I need to get better at hitting airshots and I started thinking how I can train doing that to the best of my abilities and I came to the conclusion the best way of practising airshots must be having soldiers rocket jump at you and also strafing, so you have to track and kind of flick to hit the airshots. Now I know mge is good for that but the enmy soldier won't always be jumping at you, you'll be jumping at him as well and finding a player who's willing to only jump at you all the time is quite hard.
So I was thinking about a game mode where you are standing on a high ground such as badlands spire and having bots jumping at you (also strafe, change up their strafes every time as well), once they land on the high ground it disappears, a new one respawns and does the same thing just agian and agian. Is this even possible to create or does it already exist?
I can't think of a better and more effective way to practise hitting airshots than this, thoughts?
I need to get better at hitting airshots and I started thinking how I can train doing that to the best of my abilities and I came to the conclusion the best way of practising airshots must be having soldiers rocket jump at you and also strafing, so you have to track and kind of flick to hit the airshots. Now I know mge is good for that but the enmy soldier won't always be jumping at you, you'll be jumping at him as well and finding a player who's willing to only jump at you all the time is quite hard.
So I was thinking about a game mode where you are standing on a high ground such as badlands spire and having bots jumping at you (also strafe, change up their strafes every time as well), once they land on the high ground it disappears, a new one respawns and does the same thing just agian and agian. Is this even possible to create or does it already exist?
I can't think of a better and more effective way to practise hitting airshots than this, thoughts?
There used to be a training map called tr_flinger but the bots didn't strafe, the problem with airstrafing bots is that it's hard to get them to do it any way other than predictably, whereas players will airstrafe in a variety of ways.
There used to be a training map called [url=https://www.youtube.com/watch?v=qZs5ygM_ZK8]tr_flinger[/url] but the bots didn't strafe, the problem with airstrafing bots is that it's hard to get them to do it any way other than predictably, whereas players will airstrafe in a variety of ways.
tr_flinger_b2
Don't forget this command when playing the map: sv_allow_point_servercommand always
edit: ninja'd, damnit zesty
[url=http://tf2.gamebanana.com/maps/72782]tr_flinger_b2[/url]
Don't forget this command when playing the map: sv_allow_point_servercommand always
edit: ninja'd, damnit zesty
You can set the ramp on tr_walkway to launch bots upward and forward. They won't strafe in air, but their trajectories can be randomized.
I also use tr_rocket_shooting2 to practice airshots. You use one rocket to launch a bot in the air, and another to hit them. There still isn't any airstrafing here though.
I'm sure it's possible to create such a map. If you can program a jump bot to demonstrate a jump, you can program a bot to strafe in the air, and then teleport back to the starting position.
You can set the ramp on [url=http://tf2.gamebanana.com/maps/107794]tr_walkway[/url] to launch bots upward and forward. They won't strafe in air, but their trajectories can be randomized.
I also use [url=http://tf2.gamebanana.com/maps/66113]tr_rocket_shooting2[/url] to practice airshots. You use one rocket to launch a bot in the air, and another to hit them. There still isn't any airstrafing here though.
I'm sure it's possible to create such a map. If you can program a jump bot to demonstrate a jump, you can program a bot to strafe in the air, and then teleport back to the starting position.
You could also try and play Ultiduo (specifically baloo), where it's essential to jump, and it's (personally) more fun to practice soldier airshots.
You could also try and play Ultiduo (specifically baloo), where it's essential to jump, and it's (personally) more fun to practice soldier airshots.
Play ultiduo and bball, fun way to practice airshots and decision making in general.
Play ultiduo and bball, fun way to practice airshots and decision making in general.
I found a map called tr_juggle that's basically the same as tr_rocket_shooting but just reskinned.
Maps like those are good for practicing really basic air shots, but it's probably better to practice them against other players who are strafing. Ultiduo and bball are the best 2 game modes to practice those kind of airshots imo
I found a map called [url=http://tf2.gamebanana.com/maps/186694]tr_juggle[/url] that's basically the same as tr_rocket_shooting but just reskinned.
Maps like those are good for practicing really basic air shots, but it's probably better to practice them against other players who are strafing. Ultiduo and bball are the best 2 game modes to practice those kind of airshots imo
sure play tr_juggle tr_rocket_shooting2, tr_flinger, tr_walkway, but I recommend:
bind mouse1 "+attack; bot_refill; impulse 101"
Infinite airshots!!
sure play tr_juggle tr_rocket_shooting2, tr_flinger, tr_walkway, but I recommend:
bind mouse1 "+attack; bot_refill; impulse 101"
Infinite airshots!!
There is a map that has bots look towards you so they do strafe, idk whats it called tho
There is a map that has bots look towards you so they do strafe, idk whats it called tho
riot124sure play tr_juggle tr_rocket_shooting2, tr_flinger, tr_walkway, but I recommend:
bind mouse1 "+attack; bot_refill; impulse 101"
Infinite airshots!!
TuryI found a map called tr_juggle that's basically the same as tr_rocket_shooting but just reskinned.
Maps like those are good for practicing really basic air shots, but it's probably better to practice them against other players who are strafing. Ultiduo and bball are the best 2 game modes to practice those kind of airshots imo
SqueebleYou can set the ramp on tr_walkway to launch bots upward and forward. They won't strafe in air, but their trajectories can be randomized.
I also use tr_rocket_shooting2 to practice airshots. You use one rocket to launch a bot in the air, and another to hit them. There still isn't any airstrafing here though.
I'm sure it's possible to create such a map. If you can program a jump bot to demonstrate a jump, you can program a bot to strafe in the air, and then teleport back to the starting position.
I've played all these modes and the bots' flight trajectory are very predictable hence I want bots that can freely strafe but also change their strafe patterns every time they jump to make it hard to predict them, like real players.
ZestyThere used to be a training map called tr_flinger but the bots didn't strafe, the problem with airstrafing bots is that it's hard to get them to do it any way other than predictably, whereas players will airstrafe in a variety of ways.
Same thing here, there's not point in fighting bots than dont strafe as they are very easy to predict and nothing like real players.
I like bbal, I try to play it sometimes but often there aren't enough players in the server who wanna play it etc. I dont really like ulti because, well I dont really know I just perform really awful on ulti gamemodes.
[quote=riot124]sure play tr_juggle tr_rocket_shooting2, tr_flinger, tr_walkway, but I recommend:
bind mouse1 "+attack; bot_refill; impulse 101"
Infinite airshots!![/quote]
[quote=Tury]I found a map called [url=http://tf2.gamebanana.com/maps/186694]tr_juggle[/url] that's basically the same as tr_rocket_shooting but just reskinned.
Maps like those are good for practicing really basic air shots, but it's probably better to practice them against other players who are strafing. Ultiduo and bball are the best 2 game modes to practice those kind of airshots imo[/quote]
[quote=Squeeble]You can set the ramp on [url=http://tf2.gamebanana.com/maps/107794]tr_walkway[/url] to launch bots upward and forward. They won't strafe in air, but their trajectories can be randomized.
I also use [url=http://tf2.gamebanana.com/maps/66113]tr_rocket_shooting2[/url] to practice airshots. You use one rocket to launch a bot in the air, and another to hit them. There still isn't any airstrafing here though.
I'm sure it's possible to create such a map. If you can program a jump bot to demonstrate a jump, you can program a bot to strafe in the air, and then teleport back to the starting position.[/quote]
I've played all these modes and the bots' flight trajectory are very predictable hence I want bots that can freely strafe but also change their strafe patterns every time they jump to make it hard to predict them, like real players.
[quote=Zesty]There used to be a training map called [url=https://www.youtube.com/watch?v=qZs5ygM_ZK8]tr_flinger[/url] but the bots didn't strafe, the problem with airstrafing bots is that it's hard to get them to do it any way other than predictably, whereas players will airstrafe in a variety of ways.[/quote]
Same thing here, there's not point in fighting bots than dont strafe as they are very easy to predict and nothing like real players.
I like bbal, I try to play it sometimes but often there aren't enough players in the server who wanna play it etc. I dont really like ulti because, well I dont really know I just perform really awful on ulti gamemodes.
Doesn't exist, just play bball or ultiduo with friends / tf2pickup / tf2center. More you play the better you'll be.
Doesn't exist, just play bball or ultiduo with friends / tf2pickup / tf2center. More you play the better you'll be.
I swear there is a map that has bots strafing, just not advanced strafing
I swear there is a map that has bots strafing, just not advanced strafing
I think it's difficult to practice airshotting in any way that'd make sense. Airshotting bots might help in the long run, but as noted, they're predictable to a degree in every case imaginable. I personally just juggle bots during downtime when I've got nothing else to do.
If you want on-demand practice, I'd say stick to pugs and MGE/DM. You're gonna be closer to a realistic situation in which you might have airshot opportunities, without 'risking' a team practice or official match.
MGE granary/spire does seem like the best option if you find someone of equal skill to spar with. I absolutely loathe mge with randoms due to the whole dick measuring aspect to it, and people who try way too hard.
I think it's difficult to practice airshotting in any way that'd make sense. Airshotting bots might help in the long run, but as noted, they're predictable to a degree in every case imaginable. I personally just juggle bots during downtime when I've got nothing else to do.
If you want on-demand practice, I'd say stick to pugs and MGE/DM. You're gonna be closer to a realistic situation in which you might have airshot opportunities, without 'risking' a team practice or official match.
MGE granary/spire does seem like the best option if you find someone of equal skill to spar with. I absolutely loathe mge with randoms due to the whole dick measuring aspect to it, and people who try way too hard.
http://www.teamfortress.tv/17952/tr-arena-rc1
also with tr_flinger
has anybody proposed and/or tried to update it, maybe add more points like snakewater middle, process 2nd/middle, badlands middle, granary middle/last ?
also with tr_newbots (a really good alternative, as well)
has anybody tried making a circular room so bots don't get stuck and juggled in corners?
also with tr_flinger
has anybody proposed and/or tried to update it, maybe add more points like snakewater middle, process 2nd/middle, badlands middle, granary middle/last ?
also with tr_newbots (a really good alternative, as well)
has anybody tried making a circular room so bots don't get stuck and juggled in corners?
ultiduo has a dual benefit of letting you work on other tf2 soft skills like ubers and shotguns as well as drilling into u why pocket v pocket is a VERY dumb fight to take
mge/baloo honestly aren't very good practice because spire airshots aren't similar to what happens in 6s. You know almost 100% where he'll land and he usually flattens out very close to you. In game flight paths are a lot more horizontal and you have a lot less of a clue where he'll land
ultiduo has a dual benefit of letting you work on other tf2 soft skills like ubers and shotguns as well as drilling into u why pocket v pocket is a VERY dumb fight to take
mge/baloo honestly aren't very good practice because spire airshots aren't similar to what happens in 6s. You know almost 100% where he'll land and he usually flattens out very close to you. In game flight paths are a lot more horizontal and you have a lot less of a clue where he'll land
SideshowDoesn't exist, just play bball or ultiduo with friends / tf2pickup / tf2center. More you play the better you'll be.
teacher asked students'how do you play soldier" and sideshow said "dribble',teacher said "u didnt understand the question" and sideshow said 'U dont understand roaming.." liek if you believe in sideshow
[quote=Sideshow]Doesn't exist, just play bball or ultiduo with friends / tf2pickup / tf2center. More you play the better you'll be.[/quote]
teacher asked students'how do you play soldier" and sideshow said "dribble',teacher said "u didnt understand the question" and sideshow said 'U dont understand roaming.." liek if you believe in sideshow
you don't really learn. you just do it
[youtube]https://www.youtube.com/watch?v=SJJTkcAolcg[/youtube]
I remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?
I remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?
namassinI remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?
https://www.youtube.com/watch?v=NtA9gCSEiwU
[quote=namassin]I remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?[/quote]
https://www.youtube.com/watch?v=NtA9gCSEiwU
QuertnamassinI remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?
https://www.youtube.com/watch?v=NtA9gCSEiwU
omg thank you so much!
[quote=Quert][quote=namassin]I remember watching a video of plat repetitively juggling a beach ball with rockets- not sure what map it was tho, does anyone know?[/quote]
https://www.youtube.com/watch?v=NtA9gCSEiwU[/quote]
omg thank you so much!
tr_rocket_shooting2
mge
should be practicing ground aim as well as airshots, not just one thing. you can be a god at airshots but just not be able to hit anything right in front of you, which won't do much good considering ground rockets are like 90% of the game
tr_rocket_shooting2
mge
should be practicing ground aim as well as airshots, not just one thing. you can be a god at airshots but just not be able to hit anything right in front of you, which won't do much good considering ground rockets are like 90% of the game
idk this might sound weird but.
i plau eu lobbies as soldier just to practice rocket aim. since rockets are slower to see you have to predict more. i dont really know if anyone else does it but its working for me.
airshots are all about prediction
idk this might sound weird but.
i plau eu lobbies as soldier just to practice rocket aim. since rockets are slower to see you have to predict more. i dont really know if anyone else does it but its working for me.
airshots are all about prediction
soldier is all prediction, if you can shoot feet airshotting isnt exactly far off. i found when i first started playing was that airshots were goddamn impossible mainly because i'd go for them every once in a blue moon, but if you grind out mge/dm/lobbies and go for airshots a lot, you'll find its a lot of prediction with the trajectory of the enemies strafing/height/speed of their jump. it becomes less and less about blind luck and more about seeing an enemy in the air, and predicting their strafe, whether it be left, right, or some wacky combination.
BUT then a new problem arises, when to airshot and when NOT to go for airshots. this is something you gain from playing a lot and learning through hours of game time, but you always want to find the more secure way to snag a kill, if youre in a pinch, flick up and pray u hit a double
soldier is all prediction, if you can shoot feet airshotting isnt exactly far off. i found when i first started playing was that airshots were goddamn impossible mainly because i'd go for them every once in a blue moon, but if you grind out mge/dm/lobbies and go for airshots a lot, you'll find its a lot of prediction with the trajectory of the enemies strafing/height/speed of their jump. it becomes less and less about blind luck and more about seeing an enemy in the air, and predicting their strafe, whether it be left, right, or some wacky combination.
BUT then a new problem arises, when to airshot and when NOT to go for airshots. this is something you gain from playing a lot and learning through hours of game time, but you always want to find the more secure way to snag a kill, if youre in a pinch, flick up and pray u hit a double