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Class #0- An introduction to what you will be getting into.
This class is not about me. I will do my best to make this class have as little to do about myself as possible, but simply what I know.
This class is for those of you who wish to enter into the exciting, challenging, and unique world of competitive FPS gaming. People who want to get past the public servers full of screeching 12 year olds explaining what they and your mother have done. People who want a real challenge to go towards. People who want to be part of a team that fluidly works as one solid being on the field. Or, perhaps you would just like a few pointers for your leisurely hobby. Any of these are fine, but this class will focus on the idea of honing your abilities for competitive play and forming your own clan.
While those that compete are generally better at their respective games than the common man, the nature of competition is usually so far removed from a common public game that even the best players sometimes struggle playing in the public.
I've been playing FPS games since they came out, starting with Wolfenstein 3D and then Doom 1 and 2.
For modern FPS and competition-
Counter Strike 1.3, 1.5, 1.6. I was CAL M before there was a CAL P.
Counter Strike Source
Call of Duty
Call of Duty United Offensive
Call of Duty 2
Call of Duty 4
Call of Duty Black Ops
Call of Duty Modern Warfare 3
Halo 1 on Xbox (very shortly in a few tournaments)
Was trained by zEx member, youngest CAL I champion for CS 1.3 and CPL founder Aaron "DreadAssault" Game.
Was on team GDEC with Gladiator for Call of Duty 1 and some of 2
Trained with Swedish CS Team "Hammer"
Most recently took 2nd place on the PSGN CoD Black Ops Hardcore SnD ladder, and my team IIWII was the #1 team in 6 ladders, and top 3 in Every Single ladder for Black Ops on PSGN and TWL.
The most recent event was taking 2nd place in TWL's MW3 SnD launch tournament.
Clan- Your team. Clan is the common term used for a team in FPS games. in Massively Multiplayer games like World of Warcraft this would be your guild. in EvE Online your corporation, etc etc.
Starter- A player on the team that plays in almost every match. If he's online he has priority to play. A starter in general is required to be at each or at least most practices, and is usually one of the most talented players on the team.
FPS- First Person Shooter. You should know this, but I'll type it out anyway.
E-Sport- Electronic Sport. Competitive games played online for cash prizes, trophies, physical prizes (Computer Parts, games), or just glory.
Pub- Public game. Your average server you join. The teams are usually randomly grouped together, the objectives varied and many, and the rules often incredibly loose. In short the farthest thing from competition
Pug- P.U.G., a Pick Up Group. Generally a group of random competitive players not on the same team joining together to play a scrim.
Scrim- Scrimmage. A practice game.
Ringer- Either one or two players not on a team that play for a team for one or two scrims when the official team is short a player of their own.
CAL- Cyber Athlete Amateur League. The now defunct league that debatabley started the E-Sports scene.
Not all FPS games are alike. Despite popular RTS player opinion, they're not all just point, click and kill games. (let's also ignore the irony in that statement).
FPS games in their broadest sense can be organized from "Arcade"y to Realistic.
An Arcade style FPS game is one that has health pickups, a health bar, little to no recoil on the weapons, no bullet drop, very little that is realistic. The player can bounce around the map wildly, usually speed jumping or rocket jumping through the air. There is rarely much fall damage other than instant death pits. The games are generally very fast paced, and aimed mostly toward twitch shooting and memorization of an optimal path to run around the map. Other games of this genre would be Painkiller or Unreal Tournament.
On the other end is realistic. Bullet drop, going prone, leaning around corners, even dealing with things such as bleeding out, broken bones, and the weight of the gear you're carrying. The guns may keep track of how many bullets you have fired per magazine, guns can jam, basically as much as can be done to make the game a simulation of real combat as possible. Another game of this genre would be World War 2 Online
Between these two areas is what many call "Tactical Shooters". There is fall damage, but little risk of breaking a leg for jumping off a building. Bullets generally don't have drop, but the guns have "realistic" to wild bullet spray patterns depending on game and balancing. They are a mixture of the wild run and gun gameplay of Arcade games, and the tactical planning and methodology of Realistic shooters. Individual and team tactics vary greatly creating equal amounts of slow creeping tactical fire fights and blind rushes. Other games of this genre are Day of Defeat, FEAR, Crysis.
My area of expertise is Tactical Shooters. I have experience with both Heavily arcadey and very realistic games, but do not have enough competitive experience to claim any deep knowledge of the games. I can give advice on them, but this class will focus on the Tactical Shooters.
Neither Arcade nor Realistic are meant to be a slander towards the game, neither are the placements on this chart. Counter Strike is farther to the left than call of Duty as the players play for money each round to buy weapons, and the guns have wild spray cones, where as Call of Duty games have more static weapon load-outs and tighter cones of fire, closer to the guns real life counterparts.
Reference material (videos, websites, images and graphs) will be either included as links in the lesson, or posted in their own individual threads. Should a student's question warrant a video response, that will be posted in response to their question, and as its own thread on this subreddit.
1 Learning from your past- Counter Strike and Quake
2 Personal Skill- how to think as a competitive FPS player. Lessons and tricks to improve your own ability
3 Forming a clan- The roles of the players and what to look for in both a team and individual players. Also how many should be on a team and how to make the hard decisions.
4 Maps- Picking apart a level from clearing a room to broad strategic choices for taking, holding, and pushing around a map. Also the common environments you shall encounter and when and where to pick your battles.
5 Weapons and Equipment. How to analyze your tools and how to compliment your team mates.
6 Competition- How individuals and a team should act. The mindset to take on, team hierarchy, and how to not get your team disqualified / hated.
7 Being the bad guy. Why FPS gamers tend to have an attitude, why you should learn to call upon it, not be offended by it and when to properly use it to push your team to victory.
After Nearly 466 hours of Multiplayer - Here's How I Feel
After nearly logging 466 hours of play time into this game and being ranked around 450 for kills, I'm going to give an honest statement of how I truly feel about Modern Warfare multiplayer. I want this to be feedback for Infinity Ward, but also a discussion for the community as well.
First things first, and likely an unpopular opinion. I LOVE this game. It brought back old school cod vibes with the slower gameplay, maps that aren't like BO4's super dumb-down 3 lane design. I've always enjoyed gameplay that can have intellectual skill (I.E. using areas of the map to outplay enemies) rather than just mechanical skill (I.E. Aim). Basically the more factors to induce a skill gap I am all for. Modern Warfare has overall been an enjoyable experience except for one thing, and that is SBMM.
I'm completely aware SBMM isn't a new topic to this subreddit, but rather than just complaining, I really need to let developers know how the experience is for a true top 1% player. I'm going to quickly go over my stats. This isn't to say I'm a pro, or bragging, or anything of the nature. I just play casually and play to have fun like everyone else. I'm above average. But my experience with SBMM is obviously different for what a 1.3 K/D player will experience than what I experience. In MW, I have nearly 113K kills, a 4.39 KDR, and near 3.7 W/L. My SPM is 436. I have completed the damascus grind a long time ago. I mostly play 10vs10 TDM, occasionally moshpit, and when I can't take it anymore, Ground War. So why do these stats matter? Team balancing. On top of SBMM the lobby tries to balance out stats evenly across both teams. I can't remember if it was Drift0r or XclusiveAce who mentioned this, but the average lobby KDR on a 4.00+ KDR account is 1.8, which I think you guys can understand where I am going with this. If I have a 4.39 KDR, and the lobby average is a 1.8 KDR, that means you can only imagine the types of players I am going to have on my team vs the types of players I am going to play. It's horrendous teammates that are expected to be carried by one good player vs all average to above average players. This does not create a fun and balanced experience.
So, what does this all mean? When I play solo I have a horrible experience. The meta is all MP5, M4A1, etc. It almost never shifts. Everyone is running cold blooded and ghost. It's Advanced Warfare all over again. The high MMR lobbies on that game was the ENTIRE lobby running low profile and blind eye. It made killstreaks nearly useless, and to be quite honest, killstreaks is what makes Call of Duty what it is.
So you might ask me why not play with friends? Well to be honest with you, they don't want to play with me One of the things that made older Call of Duty games so much fun was that it was a social hub. I could hop on, play with my friends, talk about the most random stuff. It was great. Now I can't even do this since half of my friends say "it's too sweaty when we play with you" so I'm stuck playing alone. The majority of my friends have around a 0.8-1.4 KDR and they don't want to be playing in 4.39 KDR SBMM hell, and I don't even blame them. I don't want to.
Now, I actually don't completely hate SBMM. I actually like it when it is done right. I wouldn't mind this system if the teammates the game gives me were of equal skill level as the other team. What's funny is I ran into someone I've played against a lot. I ended up adding him to talk to him (he has about a 2.63 KDR). I gave him the lobby one match when we ran into each other. He messaged me after and said him and his friend both got nukes. Like I seriously cannot make this up how laughably awful my teammates are. And this isn't to make fun of them. It's to say how terrible the system is in this game.
In a perfect world there would be a casual playlist and a competitive playlist. A competitive playlist with rankings like CS, Dota, League, etc. Would be amazing. I would actually have an interest in the CWL and so would many other people. But in a casual setting? BO2 and BO3 had the gold standard of matchmaking in my opinion (although Bo3 had that same team balancing but it was much more manageable since there was not strict SBMM). I would love to grind both, and I think it should be encouraged that bad players go to the ranked playlist to play against similar skill levels if getting annihilated is something they are worried about in casual.
So, In the end, I still like MW. It's a well developed game. For my final closing thoughts on this whole topic, this game doesn't need SBMM. The developers already made the game for the weaker players (safe spaces, instant melt TTK, ghost and cold blooded always active, OP thermal etc). I'm frustrated with this system and just want to play with my friends again.