis.cfg" which will automatically do what you put in the config based on the map you load into or the team you join, respectively. I usually only do this in etpro but I tested it in NQ 1.2.9 so I assume it works in silentmod and other major mods.
Chapter 2 - Gameplay
Note: Congratulations, you've made it past the first chapter of my wall of text. If you've learned things maybe you should continue to read .
Section 1 - Movement and Aim
Positioning yourself is key in staying alive long enough to knock down a bunch of enemies before you go down. Hopefully you'll be able to judge the situation accurately and perform well and actually survive after taking people down. Here's a video example:
https://www.youtube.com/watch?v=JyR0c5e-YB8 (These were supposed to be embedded but the forum only allows 2 per post)
I like to thinking of strafing as your own unique "dance". Most people just go left and right in the same pattern over and over if they even strafe at all. I suggest changing it up a bit, throw in some crouches here and there where appropriate (especially while reloading or going behind objects just under head level). You simply crouch then go back up. This makes them see you go down and start aiming down then by the time they are aiming down they are aiming for your legs or waist and you've already returned to a fully standing position. It throws them off and also moves your hitboxes around in a unique way. Another thing I do is instead of a repetitive strafe I mix the movement up a bit, especially when I feel like I'm going up against someone who's doing good damage to me. Don't jump while you're fighting people and strafing unless you're reloading and it's impossible to take cover. Jumping destroys your aim. Also, when you notice that you and the opponent are both strafing one direction and going the same speed, you're setting yourself up to get owned. Change it up. You may wonder why I suggest this because you are also setting yourself up for some easy headshots and the reason is simple; they have now adjusted to the fact you're both going the same direction at the same pace while shooting eachother. If you switch it up on them, you're in control and you know exactly when you're going to do this so it throws them off since they don't expect it. While they are there compensating for the movement they didn't think you'd make, you're already one step ahead of their game and preparing to adjust your aim accordingly once you go the other direction and start strafing left and right again.
Another thing is I don't sprint when i strafe and most people do. People find this odd when I tell them and don't even realize I'm not strafing when I do it. The reason for this stemmed from the way my controls are which is a completely different story but the point is it's unique. Find something unique to do that people aren't used to seeing. You need to understand that several players are just like me and have seen so many of the same repetitive actions from players over the years of ET and that's why most players are so predictable.
Another thing you should add into your gameplay technique is walking, crouching, and opening doors silently. If you aren't aware, you can hold your walk or crouch key and open a door and it will slowly open silently. Other than that, walking and crouching have great benefits and I usually watch players not taking advantage of them. Walking will obviously make you inaudible because players won't be able to hear your footsteps. You still need to take note that they can hear your weapons switching, your footsteps if you walk on uneven grounds or down stairways, your weapons firing, you falling down and your gun reloading. Walking doesn't mute your other sounds, only your footsteps. Being silent is an excellent way to surprise an enemy and have the upper hand on them when you two begin your fight. Crouching does the same thing but crouching also improves accuracy. Below is an example of a player who doesn't crouch when they should be:
https://www.youtube.com/watch?v=lYgF6pRIjxA (These were supposed to be embedded but the forum only allows 2 per post)
Here's an example of the effective use of crouching:
https://www.youtube.com/watch?v=L7Ldpwog78g (These were supposed to be embedded but the forum only allows 2 per post)
Now I'll discuss proning. Some people hate when players prone in battles and I don't see the big fuss about it and usually do a good job of killing in-fight proners. I don't recommend building that bad habit though. I say build your aiming skill and positioning skills as well as gamesense and you'll be fine. The only time I prone is when I'm hiding for a reload or something else where crouching isn't going to hide me well enough.
I can actually estimate the amount of bullets someone fired after they finish firing as long as there aren't other nearby gunshots going on throwing my count off. The thing is, I don't count during the shots, I have the ability to count AFTER the sound of their gunfire has finished. The way I interpret those sounds is a pattern and I don't really know how to explain it but I can tell how many shots someone fired after firing without counting while they fire. I'm concentrating on aiming and positioning while firing, not counting every bullet. The thing is, you need to be able to quickly calculate after the enemy stops firing.*
When you have multiple enemies against you and want to minimize your damage received while maximizing damage dealt, you need to hide your body so that you're only hitting one enemy at a time. Move on to the next enemy one at a time, just like this:
https://www.youtube.com/watch?v=qSBrIFK1fQM (These were supposed to be embedded but the forum only allows 2 per post)
And check out that great job that taukima is doing reviving me, that's how you revive...