ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΡΡΠΎΡΠΎΠ²
ΠΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΡΡΠΎΡΠΎΠ²
So you want to be a feared Soldier in the best game ever,Hat Simulator? Well that’ll take some practice and determination. Are you up to it? Continue!
This map is a really good map to practice many stuff on: airshots,aim,etc. etc. Download this map to git gud.
Once you’re loaded into the map,go to the control room and put bot health to lowest.
Then go outside(to the walkway) and go to the control wall. Go to the launchpad setting and turn it on.
You can set the power of the launchpad here.
Or you can forget about those settings and do it yourself. Shoot at your enemy’s feet,(which will launch them in the air)then airshot them. I prefer this method since you’re going to have to it eventually in pubs,comp,etc. etc.
I am not the best at airshots,and I’ve been practicing for a few weeks. It will take time,but it’l be worth it. Never give up.
You can do this not only with Soldier,but with Demo as well!
Be sure to practice often and never give up!
ΠΠΎΠ΄ΠΏΠΈΡΠΈΡΠ΅ΡΡ, ΡΡΠΎΠ±Ρ Π·Π°Π³ΡΡΠ·ΠΈΡΡ
tr_airshot_v0
THIS IS NOT MY MAP, I DIDN`T CREATE IT. ORIGINAL MAP CREATOR IS Gman, I JUST UPLOADED IT TO THE WORKSHOP
TO LAUNCH THE MAP TYPE IN CONSOLE «sv_allow point_servercommand always». THEN, TYPE «map workshop/906700248»
This is a training map for soldiers and demoman with a decent amount of hours accumulated playing that class, and what this map allows you to do is train and develop improved mid-air shot rockets against flying bots.
The bots AUTOMATICALLY spawn in a conveyor belt style and shoot up into the air for YOU TO SHOOT. You get unlimited ammo, which means unlimited rockets to shoot from. NO RELOADING. They do not shoot, nor strafe in the air, but they are thrown into the air and you practice your mid-air rocket shooting skills against them by precisely timing their location in the air and blowing them up in air.
This is great for soldier rockets, and demoman pipe grenades.
If you’ve ever felt that you were weak while trying to shoot a player out of the air, now is your chance to improve on that and become a master in that area by playing tr_airshot_v0!
Skill can be acquired over time and practice, and if you put a few hours on this map every week, or even an hour everyday, you’ll soon surpass those other players who lack the ability to shoot players in the air.
ΠΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΡΡΠΎΡΠΎΠ²
ΠΠ΄Π½Π° ΠΈΠ· ΡΠ°ΠΌΡΡ Π»ΡΡΡΠΈΡ , ΡΠ½ΠΈΠ²Π΅ΡΡΠ°Π»ΡΠ½ΡΡ ΠΊΠ°ΡΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ, ΠΊΠΎΡΠΎΡΠ°Ρ ΠΎΡΠ»ΠΈΡΠ½ΠΎ ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ Π΄Π»Ρ Π²ΡΠ΅Ρ . ΠΠ° Π½Π΅ΠΉ ΠΌΠΎΠΆΠ½ΠΎ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΠΈ ΡΠΎΠ»Π΄Π°ΡΠ°, ΠΈ ΡΠ½Π°ΠΉΠΏΠ΅ΡΠ°, ΠΈ Π΄ΡΡΠ³ΠΈΠ΅ ΠΊΠ»Π°ΡΡΡ. ΠΠ½Π° ΠΈΠΌΠ΅Π΅Ρ ΠΎΠ³ΡΠΎΠΌΠ½ΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΡΡΠ½ΠΊΡΠΈΠΉ, ΡΠΈΡΠ΅ΠΊ Π΄Π»Ρ ΡΡΠΎΠ²Π΅ΡΡΠ΅Π½ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΡ Π½Π°Π²ΡΠΊΠΎΠ² Π²Π°ΡΠ΅ΠΉ ΠΈΠ³ΡΡ. ΠΠ° Π½Π΅ΠΉ ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎ ΡΠ΄ΠΎΠ±Π½ΠΎ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ Π°ΠΈΡΡΠΎΡΡ Π·Π° ΡΠΎΠ»Π΄Π°ΡΠ°.
Π§ΡΠΎΠ±Ρ Π½Π°ΡΠ°ΡΡ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΡ Π½ΡΠΆΠ½ΠΎ:
1. Π‘ΠΊΠ°ΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ ΠΊΠ°ΡΡΡ.
2. ΠΠ°ΠΉΡΠΈ Π½Π° Π½Π΅Π΅ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Ρ ΠΈΠ»ΠΈ ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠ°.
3. ΠΠ°ΠΏΠΈΡΠ°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ:
sv_allow_point_servercommand always ΠΈ retry. (ΠΠ΅ΡΠ²Π°Ρ ΠΊΠΎΠΌΠ°Π½Π΄Π° ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ Π·Π° ΡΠ°Π±ΠΎΡΡ Π±ΠΎΡΠΎΠ², Π° Π²ΡΠΎΡΠ°Ρ ΠΏΠ΅ΡΠ΅ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ°Π΅Ρ ΠΈΠ³ΡΠΎΠΊΠ° ΠΊ ΡΠ΅ΡΠ²Π΅ΡΡ)
ΠΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΠΏΡΠΎΡΡΠ΅Π½ΡΠΊΠ°Ρ ΠΈ ΠΏΠΎΠ½ΡΡΠ½Π°Ρ, Π½ΠΎ Π½Π΅ ΠΌΠ΅Π½Π΅Π΅ ΠΏΠΎΠ»Π΅Π·Π½Π°Ρ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΠΊΠ°ΡΡΠ°. ΠΡΡΡΠ΅ Π²ΡΠ΅Π³ΠΎ ΠΎΠ½Π° ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ Π΄Π»Ρ Π‘ΠΊΠ°ΡΡΠ°, Π₯ΡΠ²ΠΈ ΠΈ Π‘Π½Π°ΠΉΠΏΠ΅ΡΠ°. Π’.Π΅ Π΄Π»Ρ ΡΠ΅Ρ ΠΊΠ»Π°ΡΡΠΎΠ², Π³Π΄Π΅ Π½ΡΠΆΠ΅Π½ Ρ ΠΎΡΠΎΡΠΈΠΉ Π½Π°Π²ΡΠΊ Π°ΠΈΠΌΠ° Π½Π° Ρ ΠΈΡΡΠΊΠ°Π½ ΠΎΡΡΠΆΠΈΠΈ.
Π§ΡΠΎΠ±Ρ Π½Π°ΡΠ°ΡΡ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΡ Π½ΡΠΆΠ½ΠΎ:
1. Π‘ΠΊΠ°ΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ ΠΊΠ°ΡΡΡ.
2. ΠΠ°ΠΉΡΠΈ Π½Π° Π½Π΅Π΅ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Ρ ΠΈΠ»ΠΈ ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠ°.
3. ΠΠ°ΠΏΠΈΡΠ°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ:
sv_allow_point_servercommand always ΠΈ retry. (ΠΠ΅ΡΠ²Π°Ρ ΠΊΠΎΠΌΠ°Π½Π΄Π° ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ Π·Π° ΡΠ°Π±ΠΎΡΡ Π±ΠΎΡΠΎΠ², Π° Π²ΡΠΎΡΠ°Ρ ΠΏΠ΅ΡΠ΅ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ°Π΅Ρ ΠΈΠ³ΡΠΎΠΊΠ° ΠΊ ΡΠ΅ΡΠ²Π΅ΡΡ)
ΠΡΠ°ΡΠΈΠ²Π°Ρ ΠΈ ΡΠ΄ΠΎΠ±Π½Π°Ρ ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ. ΠΠΎΠ»ΡΡΠ΅ Π²ΡΠ΅Π³ΠΎ ΠΎΠ½Π° ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ Π΄Π»Ρ Π‘ΠΎΠ»Π΄Π°ΡΠ°, Π° ΠΈΠΌΠ΅Π½Π½ΠΎ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΡΡΠΎΡΠΎΠ².
Π§ΡΠΎΠ±Ρ Π½Π°ΡΠ°ΡΡ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΡ Π½ΡΠΆΠ½ΠΎ:
1. Π‘ΠΊΠ°ΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ ΠΊΠ°ΡΡΡ.
2. ΠΠ°ΠΉΡΠΈ Π½Π° Π½Π΅Π΅ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Ρ ΠΈΠ»ΠΈ ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠ°.
3. ΠΠ°ΠΏΠΈΡΠ°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ:
sv_allow_point_servercommand always ΠΈ retry. (ΠΠ΅ΡΠ²Π°Ρ ΠΊΠΎΠΌΠ°Π½Π΄Π° ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ Π·Π° ΡΠ°Π±ΠΎΡΡ Π±ΠΎΡΠΎΠ², Π° Π²ΡΠΎΡΠ°Ρ ΠΏΠ΅ΡΠ΅ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ°Π΅Ρ ΠΈΠ³ΡΠΎΠΊΠ° ΠΊ ΡΠ΅ΡΠ²Π΅ΡΡ)
ΠΠ΄Π΅Π°Π»ΡΠ½Π°Ρ ΠΊΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π΄ΠΆΠ°ΠΌΠΏΠΎΠ² Π½Π° Π‘ΠΎΠ»Π΄Π°ΡΠ΅ ΠΈ ΠΠ΅ΠΌΠΎΠΌΠ΅Π½Π΅. ΠΡΠΎΡΡΠ°Ρ, ΠΊΠΎΡΠΎΡΠΊΠ°Ρ ΠΈ ΠΏΠΎΠ½ΡΡΠ½Π°Ρ.
Π§ΡΠΎΠ±Ρ Π½Π°ΡΠ°ΡΡ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΡ Π½ΡΠΆΠ½ΠΎ:
1. Π‘ΠΊΠ°ΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ ΠΊΠ°ΡΡΡ.
2. ΠΠ°ΠΉΡΠΈ Π½Π° Π½Π΅Π΅ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Ρ ΠΈΠ»ΠΈ ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠ°.
3. ΠΠ°ΠΏΠΈΡΠ°ΡΡ ΡΠ»Π΅Π΄ΡΡΡΠΈΠ΅ ΠΊΠΎΠΌΠ°Π½Π΄Ρ:
sv_allow_point_servercommand always ΠΈ retry. (ΠΠ΅ΡΠ²Π°Ρ ΠΊΠΎΠΌΠ°Π½Π΄Π° ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ Π·Π° ΡΠ°Π±ΠΎΡΡ Π±ΠΎΡΠΎΠ², Π° Π²ΡΠΎΡΠ°Ρ ΠΏΠ΅ΡΠ΅ΠΏΠΎΠ΄ΠΊΠ»ΡΡΠ°Π΅Ρ ΠΈΠ³ΡΠΎΠΊΠ° ΠΊ ΡΠ΅ΡΠ²Π΅ΡΡ)
ΠΡΡΡΠΈΠ΅ ΡΠΏΠΎΡΠΎΠ±Ρ Π½Π°ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΡΡΡΠ΅Π»ΡΠ±Ρ Π² CS:GO: Π°ΠΈΠΌ Ρ Π±ΠΎΡΠ°ΠΌΠΈ, ΡΠ΅ΡΠ΅ΠΉΠΊ-ΡΠ΅ΡΠ²Π΅ΡΡ ΠΈ Π±ΡΠ°ΡΠ·Π΅ΡΠ½ΡΠ΅ ΠΈΠ³ΡΡ
Π£ΡΠΈΠΌΡΡ ΡΡΠ°Π²ΠΈΡΡ Ρ ΡΠ΄ΡΠΎΡΡ, ΠΊΠ°ΠΊ ScreaM.
ΠΠΎΠΆΠ½ΠΎ Π΄ΠΎΠ»Π³ΠΎ ΠΈ ΡΠΏΠΎΡΠ½ΠΎ ΡΡΠΈΡΡ ΡΠΌΠΎΠΊΠΈ, ΠΎΡΡΠ°ΡΠΈΠ²Π°ΡΡ ΡΠΈΠΌΠΏΠ»Π΅ΠΉ Ρ Π΄ΡΡΠ·ΡΡΠΌΠΈ ΠΈ Π²ΡΠΏΠΎΠ»Π½ΡΡΡ ΡΡΠΎΠΉΠ½ΡΠ΅ ΡΠ΅ΠΉΠΊΠΈ, Π½ΠΎ Π±Π΅Π· Ρ ΠΎΡΠΎΡΠ΅ΠΉ ΡΡΡΠ΅Π»ΡΠ±Ρ Π² CS:GO Π΄Π΅Π»Π°ΡΡ Π½Π΅ΡΠ΅Π³ΠΎ. ΠΡΠ° ΠΈΠ³ΡΠ° Π·Π°ΡΠΎΡΠ΅Π½Π° Π½Π° Π°ΠΈΠΌ, ΠΈ ΠΏΠ°ΡΠΎΠΉ Ρ Π΅Π΄ΡΠΎΡΠΎΠ² ΠΌΠΎΠΆΠ½ΠΎ Π²ΡΡΠ°ΡΠΈΡΡ Π΄Π°ΠΆΠ΅ ΠΏΠΎΡΡΠΈ ΠΏΡΠΎΠΈΠ³ΡΠ°Π½Π½ΡΠΉ ΡΠ°ΡΠ½Π΄.
Π Π°Π·ΡΠ³ΡΡΠ²Π°Π΅ΠΌ 3000 ΡΡΠ±Π»Π΅ΠΉ Π½Π° Π‘ΡΠΈΠΌ Π² Π½Π°ΡΠ΅ΠΉ ΡΠ΅Π»Π΅Π³Π΅ ΠΏΡΠΎ CS. ΠΠΎΠ΄ΠΏΠΈΡΠΈΡΡ!
Π‘Π΅Π³ΠΎΠ΄Π½Ρ ΠΌΡ ΡΠ°ΡΡΠΊΠ°ΠΆΠ΅ΠΌ ΠΎ Π»ΡΡΡΠΈΡ ΡΠΏΠΎΡΠΎΠ±Π°Ρ ΡΠ»ΡΡΡΠΈΡΡ ΡΠ²ΠΎΡ ΡΡΡΠ΅Π»ΡΠ±Ρ: ΠΏΠΎΠΊΠ°ΠΆΠ΅ΠΌ ΠΏΠΎΠ»Π΅Π·Π½ΡΠ΅ ΠΊΠ°ΡΡΡ ΠΈ ΡΠ°Π·Π½ΡΠ΅ Π²ΠΈΠ΄Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½ΡΡ ΡΠ΅ΡΠ²Π΅ΡΠΎΠ², Π° ΡΠ°ΠΊΠΆΠ΅ ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²ΠΈΠΌ ΠΌΠ΅ΡΠΎΠ΄Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΠΊ ΠΎΡ ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠ².
ΠΠ°ΡΡΡ Ρ Π±ΠΎΡΠ°ΠΌΠΈ
Π‘Π°ΠΌΡΠΉ ΠΏΡΠΎΡΡΠΎΠΉ ΡΠΏΠΎΡΠΎΠ± ΡΠ°Π·ΠΌΡΡΡΡΡ ΠΏΠ΅ΡΠ΅Π΄ ΠΌΠ°ΡΡΠ΅ΠΌ Π² ΠΌΠ°ΡΡΠΌΠ΅ΠΉΠΊΠΈΠ½Π³Π΅ ΠΈΠ»ΠΈ ΠΏΡΠΎΡΡΠΎ ΠΏΠΎΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΡΠΊΠΈΠ»Π» β Π·Π°ΠΏΡΡΡΠΈΡΡ ΠΊΠ°ΡΡΡ Ρ Π±ΠΎΡΠ°ΠΌΠΈ. Π‘Π°ΠΌΠ°Ρ ΠΏΠΎΠΏΡΠ»ΡΡΠ½Π°Ρ ΠΈΠ· Π½ΠΈΡ β ΡΡΠΎ Aim Botz. ΠΡΠ° ΠΊΠ°ΡΡΠ° ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΡΠ½ΠΈΠ²Π΅ΡΡΠ°Π»ΡΠ½Π° ΠΈ Π»Π΅Π³ΠΊΠΎ Π°Π΄Π°ΠΏΡΠΈΡΡΠ΅ΡΡΡ ΠΏΠΎΠ΄ Π½ΡΠΆΠ΄Ρ ΠΈΠ³ΡΠΎΠΊΠ°. ΠΡ ΠΌΠΎΠΆΠ΅ΡΠ΅ Π·Π°ΡΠΏΠ°Π²Π½ΠΈΡΡ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Π½ΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π±ΠΎΡΠΎΠ², Π½Π°ΡΡΡΠΎΠΈΡΡ ΠΈΡ ΠΏΠ΅ΡΠ΅Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΈ ΡΠ°ΡΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ΠΈΠ΅, Π° ΡΠ°ΠΊΠΆΠ΅ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Π½ΡΠ΅ ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ. ΠΠ° Aim Botz ΠΌΠΎΠΆΠ½ΠΎ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ Π²ΡΠ΅, ΡΡΠΎ ΡΠ³ΠΎΠ΄Π½ΠΎ: ΡΠΏΡΠ΅ΠΈ, ΡΡΡΠ΅Π»ΡΠ±Ρ Ρ AWP, Ρ ΡΠ΄ΡΠΎΡΡ ΠΈ ΡΠ°ΠΊ Π΄Π°Π»Π΅Π΅.
ΠΠ΅Π½ΠΈΠ°Π»ΡΠ½ΡΠΉ ΡΠ°Π·Π²ΠΎΠ΄ Π² CS: ΠΊΠΈΠ±Π΅ΡΡΠΏΠΎΡΡΡΠΌΠ΅Π½ ΡΠ΅ΠΉΠΊΠ°Π½ΡΠ» Π΄ΡΠΌΠΎΠ²ΠΎΠΉ Π³ΡΠ°Π½Π°ΡΠΎΠΉ. ΠΡΠ°Π³ΠΈ ΠΏΠΎΠ΄ΡΠΌΠ°Π»ΠΈ, ΡΡΠΎ ΡΡΠΎ ΡΠ»Π΅ΡΠΊΠ°, ΠΈ ΠΎΡΠ²Π΅ΡΠ½ΡΠ»ΠΈΡΡ
ΠΠ°ΡΡΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΠ΅ΡΠ»Π΅ΠΊΡΠΎΠ²
Π‘ΡΡΠ΅ΡΡΠ²ΡΡΡ ΡΠΏΠ΅ΡΠΈΠ°Π»ΡΠ½ΡΠ΅ ΠΊΠ°ΡΡΡ, ΠΊΠΎΡΠΎΡΡΠ΅ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡΡ ΠΈΠ³ΡΠΎΠΊΠ°ΠΌ ΡΠ»ΡΡΡΠΈΡΡ ΡΠ΅Π°ΠΊΡΠΈΡ ΠΈ ΠΎΡΡΠΎΡΠΈΡΡ ΡΠ΅ΡΠ»Π΅ΠΊΡΡ β ΠΈ ΠΎΠ½ΠΈ ΡΠΎΠΆΠ΅ ΠΊΡΠ°ΠΉΠ½Π΅ Π²Π°ΠΆΠ½Ρ ΠΏΡΠΈ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠ΅ Π°ΠΈΠΌΠ°. Π‘Π°ΠΌΠ°Ρ ΠΏΠΎΠΏΡΠ»ΡΡΠ½Π°Ρ ΠΈΠ· Π½ΠΈΡ β ΠΊΠ°ΡΡΠ° Training_aim_csgo2. Π Π½Π΅ΠΉ ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠΆΠ½ΠΎ Π²ΡΠ±ΡΠ°ΡΡ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΡΠ΅ΠΆΠΈΠΌΠΎΠ², ΠΊΠ°ΠΆΠ΄ΡΠΉ ΠΈΠ· ΠΊΠΎΡΠΎΡΡΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠΎΠ΄ΡΡΡΠΎΠΈΡΡ ΠΏΠΎΠ΄ ΡΠ΅Π±Ρ. ΠΠ° ΠΊΠ°ΡΡΠ΅ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ»ΡΡΡΠΈΡΡ ΡΠΌΠ΅Π½ΠΈΠ΅ ΡΡΠ°Π²ΠΈΡΡ Ρ ΡΠ΄ΡΠΎΡΡ Π² ΡΠ΅ΠΆΠΈΠΌΠ΅, ΠΊΠΎΠ³Π΄Π° Π² ΡΠ°Π½Π΄ΠΎΠΌΠ½ΠΎΠΌ ΠΌΠ΅ΡΡΠ΅ Π½Π° ΡΡΠ΅Π½Π΅ Π±ΡΠ΄Π΅Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΡΠ΅Π»Ρ ΡΠ°Π·ΠΌΠ΅ΡΠΎΠΌ Ρ Π³ΠΎΠ»ΠΎΠ²Ρ ΠΌΠΎΠ΄Π΅Π»ΡΠΊΠΈ ΠΈΠ³ΡΠΎΠΊΠ°. ΠΡΠ΅ ΠΎΠ΄ΠΈΠ½ ΠΈΠ· ΡΠ΅ΠΆΠΈΠΌΠΎΠ² β Π±ΡΡΡΡΠ°Ρ ΡΡΡΠ΅Π»ΡΠ±Π° ΠΏΠΎ ΠΏΠΎΡΠ²Π»ΡΡΡΠΈΠΌΡΡ Π±Π΅Π»ΡΠΌ ΡΠ΅Π»ΡΠΌ. ΠΠΎΡΠΌΠΎΡΡΠΈΡΠ΅, ΠΊΠ°ΠΊ Π½Π° Π½Π΅ΠΌ ΡΠ°Π·Π²Π°Π»ΠΈΠ²Π°Π΅Ρ ScreaM.
Π‘Π»Π΅Π΄ΡΡΡΠ°Ρ ΠΊΠ°ΡΡΠ° Π½Π°Π·ΡΠ²Π°Π΅ΡΡΡ FAST AIM/REFLEX MAP, ΠΈ ΠΎΠ½Π° Π²ΠΎ ΠΌΠ½ΠΎΠ³ΠΎΠΌ Π½Π°ΠΏΠΎΠΌΠΈΠ½Π°Π΅Ρ Aim Botz, ΠΊΠΎΡΠΎΡΡΡ ΠΌΡ ΡΠΆΠ΅ ΡΠ°ΡΡΠΌΠ°ΡΡΠΈΠ²Π°Π»ΠΈ. Π‘ΡΡΡ ΡΠ° ΠΆΠ΅: Π²Ρ ΡΡΠΎΠΈΡΠ΅ Π½Π° Π½Π΅Π±ΠΎΠ»ΡΡΠΎΠΌ ΠΎΡΡΡΠΎΠ²ΠΊΠ΅, Π° Π²ΠΎΠΊΡΡΠ³ Π²Π°Ρ β Π±ΠΎΡΡ. ΠΠ°ΠΌ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎ Π½Π°ΡΡΡΠ΅Π»ΡΡΡ ΠΊΠ°ΠΊ ΠΌΠΎΠΆΠ½ΠΎ Π±ΠΎΠ»ΡΡΠ΅ Π±ΠΎΠ»Π²Π°Π½ΡΠΈΠΊΠΎΠ². ΠΠ»Π°Π²Π½ΠΎΠ΅ ΠΎΡΠ»ΠΈΡΠΈΠ΅ β Π½Π° ΡΡΠΎΠΉ ΠΊΠ°ΡΡΠ΅ Π²Π°ΠΌ ΠΏΡΠΈΠ΄Π΅ΡΡΡ Π΄Π΅Π»Π°ΡΡ ΡΡΠΎ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ Π±ΡΡΡΡΠΎ, ΡΠ°ΠΊ ΠΊΠ°ΠΊ Π·Π΄Π΅ΡΡ Π² ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠΌ ΡΠ΅ΠΆΠΈΠΌΠ΅ Π²ΡΠ°Π³ΠΈ Π±Π΅Π³ΡΡ Π½Π° Π²Π°Ρ Ρ ΡΠ°Π·Π½ΡΡ Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΉ.
ΠΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ ΡΠ΅Π±Ρ Π½Π΅ΡΠ±ΠΈΠ²Π°Π΅ΠΌΡΠΌ ΠΈ ΠΏΡΠΎΡΡΠΎ Π½Π°ΡΡΡΠ΅Π»ΠΈΠ²Π°ΡΡ Π±ΠΎΡΠΎΠ², Π½ΠΎ Π³ΠΎΡΠ°Π·Π΄ΠΎ ΠΏΠΎΠ»Π΅Π·Π½Π΅Π΅ ΠΈ Π²Π΅ΡΠ΅Π»Π΅Π΅ Π±ΡΠ΄Π΅Ρ Π·Π°ΡΠΏΠ°Π²Π½ΠΈΡΡ ΠΊΠ°ΠΊ ΠΌΠΎΠΆΠ½ΠΎ Π±ΠΎΠ»ΡΡΠ΅ ΠΌΠΎΠ΄Π΅Π»Π΅ΠΊ ΠΈ ΠΏΡΡΠ°ΡΡΡΡ Π²ΡΠΆΠΈΡΡ.
10 ΡΠ°ΠΌΡΡ ΡΡΡΠ΅ΠΊΡΠΈΠ²Π½ΡΡ ΠΏΡΠΎΡΡΡΠ΅Π»ΠΎΠ² Π½Π° ΡΠΎΡΠ΅Π²Π½ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΡΡ ΠΊΠ°ΡΡΠ°Ρ CS:GO
ΠΡΠ»ΠΈ ΠΆΠ΅ Π²Π°ΠΌ Π½ΡΠΆΠ½Π° ΠΌΠΎΡΠΈΠ²Π°ΡΠΈΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΠ΅ΡΠ»Π΅ΠΊΡΠΎΠ², ΡΠΎ ΠΎΠ±ΡΠ°ΡΠΈΡΠ΅ Π²Π½ΠΈΠΌΠ°Π½ΠΈΠ΅ Π½Π° ΠΊΠ°ΡΡΡ Aim Challenge. ΠΠΎΠΌΠ½ΠΈΡΠ΅ ΠΏΠ΅ΡΠ²ΡΡ ΠΌΠΈΡΡΠΈΡ Π² Call of Duty 4: Modern Warfare, Π³Π΄Π΅ Π‘ΠΎΡΠΏΡ ΠΏΡΠ΅Π΄Π»Π°Π³Π°Π»ΠΈ ΠΏΡΠΎΠΉΡΠΈ ΠΏΠΎΠ»ΠΎΡΡ ΠΈΡΠΏΡΡΠ°Π½ΠΈΠΉ Π½Π° ΡΠΊΠΎΡΠΎΡΡΡ? ΠΠ΄Π΅ΡΡ ΡΠΎΡ ΠΆΠ΅ ΠΏΡΠΈΠ½ΡΠΈΠΏ. ΠΠ°ΡΡΠ° ΠΎΡΠ»ΠΈΡΠ½ΠΎ ΠΌΠΎΡΠΈΠ²ΠΈΡΡΠ΅Ρ ΠΈΠ³ΡΠΎΠΊΠ° ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ Π±ΠΈΡΡ ΡΠ΅ΠΊΠΎΡΠ΄ ΠΏΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ, ΡΠ°ΠΊ ΡΡΠΎ ΠΏΠΎΠΊΠ°ΠΆΠΈΡΠ΅ Π΅Π΅ ΡΠ²ΠΎΠΈΠΌ Π΄ΡΡΠ·ΡΡΠΌ ΠΈ Π½Π°ΡΠΈΠ½Π°ΠΉΡΠ΅ ΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡΡΡ Π²ΠΌΠ΅ΡΡΠ΅.
Π ΠΈΠ΄Π΅Π°Π»Π΅ ΡΡΡ ΠΊΠ°ΡΡΡ ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΎΠΉΡΠΈ ΠΌΠ΅Π½Π΅Π΅ ΡΠ΅ΠΌ Π·Π° ΠΏΠΎΠ»ΠΌΠΈΠ½ΡΡΡ. ΠΠΎΡΠΌΠΎΡΡΠΈΡΠ΅, ΠΊΠ°ΠΊ ΠΏΠΎ Π½Π΅ΠΉ Π»Π΅ΡΠ°Π΅Ρ ΠΈΠ³ΡΠΎΠΊ Cloud9 TenZ. Π‘Π΅ΠΉΡΠ°Ρ Π΅ΠΌΡ ΠΏΡΠΈΠ½Π°Π΄Π»Π΅ΠΆΠΈΡ ΠΌΠΈΡΠΎΠ²ΠΎΠΉ ΡΠ΅ΠΊΠΎΡΠ΄ β ΠΎΠ½ ΠΏΡΠΎΡΠ΅Π» ΠΊΠ°ΡΡΡ Π·Π° 28 ΡΠ΅ΠΊΡΠ½Π΄.
ΠΠ°ΡΡΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΠΏΡΠ΅Ρ
Π₯ΡΠ΄ΡΠΎΡ-ΡΠ΅ΡΠ²Π΅ΡΡ/Π°ΡΠ΅Π½Ρ
ΠΠΎΡΠ»Π΅ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΠΊ Π½Π° ΠΊΠ°ΡΡΠΎΠΌΠ½ΡΡ ΠΊΠ°ΡΡΠ°Ρ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎ Π·Π°ΠΊΡΠ΅ΠΏΠΈΡΡ Π½Π°Π²ΡΠΊΠΈ ΠΏΡΠΎΡΠΈΠ² ΡΠ΅Π°Π»ΡΠ½ΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠ². Π ΡΡΠ°ΡΡΡΡ, Π² CS:GO ΠΌΠΎΠΆΠ½ΠΎ Π½Π°ΠΉΡΠΈ ΠΊΡΡΡ ΡΠ°Π·Π½ΠΎΠΎΠ±ΡΠ°Π·Π½ΡΡ ΡΠ΅ΡΠ²Π΅ΡΠΎΠ² ΠΎΡ ΡΠΎΠΎΠ±ΡΠ΅ΡΡΠ²Π° Ρ ΡΠ°Π·Π½ΡΠΌΠΈ ΠΏΡΠ°Π²ΠΈΠ»Π°ΠΌΠΈ ΠΈ Π½Π°ΡΡΡΠΎΠΉΠΊΠ°ΠΌΠΈ.
ΠΠ³ΡΠΎΠΌΠ½ΡΠΉ Π³Π°ΠΉΠ΄ ΠΏΠΎ ΡΠ΅ΡΠ°ΡΡΠ»Π°ΠΌ Π² CS:GO: Π·Π°ΠΌΠ΅Π½Ρ, ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ ΠΈ ΠΏΠ΅ΡΡΠΏΠ΅ΠΊΡΠΈΠ²Ρ
ΠΡΠ΅ ΠΎΠ΄ΠΈΠ½ ΠΊΠ»Π°ΡΡΠ½ΡΠΉ ΡΠΏΠΎΡΠΎΠ± ΡΠ»ΡΡΡΠΈΡΡ Π°ΠΈΠΌ β ΠΏΠΎΠΈΠ³ΡΠ°ΡΡ Π½Π° Π°ΡΠ΅Π½Π°Ρ . ΠΠ° ΡΡΠΈΡ ΡΠ΅ΡΠ²Π΅ΡΠ°Ρ ΠΈΠ³ΡΠΎΠΊΠΈ ΡΡΠ°ΠΆΠ°ΡΡΡΡ Π΄ΡΡΠ³ Ρ Π΄ΡΡΠ³ΠΎΠΌ ΠΏΠΎ ΡΠΈΡΡΠ΅ΠΌΠ΅ Β«ΠΊΠΎΡΠΎΠ»Ρ Π³ΠΎΡΡΒ». ΠΠ°ΠΌ ΠΊΠΈΠ΄Π°Π΅Ρ Π² ΠΏΠ°ΡΡ ΠΏΡΠΎΡΠΈΠ²Π½ΠΈΠΊΠ°, Ρ ΠΊΠΎΡΠΎΡΡΠΌ Π²Ρ ΠΈΠ³ΡΠ°Π΅ΡΠ΅ 1 Π½Π° 1 Π² Π°ΡΠ΅Π½Π΅. ΠΠΎΠ±Π΅Π΄ΠΈΡΠ΅Π»Ρ ΠΏΠΎΠ΄Π½ΠΈΠΌΠ°Π΅ΡΡΡ Π½Π° Π°ΡΠ΅Π½Ρ Π²ΡΡΠ΅, Π° ΠΏΡΠΎΠΈΠ³ΡΠ°Π²ΡΠΈΠΉ β ΠΏΠ°Π΄Π°Π΅Ρ Π½Π° Π°ΡΠ΅Π½Ρ Π½ΠΈΠΆΠ΅. Π’ΠΎΡ, ΠΊΡΠΎ ΠΏΡΠΎΠ±ΡΠ» Π½Π° ΠΏΠ΅ΡΠ²ΠΎΠΉ Π°ΡΠ΅Π½Π΅ Π½Π°ΠΈΠ±ΠΎΠ»ΡΡΠ΅Π΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΡΠ°ΡΠ½Π΄ΠΎΠ², ΠΏΠΎΠ±Π΅ΠΆΠ΄Π°Π΅Ρ. ΠΠ° ΡΠ°ΠΊΠΎΠΌ ΡΠ΅ΡΠ²Π΅ΡΠ΅ Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ ΡΠΎΡΡΠ΅Π΄ΠΎΡΠΎΡΠΈΡΡΡΡ Π½Π° ΡΡΠ°ΠΆΠ΅Π½ΠΈΠΈ Ρ ΠΎΠ΄Π½ΠΈΠΌ ΡΠΎΠΏΠ΅ΡΠ½ΠΈΠΊΠΎΠΌ ΠΈ Π½Π΅ Π±ΡΠ΄Π΅ΡΠ΅ Π±ΠΎΡΡΡΡΡ ΠΏΠΎΠ»ΡΡΠΈΡΡ ΠΏΡΠ»Ρ Π² Π·Π°ΡΡΠ»ΠΎΠΊ, ΠΊΠ°ΠΊ ΡΡΠΎ Π±ΡΠ²Π°Π΅Ρ Π² Deathmatch.
Π‘Π΅ΡΠ²Π΅ΡΠ° Π΄Π»Ρ ΡΠ΅ΡΠ΅ΠΉΠΊΠΎΠ²/Π°ΡΠ°ΠΊΠΈ ΡΠΎΡΠ΅ΠΊ
Π‘ΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ ΠΈ Π΅ΡΠ΅ ΠΎΠ΄Π½Π° ΡΠ°Π·Π½ΠΎΠ²ΠΈΠ΄Π½ΠΎΡΡΡ ΡΠ΅ΡΠ²Π΅ΡΠΎΠ², ΠΎΡΠ½ΠΎΠ²Π°Π½Π½ΡΡ Π½Π° ΡΠ΅Π°Π»ΡΠ½ΠΎΠΉ ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠΈΡΡΠ°ΡΠΈΠΈ β Execute-ΡΠ΅ΡΠ²Π΅ΡΡ. ΠΠ½ΠΈ ΠΎΡΠ΅Π½Ρ ΠΏΠΎΡ ΠΎΠΆΠΈ Π½Π° ΡΠ΅ΡΠ΅ΠΉΠΊ, Π½ΠΎ Π² Π½ΠΈΡ ΡΠ΅ΡΡΠΎΡΠΈΡΡΠ°ΠΌ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎ Π°ΡΠ°ΠΊΠΎΠ²Π°ΡΡ Π·Π°Π½ΡΡΡΡ ΡΠΎΡΠΊΡ, Π° ΡΠΏΠ΅ΡΠ½Π°Π·Ρ β Π·Π°ΡΠΈΡΠ°ΡΡ Π΅Π΅. ΠΠΎ ΡΡΡΠΈ ΡΡΠΎ ΡΠΎΡ ΠΆΠ΅ ΡΡΠ΅Π½Π°ΡΠΈΠΉ, Π½ΠΎ Π΄ΠΎ ΠΏΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠΈ Π±ΠΎΠΌΠ±Ρ.
ΠΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠΈ Π² CS:GO: ΡΡΡΠ΅ΠΊΡΠΈΠ²Π½ΠΎΡΡΡ, ΡΠ΅Π½Π° ΠΈ Π»ΡΡΡΠΈΠ΅ ΠΏΠΎΠ·ΠΈΡΠΈΠΈ
ΠΡΠ°ΡΠ·Π΅ΡΠ½ΡΠ΅ ΡΠ°Π·Π²Π»Π΅ΡΠ΅Π½ΠΈΡ
Π’ΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΡΠ΅Π°ΠΊΡΠΈΡ ΠΌΠΎΠΆΠ½ΠΎ Π΄Π°ΠΆΠ΅ Π½Π΅ Π·Π°Ρ ΠΎΠ΄Ρ Π² CS:GO. Π Π±ΡΠ°ΡΠ·Π΅ΡΠ΅ Π΅ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎ ΠΎΡΠ»ΠΈΡΠ½ΡΡ ΡΠΈΠΌΡΠ»ΡΡΠΎΡΠΎΠ² Π΄Π»Ρ ΡΠ»ΡΡΡΠ΅Π½ΠΈΡ ΡΠ΅ΡΠ»Π΅ΠΊΡΠΎΠ².
Aiming.pro. ΠΠΎΠ»Π΅Π΅ ΠΏΡΠΎΡΡΠΎΠΉ ΡΠ°ΠΉΡ Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ Ρ ΠΏΠΎΡ ΠΎΠΆΠΈΠΌΠΈ ΡΠ΅ΠΆΠΈΠΌΠ°ΠΌΠΈ. ΠΠ΄Π΅ΡΡ ΡΠ°ΠΊΠΆΠ΅ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ»ΡΡΡΠΈΡΡ ΡΠ΅ΡΠ»Π΅ΠΊΡΡ, ΡΡΡΠ΅Π»ΡΡ ΠΏΠΎ ΠΌΠΈΡΠ΅Π½ΡΠΌ Π½Π° ΡΠΊΠΎΡΠΎΡΡΡ ΠΈΠ»ΠΈ ΡΡΠ΅Π½ΠΈΡΡΡ ΡΠ»ΠΈΠΊΠΈ Π½Π° ΠΏΠΎΡΠ²Π»ΡΡΡΠΈΡ ΡΡ ΠΌΠ°Π½Π΅ΠΊΠ΅Π½Π°Ρ . ΠΠ³ΡΠ° Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΡΡ Π±ΡΡΡΡΠ΅Π΅, ΡΠ΅ΠΌ 3D Aim Trainer, ΠΏΠΎΡΠΊΠΎΠ»ΡΠΊΡ ΠΏΠΎΡΡΠΈ Π½Π΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΠΊΡΡΡΡΡ.
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Simple Π½Π°Π±ΠΈΠ» 47 ΡΡΠ°Π³ΠΎΠ² Π·Π° 46 ΡΠ°ΡΠ½Π΄ΠΎΠ²! Π ΠΏΠΎΡΡΠΈ ΡΠ΄Π΅Π»Π°Π» ΡΠΉΡ
Π ΡΡΠΎ Π΄ΡΠΌΠ°ΡΡ ΠΏΡΠΎ-ΠΈΠ³ΡΠΎΠΊΠΈ?
ΠΠ°ΠΆΠ΄ΡΠΉ ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΠΉ ΠΈΠ³ΡΠΎΠΊ ΡΡΠ΅Π½ΠΈΡΡΠ΅Ρ Π°ΠΈΠΌ ΠΏΠΎ-ΡΠ°Π·Π½ΠΎΠΌΡ: Π΄Π»Ρ ΡΠ½Π°ΠΉΠΏΠ΅ΡΠΎΠ² Π½ΡΠΆΠ½Π° ΠΎΠ΄Π½Π° ΡΠΈΡΡΠ΅ΠΌΠ° ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΠΊ, Π° Π΄Π»Ρ ΡΠ½ΡΡΠΈ-ΡΡΠ°Π³Π΅ΡΠΎΠ² β Π΄ΡΡΠ³Π°Ρ.
NAF: Β«Π― Π²ΠΎΠΎΠ±ΡΠ΅ Π½Π΅ ΠΈΠ³ΡΠ°Ρ Π½Π° Deathmatch. ΠΠ° ΡΠ°ΠΌΠΎΠΌ Π΄Π΅Π»Π΅, Ρ Π²ΠΎΠΎΠ±ΡΠ΅ ΠΏΠΎΡΡΠΈ Π½Π΅ ΡΡΠ΅Π½ΠΈΡΡΡΡΡ ΠΏΠ΅ΡΠ΅Π΄ ΠΌΠ°ΡΡΠ°ΠΌΠΈ. Π― ΠΌΠΎΠ³Ρ ΠΏΠΎΠΈΠ³ΡΠ°ΡΡ 5-10 ΠΌΠΈΠ½ΡΡ Π½Π° Aim_botz, ΠΈ ΠΌΠ½Π΅ ΡΡΠΎΠ³ΠΎ Ρ Π²Π°ΡΠ°Π΅Ρ. ΠΠ°ΠΆΠ΅ ΡΠ°ΠΌ Ρ Π² ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠΌ ΠΏΡΠΎΡΡΠΎ ΡΡΠ°ΡΠ°ΡΡΡ ΡΠ°ΡΡΡΠ΅Π½ΠΈΡΠΎΠ²Π°ΡΡ ΡΠ²ΠΎΡ ΠΊΠΈΡΡΡ ΡΠ»ΠΈΠΊΠ°ΠΌΠΈ, ΡΡΠΎΠ±Ρ ΠΏΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΌΡΡΠ΅ΡΠ½ΡΡ ΠΏΠ°ΠΌΡΡΡΒ».
STYKO: Β«ΠΠ»Ρ Π½Π°ΡΠ°Π»Π° Ρ ΡΡΠ΅Π½ΠΈΡΡΡΡΡ Π½Π° Aim_botz ΠΏΡΠΈΠΌΠ΅ΡΠ½ΠΎ 30 ΠΌΠΈΠ½ΡΡ. ΠΠ°ΡΠ΅ΠΌ ΠΏΠ΅ΡΠ΅Ρ ΠΎΠΆΡ Π½Π° Deathmatch ΠΈ ΠΈΠ³ΡΠ°Ρ ΡΠ°ΠΌ Π΅ΡΠ΅ 30 ΠΌΠΈΠ½ΡΡ. ΠΠΎΡΠ»Π΅ ΡΡΠΎΠ³ΠΎ Ρ ΠΈΠ³ΡΠ°Ρ Ρ ΠΊΠΎΠΌΠ°Π½Π΄ΠΎΠΉΒ».
ΠΠ°ΡΡΠ° Π΄Π»Ρ ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΊΠΈ Π°ΠΈΡΡΠΎΡΠΎΠ²
First off. Making a succesful airshot seems easy, right? Well, it actually isn’t. A lot of important factors has to go in, to make a airshot work.
And I’m ready to tell you guys, and I hope you are ready to learn.
Juggling refers to the strategy of using weapons to keep an enemy momentarily suspended in the air, leaving them vulnerable and disorientated. More agile or powerful enemies may require several of these mid-air suspensions in order to be defeated, hence the term juggling.
Juggling can be performed as a Soldier by using the Rocket Launcher’s splash damage to lift an opponent into the air (also called the ‘bounce effect’). In effect, this removes the opponent’s ability to dodge and allows the Soldier to subsequently predict where they will land. The Soldier has the opportunity to fire at this spot, or even to shoot the opponent out of the air. A well-placed rocket can send a foe straight up into the air and prevent any class from rushing the Soldier. Although arguably requiring better aim due to a more concentrated splash area, as well as faster rockets, a well placed Direct Hit shot will send an opponent farther/higher than regular rockets; however, it requires a more precise hit below the enemy. It also Mini-Crits an enemy sent airborne via an explosion. Juggling with the Liberty Launcher is recommended for people who consider the Direct Hit harder to use because of the splash area, as rockets fire 40% faster than the Rocket Launcher (only 22% slower than the Direct Hit) without the splash radius problem. Juggling with the Black Box is essentially the same as juggling with the Rocket Launcher, except for the fact that consecutive juggling will result in much more health gained but you have to be more accurate, or else you’ll run out of rockets, and have to resort to your secondary or melee.
The Demoman can juggle using the Grenade Launcher through a direct hit to the legs of an enemy. It is also possible to juggle using stickybombs though it is more difficult due to the delayed detonation and enemy awareness. However, juggling with the Demoman is made much easier with the Scottish Resistance by selectively detonating carefully placed bombs.
The Pyro can juggle opponents by knocking them into the air with a compression blast, or by reflecting the explosives of another class into that opponent. A follow up attack with a melee or secondary weapon can effectively deal with juggled enemies. The Axtinguisher excels at this, as a burning opponent can be juggled, allowing you to close the distance and land the killing crit blow. The Reserve Shooter also excels at this, as an opponent can be juggled, then finished off by the mini crits.
Although harder to do, the Scout is also able to juggle enemies through use of the Force-A-Nature. Shots must be fired into the feet of the target whilst they are airborne, thus it is only employable in certain circumstances.
Juggling can be used to separate an ΓberCharged Medic from his target by knocking them out of range, so as to cut off the ΓberCharge prematurely. With an aimed shot, enemies can be lifted into the air in such a way that they take additional fall damage upon landing or even send them flying into an environmental hazard. It is not usually effective to use this tactic against Scouts, since they use their double jump to quickly change direction midair or significantly reduce fall damage.
Damn, lot of text, but you gotta learn the laws of Airshotting.
Let’s move on with what to do in the Airshot
An aerial, also known as an air shot, midair, or middy, is when a player shoots and/or kills an enemy that is airborne or moving through the air. This is used as an area-denial tactic that can be utilized by almost any class to prevent enemies from gaining height, or to throw the enemy off course and to make them easier targets. The knock back from your attack will deny that player any more vertical or horizontal advancement, and certainly disrupt the enemy/opponent’s flight, making them a much easier target.
A Soldier hits a rocket-jumping Soldier in mid-flight to prevent him from gaining any more height. Ideally, the player would follow this up with 2-3 shots from his Shotgun during the now-slowed descent of the enemy Soldier.
Because of the slow projectile speed of the Rocket Launcher, landing accurate airshots can be very difficult. By successfully hitting an airborne target requires perfect reflexes and judgement from the player, as you’ll need to know instantly where the enemy will be by the time the rocket reaches the enemy, hopefully making contact with them along with fragging them. fragging = Killing
The Rocket Launcher
isn’t the Soldier’s only weapons used for performing airshots, however. Rocket-jumping Demomen & Soldiers can be stopped with the Shotgun instead of the Rocket launcher to either conserve, or if you’re out of, Rocket Launcher ammo.
Experienced players tend to airshot an enemy with a single rocket, then follow it up with a few shots from their Shotgun (which will immidiatly frag them).
The Reserve Shooter twistes this technique a bit by scoring mini-crits on airborne enemies for 5 seconds after switching from your Rocket Launcher or melee.
Airshots are one of the things, that you would expect the Direct Hit to be made for in the game. This Rocket Launcher mini-crits targets that have been bounced into the air by an explosion.
Sadly, this effect does not work with enemies launched into the air by other means. Regardless, the faster projectile speed of the Direct Hit, as well as that of the Liberty Launcher, make them extremely useful killing tools for any of you guys, wanting to get some sick airshots!
Here’s a demonstration:
— All credits go to Spudd[/i]
Alright, hope ya’ll found out some more for airshots for soldier. Let’s move on to the.
The Grenade Launcher and Stickybomb Launcher both fire their projectiles in an arc (arc = The line of which the projectile moves in) While the Grenade Launcher is similar to the Rocket Launcher in terms of stats and function, the arc that the projectile makes as it fires through the air creates a substantial difficulty gap, and will take a player time to learn the difference between the two. The grenade projectile travels at approximately 1065 Hammer units per second, and will detonate under two circumstances; either by directly contact with an enemy or after a time of making first contact with a surface.
In contrast, the stickybomb projectile fires somewhat slowly and heavily, at 805 hammer units per second (I’ll explain that in the end of the guide).
The Stickybomb Launcher can charge projectiles, similar to the Huntsman. While you’re playing as the Demoman, the stickybomb does not suffer any loss of speed during a projectile charge, the Stickybomb Launcher can only carry a projectile like that for a short while. The Stickybomb Launcher replacement, the Scottish Resistance. You know, just don’t ♥♥♥♥♥♥♥ use the Scottish Resistance, it sucks.
Now, as you will see here, the player has no idea if he will hit the enemy or not, he’s just spamming. But that doesn’t mean that you’re a bad player, cause, a kill is a kill.
Despite their power, the Stickybomb Launcher projectile is quite slow, and a Demoman being faced with a fast-approaching enemy would be better off using their Grenade Launcher. If an enemy has closed the gap too tight, a Demoman would be far better off using their melee weapon to attack, as the explosive radius from either their primary or secondary weapon would deal a lot of damage to the user as well.
Flare Gun aerials are significantly less difficult compared to reflecting projectiles, and offer the ability to ignite enemies and perform critical hits on targets that are already burning as the enemy is hit. Since enemies will be on fire upon landing, players equipped with the Axtinguisher can follow up the Flare Gun airshot with a guaranteed critical hit. If there is any water or a Health kit nearby, your enemy will probably attempt to land on or in it. So go get those people. You don’t want them killing you, right?
As well as for the Pyro,The Reserve Shooter scores mini-crits on airborne targets for 5 seconds after switching weapons, allowing Pyros to shoot jumping or compression blasted enemies for extra damage.
If there isn’t any water or nearby health kits, the enemy will usually abort his flight path and retreat. The enemy is likely to have taken significant damage from the combined impact of rocket jumping, fall damage, and burning. The Flare Gun’s range and guaranteed critical hit on burning targets is useful for assuring you pick him off before he is able to retreat to a Medic.
With a Wrangler, an Engineer is capable of firing the rockets from his Level 3 Sentry Gun at will. While the Sentry Gun was always an invaluable counter to airborne targets, its limited range often impacted its effectiveness, and left the Engineer unable to prioritize certain targets when faced with an enemy push.
With the Wrangler’s manual control, you wil as an Engineer be capable of deciding who you’re pointing your firepower towards. Generally, the rules are similar to those followed when using the Rocket Launcher to stop mid-air enemies. Watch their flight path, and wait for your enemy to begin their descent, aiming your shot to strike where they’re going to land. As with any other more advanced maneuver you need to practise. Practise is the key to everything, remember that.
The Wrangler offers a benefit that the Rocket Launcher and Grenade Launcher lack: a laser sight to assist your aim. With the Wranglers’ laser, you can always tell where your rocket will go before you fire it. Be aware that this laser is visible to the enemy as well.
Uhm. Easy, right? Shoot people in the head while they are jumpin’ around.
Actually not.
With the Sniper Rifle’s scope, an aware Sniper is capable of stopping most mid-air enemies in their tracks. Typically, a shot through your scope to the mass, or head of an enemy will prevent them from closing in on you from above. Enemies flying through the air will have needed to damage themselves to gain that height, so a single shot from your rifle won’t just stop their advancement, but will almost certainly force them to retreat to a Medic, or their base. While smaller, stopping a Scout can prove just as simple for an observant Sniper.
Watch their jumps, and note when a Scout leaves a smoke trail behind his feet. This is a visual representation that he has used his double jump ability, and will be unable to dodge your shot. Ready your shot for where your enemy is going to be. Let them fall in to your scope instead of trying to follow them with it.
Successfully performing an aerial with the Huntsman is. Difficult. It’s really not that easy as with the sniper rifle (maybe to others, idunno). But because of the diffucult arc in the Huntsman, it’s hard to predict.