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19

It depends on the game of course but here are some rules that you may find helpful: Don't spray, make every bullet count. For shotguns and sniper rifles it means that must be confident that you are going to hit your enemy when you shoot. At first it might become even harder to kill someone but it's a proper way to improve your aim. For assault rifles it ...


15

Most, if not all modern FPS games released on consoles have adjustable sensitivity settings simply because it gives another dimension of control to the player. It's the same reason most operating systems include an option to change the speed of the mouse, or timeout for key-repeat, etc; different users prefer different input settings when they interact with ...


13

PC gamers think consoles aren't designed for FPS games. Console gamers think PCs aren't designed for FPS. :) It unfortunately just comes down to practice and preference. I've struggled for a while to get used to thumbsticks for aiming/moving and I'm slowly getting better, but mostly I've just resigned myself to buying FPS games on the PC and saving ...


13

Some tips: Play with a buddy, clan or quad who is/are better than you and can show you the ropes. Halo 3, in particular, had some great clans who were interested in helping newbies out. In team games, USE YOUR MICROPHONE. Communication is key in team games so you'll want to use the mic to coordinate your assaults and call out enemy positions, especially ...


13

Camping, in a first person shooter (or any other pvp genre, really) is the act of waiting in a particular area to take advantage of the same players repeatedly. Spawn Camping means lying in wait just outside the area where players respawn, killing them as soon as they are alive again. Camping might have some overlap with holding a position, but most places ...


12

In a first person shooter a player sees through the eyes of his avatar. In a third person shooter a player sees through a camera over the top of his avatar. In some games, you play from over the top of the character (3rd Person), and then when you sight down your weapon zoom into the characters eyes (1st Person). This can also reverse as in Halo where you ...


12

In general, "hitscan" weapons have no bullet travel time -- when you click the mouse or press the button, whatever's in your crosshair gets hit. Wikipedia has more info on the history of the term "hitscan": Hitscan Hitscan is a term is used mainly in computer games. It is a test to find out what can be hit by an in-game weapon (be it a melee weapon, or ...


11

There's really nothing more to it than practice unfortunately. I've been playing PC shooters since the original Doom and thought I would never get into console shooters, but after playing a bit of CoD4, I started getting into it and after a year or so of playing, I felt as in control playing with a controller as I did with the keyboard / mouse combo. One ...


10

Most first person shooter engines have a fixed FOV (Field Of View) angle. That means the screen from left to right always shows the same content regardless of screen resolution (usually about 90°). So a lower resolution on a screen of the same size means basically one thing: larger pixels. Larger pixels mean less detail. That means on long range, a player ...


8

This is a topic called "lag compensation" and it is one critical aspect of network-based gaming, especially in shooters. The best article about this that I've read is on the Valve Developer Wiki, but I'll attempt to summarize in some simpler terms. When you're playing a game with other players on a network, you are essentially sending a series of commands ...


7

It makes aiming a bit harder as more things are squished into the same screen size, but you get the advantage of being able to see more. Generally you want to be able to see more so long as it doesn't have too much of an impact on your aiming/movement. It is up to you to decide what the best balance is for you. In Unreal Tournament 2004 I know some people ...


7

In order of importance: Continue playing. You can't get better if you don't play. Learn the game mechanics When you die, make a note of why you died. Learning from your mistakes is crucial. Watch YouTube videos Read up on strategies Learn the terrain Watch what other people do - both the good and bad, and learn from it Try different ...


7

This is entirely dependent on the game, but learn whether your guns are hitscan or projectile. Hitscan weapons have their bullets travel instantly; a hit or miss is calculated as soon as you pull the trigger. Don't rely on visual feedback alone to determine if a weapon is hitscan -- depending on how the bullets are animated, they may appear to be slower ...


7

I've experienced this and in my case I believe it's because when I'm lost I'll start to run around the map (using the run function if there is one) looking for something familiar or some enemy I haven't killed. All this running means a lot of turning around and thus a lot of visual input. The result is a motion-sickness like feeling. Your mileage may ...


7

Mouse movement interpretation can be vastly different between different game-engines, and often even between different games using the same engine. There is no standard for mouse sensitivity, so the only way to measure it is to use our own impression. When I start a new FPS game, the first thing I do to calibrate the mouse sensitivity is: close my eyes ...


6

You've pretty much answered yourself. Technically, camping is staying in one particular (and usually advantageous) position for prolonged periods of time. This can sometime be legitimate (snipers are prone to camping, once they find a good position from which they can pick off enemies and not be too exposed to retaliation) and sometimes illegitimate (spawn ...


6

I recommend you check out http://www.Co-Optimus.com, it has an extensive catalogue of games by co-op features, and you can filter by online/offline, genre, etc. This is their X360 section


6

No, simply because of how FPS games track your movement. touch in fact doesn't work with most FPS games at all, pointing with touch will instead make your view spazz out. This happens because most FPS games are using mouse axis movement to move the camera, your mouse isn't acting as a pointer on X by Y pixels anymore, it's instead tracking movement as if it ...


5

Only games designed specifically for use with touchscreen have any chances to work with it. I really don't see any way how you'd play FPS on touch screen, given that in FPS the crosshair is always in center of the screen, while mouse rotates the view. In case of games designed for touch screens, the view is fixed, while cross hair follows your finger. ...


5

It just takes practice. Coming from a PC FPS background myself I was also worried about the loss of accuracy switching from mouse to controller. However there a couple of things to note. Move and shoot is easier, having two analog controllers instead of keys and mouse make it easier to do sweep a circle while aiming with the cross-hairs. I've also found the ...


5

Here's what I did: Turned up the sensitivity ALL the way and played through the single-player campaign (on "Easy"; the point is just to get used to all that sensitivity). I tend to overthink and process things slowly; what you need to do is act instinctively. So I turned down the sensitivity JUST A BIT and played a bunch of free-for-all matches where I ...


4

In addition to the answers already posted, I'd like to add that some people feel motion sickness when playing a 3D game with "unsuitable" FOV settings (and "fixing" the FOV makes the motion sickness go away), while some people are a lot more tolerant. This is related to how brain and the body of the person behaves. If you play on a monitor that is near your ...


4

Typically, yes. Using analog sticks to aim is not as precise as using a mouse. So in several games, if you get your aim close enough to a target, the game will help by giving it a nudge in the right direction. Or if you do get on target and the target moves, it may adjust for you. (Depending on the game of course). Some games of course have a lot of aim ...


4

Doesn't sound right to me...If you have a smaller screen, everything on it is smaller too. A character who may have been 10 pixels tall would be smaller, maybe too small to make out properly, especially given that everything around him would be smaller and less detailed as well. A larger screen does mean that there's more to keep track of, but your ...


3

Regarding where the game takes place (modern world / future / fantasy etc.) - this is just called the setting of the game, e.g. "first person shooter in underwater punk setting". Regarding the gameplay - games are sometimes called "realistic" - where there are realistic limitations on the action and the world - versus "old school" - where you can (for ...


3

I used to use an IceMat (frosted glass mouse mat) and it came with some glide tape that you cut up and stuck on your mouse feet. When the lint built up you just peeled it off and stuck another set on. Looks like ice mat are now Steel Series and they seem to do a range of accessories including the glide stuff. Not a 'free' solution but might be better than ...


3

Games can be both first- and third- person. In Halo the game is mainly played in first person, but when you drive a vehicle it goes into third person. In the Burnout series of games the cars can be driven in first or third person mode. (Not strictly a shooter, but the point remains). Oddworld: Stranger's Wrath is mainly third person, but you can choose to ...


3

A lot of these answers are great, but they don't really address the question. Since you say "a high degree of comfort" with single-player FPS, I assume you already know things like mouse look and circle-strafe. If you want to get good at MULTIPLAYER FPSs, you definitely have to recognize that your squadmates are humans, and internalize that to the point ...


3

Be brazen. Single-player mode teaches you to peak around corners and be generally very cautious; peaking around corners in multiplayer generally means getting your head blown off by a sniper who has been camping that spot for the last ten minutes. As counter-intuitive as it is, it's often safer to sprint to cover through an open field then to peak around ...


3

I've never really played Halo (gasp) so I'm not sure if this tip applies to that series... But in CoD you should always, always, always watch the entire kill cam. I've learned hiding places, tactics, loadouts, etc from simply watching how someone destroyed me. Even if it seemed obvious how you died it can still be instructive to watch it from their point ...



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