CS Bullet Pattern Analysis

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  • -Dice

    #31
    Oh dear. I should stop jump-AUGing.

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    • SmartMoose

      #32
      Edited by [user="31689"] @ [time="1029434827"]

      Bluetooth wrote..

      What the hell is the point of this. Bullet fireing patterns are completely random and where they hit is decided by the server. What a waste of time.
      if bullet firing patterns were COMPLETELY random, then it would be a hell of a lot tougher to get a kill, in fact, virtually impossible and there wouldn't be any need for aim.



      i agree though, this guide wasn't much help. and i mean really, who says tha TMP is better than the MAC 10? mac 10 is great in CQB (on pubs at least, matches are a totally different story) and there is NOTHING more humiliating thatn being mac 10 sniped on militia (or any other map i guess) at long/medium range, with the possible exception of TMP sniping.



      remember kiddies, mac 10 owns

      Comment

      • sandman_jr99

        #33
        Hmmmm....Since most of us missed the issue of the article then i'd like to point out the objective:



        "There is one pattern in particular that is VERY useful, see if you can figure it out...I want to know how many of you notice what the pattern is."



        Well i think the pattern is that with strafing while using full auto the cross-hair doesn't travel up that high, therefore registering more shots. Far less will straight about the person. Mazuko, Please share with us the REAL pattern you've studied for 3 weeks.



        It's all good that you respect all the weapons of CS in some way, but in game while an enemy is going full auto with you, are you going to stop and think about the weapon he's using and the properties involved in strafing, jumping and standing. By the time you have the correct answer you're dead.



        My answer to the pattern is that most of the Strafe shots never go higher then a player model, and if they do, it's not as often as standing and going full auto. Now Mazuko, please do share with us the pattern you have studied for 3 weeks. You wanted to share with us and 3 weeks is a long time to study the predictability of weapon bullet dispersions in CS.

        Comment

        • Mazuko

          #34
          Edited by [user="41076"] @ [time="1029438441"]

          While I did not study the pattern for 3 weeks (it took me 3 weeks to put this together) your assumption about strafing would be correct. Strafing appears to allow for a steady stream of bullets to be fired in the range between the top of the head and the upper chest. This would allow for multiple "high damage" hits on multiple targets that are within the proximity you are firing.



          Keep in mind however that if your target crouches some bullets will be headlevel, but a majority will be over your targets head. Also take note that these bullet patterns will have a much wider dispersion pattern as the distance increases. The increase in spread conicides with an increase or decrease in distance. This applies to ALL manners of firing any of the weapons in CS.



          Alot of people here will say "only a newbie fires on full auto." I suggest to you people to actually watch how you fire at your enemies. When your rushing and you find yourself facing 2+ enemies do you do "burst burst burst" or do you go full auto? When your sniping at a target with an mp5 across the map who is shooting at you with an Ak-47 or an M4A1 do you fire in bursts or do you fire back at full auto hoping to get away from them as you run away or towards?



          Some of you have also said that this is useless, that the patterns are too random, that they are not necessarily the same every time. To those of you saying this I say to you. Drop a mirror on the ground. What happens? It shatters. But, does it shatter the same way every time?



          Please also keep in mind that this is a bullet pattern analysis. This in no way shape or form has any bearing on the stopping power or the damage radius of any weapon in Counter-Strike. This analysis is simply a look at the accuracy of each weapon in Counter-Strike under three conditions: Jumping, strafing, standing still, and that as this is simply a bullet pattern analysis it does not say which gun is the "best" by damage done or how many bullets it takes to get a kill. It simply states which guns appear to be the most or the least accurate under the three previously stated conditions.



          To conclude this comment I will reiterate my statement from above. Strafing appears to yield the most accurate, and most concentrated fire for each weapon in Counter-Strike. Some of you can argue this if you would like. However, before you do I implore you look at some of these patterns yourself. Go ahead and waste a clip of ammo at spawn or where ever, you will see patterns similar to, if not exactly the same as, the ones I have provided with this bullet pattern analysis.

          Comment

          • David Johnston

            #35
            Hey everybody, lets petition Valve to stop spending needless hours on polishing TF2/HL2/TFC/Wolfenstein2050AD and PongForever and instead direct all their efforts on producing code based on a year of research into gun recoil and bullet trace paths to give only a marginally realistic game hyper realistic bullet paths! Cos you know, in the heat of a battle, those few milliseconds you spent calculating the exact (pseudo-random) bullet path for each bullet you're about to despatch will make the difference between an eye hit and a left nostril hit.

            Comment

            • Lexx

              #36
              lol!!!, well this study of "bullet recoil" would only work if the bullets actually left a mark exactly where they went, in the case of cs they dont, you can shoot some guns and will look like you shot the wall next to some guy but hit him in the head....

              Comment

              • garry

                #37
                lexx do you bother reading any more of the replies dumbass?

                Comment

                • [OR]GameHopper

                  #38
                  garry wrote..

                  I agree with this pots.. it makes a lot more sense than a picture of dust with red circles around bullet holes which comes up with no conclusion.



                  what he was saying was this: the bullet (when you're not playing on the server) does not hit where your computer draws it. It's called prediction. You can turn it off and see exactly where your bullets hit (69ms later) by typing cl_lc 0 in the console. (1 is the default). But this way you see your lag (like the pre beta ~7 days, before the new netcode).



                  explanation:

                  http://www.summerblue.net/games/cs_repo...ehaviour.html
                  who cares about prediction.. the bullet marks show where the bullets will land if there was 0 ping..

                  Comment

                  • garry

                    #39
                    you really dont understand..



                    the hl engine is divided into 2 peices, client and server.. ah fuck it

                    Comment

                    • shortcake

                      #40
                      I go full auto alllll the time no matter what gun I have. It's just so fun going out of control and missing completely. I also like to buy the glock as a CT.

                      Comment

                      • -Dice

                        #41
                        That makes me look so pathetic when I say I try my hardest to burst with all the guns.

                        Comment

                        • Darklord

                          #42
                          garry wrote..

                          you really dont understand..



                          the hl engine is divided into 2 peices, client and server.. ah fuck it
                          poor garry... my sympathies... but hey, the truth is out there. we know.

                          Comment

                          • Spoonman

                            #43
                            He's right though...

                            Comment

                            • Darklord

                              #44
                              I assume u mean garry... else u didn't get my msg



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                              • -Aragorn

                                #45
                                Bullet holes are client side. I think you can even disable them. Where your bullets actually hit is all server side.



                                That's why it may seem like you hit a guy 6 times with your m4, but the statsme on the server said you only hit him 3 times. This is also why it's hard to hit HPB frame skippers, and the like.



                                This has been mentioned before, and it's correct.

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