• @[email protected]
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    21 year ago

    3:1 or 4:1 alongside SBMM

    How can you get that high of a KDR if SBMM is in place? If you’re truly playing with people of a similar skill level, surely your KDR would trend towards 1:1

    • @[email protected]
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      21 year ago

      If I’m honest, a lot of it eventually comes down to familiarising the map. It takes practice to keep that KDR consistent enough, however after some time you realise that unless someone is pro, as in they actually play professionally, the game itself has a noticeable cap in skill once you’ve got reaction times down.

      What I mean is there is only so many places to go, and the areas that give players an advantage in relation to spawn points is limited. I don’t camp, and mainly played HardCore, so it’s more a case of: shoot, go to the next area I think the enemy is, shoot, next area, repeat.
      Another tip is to look on the mini-map. The enemy team is likely to spawn on the opposite side of the map, or close enough, to your team almost every single time. So when I die I try to keep aware of the areas that give the enemy more of an advantage in getting to me, whilst making my way towards them or sneaking around etc.

      For aim, you can use Aim Labs on Steam however I’ve been playing online FPS since Quake 3 Arena launched so I’ve had many years to practise.

      • @[email protected]
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        21 year ago

        Sure, but you said that CoD uses skill-based matchmaking, meaning you’re playing against people of similar skill. If that’s the case, aren’t those other people doing all this?

        In other words, shouldn’t a 3:1 or 4:1 KDR make the SBMM system place you against higher-skilled opponents, bringing that average KDR closer to 1:1?

        • @[email protected]
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          11 year ago

          Theoretically that’s how it should work, but it gets to a point where it just doesn’t get that much more challenging. Like there’s some sort of wall, I guess? The best way I can describe it is with an older game: Quake 3 Arena, if you remember that.
          Like, in Q3A once you’ve absolutely nailed rocket jumps, nade jumps, plasma wall rides, and no zoom headshots across maps with the railgun, there wasn’t a whole lot left to figure out for most players. There were pro’s popping up, though for most people in most servers the wall was hit that a lot of players noticed as well at the time (if they didn’t have 8 hours per day dedicated to it like Fatal1ty and the likes). There was a huge benefit to that though, through optimism the mods were very popularly used in quite a lot of servers. I used to really enjoy the ExcessivePlus mod, and a lot of players were on it (most people used it for trick jumps, and the constant health regen made it harder to kill others so it was a playground to practise your skill but rather fun too).

          It’s a shame the CoD team isn’t into the modding scene. Maybe too much money to be had with yearly releases instead…