How to Peek – Battlefield 4

I apologize for the delay between this video
and the last one. I haven’t been feeling particularly well this last week, and I haven’t
had a lot of time to work on this sort of stuff. I know I promised that there wouldn’t
be any more Battlefield 4-specific content, but this will probably transfer over to the
next game. When I lived in southern Arizona, which, for
those of you European viewers, is a state that sits in the southwest corner of the US,
along the border of México, I would often do my running through arroyos rather than
on roads—essentially, think of a river that only flows once or twice a year, forming a
nice empty bed of sand which would be perfect for running. It’s pretty much impossible
to actually go cross-country what with all the cactus, so it’s either trail or arroyo.
Now, back in the depression era, some government functionary decided it would be a good idea
to make these rock dams up and down these arroyos. Of course, they’re completely pointless,
but were fairly sturdy in their construction, so they’ve stood years of flash flooding,
and remain as inexplicable, five foot high rock barriers that anyone wishing to move
onward has to clamber over. I was running one day, in such a place, and happened across
a coyote pup in the arroyo. Ordinarily, it would have simply bounded away from a human,
but the steep side walls of the arroyo in combination with the rock dam prevented him
from going anywhere. So, not having any better ideas, it went up to the dam and stuck its
head into one of the gaps between boulders. It then remained perfectly still, as if hidden.
Obviously, if he couldn’t see me, I couldn’t see him, and the problem was solved. Many players play battlefield as if they were
the coyote pup. In a game where one has no sense of where the character’s limbs are,
it can be particularly challenging to see the issue with certain peeks. Battlefield
is a game about speed. There are several reasons for this. The first is that, unlike Battlefield
3 which had the incredibly accurate Heavy Barreled weapons, weapons of Battlefield 4
are not particularly accurate, with most high rate of fire weapons having a .2 degree or
greater base spread, due to the need to use the Compensator instead of the significantly
downgraded Heavy Barrel on weapons with a rate of fire usable in close quarters. On
top of this, maximum spread is pretty negligible in close quarters, making accurate bursts
in most engagements a thing of the past. The second issue is one of all games, where player
1’s arms are visible to player 2 before player 1 can see and fire at player two. I’ll
show a clip from a prior video of mine illustrating this. As you can see, there’s a fairly long moment
wherein the peeker can’t see the other player, but the other player can shoot the guy peeking.
This is obviously somewhat of a problem. There are a few things we can do to address this.
The most obvious is simply to peek extremely quickly. This, in turn, presents its own set
of problems which I will address later in the video. Despite the weaknesses peeking first confers,
it also has a set of advantages which cannot be ignored. Unlike LAN games, where interactions
happen at such a distance that all parties involved see the events more or less as they
happen, latency plays a major role in online gaming. The combined latency of two players
plays a major role in how a peek is perceived. If the combined latency of both players is
on the high side, say, at 250, then the peeker is given a massive advantage over the peekee.
No, that is not accepted English. , the engagement can happen and be over before the person being
peeked has any time to respond. This can happen if either person has a high ping. On a smaller
scale, the problem is still apparent between players with lower total latency, but it still
remains an important part of why the aggressive playstyle, favored by virtually every successful
competitive player, is so powerful. I’ll first go over some basic peeks from
both ends, and discuss why they are somewhat weak, if easy to perform. Probably the simplest of all ways to round
a corner, strafing while not aiming, and aiming at the last possible second allows you to
retain some measure of mobility while not requiring a great deal of dexterity. We aim
after the corner has been rounded, as doing so beforehand slows strafing significantly,
allowing the opponent to get a peek at your elbow and your intentions. We can do the exact same thing as we did before,
except crouch as the corner is rounded. This tends to make the player an unexpectedly small
target, and will throw off a competent player’s aim. Note that crouching in a firefight can
be a bad idea if the player you face is not good, as they will often aim at your legs,
which will result in an accidental headshot on their part as you crouch into their shots.
However, it is good enough against most players that crouching in a fight is still worth doing. As you can see, with both of these basic peeks,
I can sustain some damage in return for the damage I deal. This is problematic for all
classes except Assault, and even then, it’s best to keep as much health as you can for
as long as you can. Thus, we need to play to avoid damage. In the name of avoiding damage
whenever possible, I will introduce to you three useful jump-shots that you can apply
to your gameplay. Note that all of these require, to some extent, the Sprint perk. Even disregarding
these sorts of shots, the Sprint perk, most easily accessed through the Offensive tree,
is so good that I think it borderline overpowered. The faster movement opens up all sorts of
unwholesome possibilities including the dreaded snake jumping, and simply makes it easier
to move to where the player counts—on objectives. If you’re still running Defensive, you might
consider switching over. Mechanic is useful only if you plan on sitting in a vehicle all
game, and I guess there are some other options, but if you’re not sprinting fast, you’re
not playing Battlefield they way you’re supposed to. Note that you’ll have to practice your target
acquisition in order to use any of these effectively. The adavantage gained from fast peeking is
lost if you can’t actually hit your target. While all of these appear very quick, they
will, if performed correctly, grant perfect ADS stationary accuracy, or at least something
close to it. Before I start, note that there’s a huge
weakness to jumpshots: while it confers a great advantage in some situations, use it
incorrectly and you will hurt your gameplay more than help it. The problem is that you
can’t shoot while jumping. If you miscalculate the leap, you’ll be completely unable to
return fire. Instead of doing a lame peek, you can simply
jump as you approach a corner. It’s a whole lot easier to do with the sprint perk, since
the extra speed boost makes you fly farther when you jump from a sprint. The procedure
is pretty simple: simply approach a corner that you wish to peek, jump when you’re
about two meters from the edge, and fly around the corner. As you clear the corner, make
sure you’re close to hitting the ground, or have already hit it. It’s imperative
that you time your jump such that you’re no longer in the air by the time you’re
in the open, as you cannot shoot while in the air. This technique actually relies more
on map knowledge than on actual reflexes—since the jump is so fast, you need to aim for where
you predict enemies to be, not where you see them. You need to start firing on the opponent
before you even realize that the opponent is there. It sounds hard, but it’s actually
quite easy—if there’s a possibility of an opponent being in a certain location, fire
. There are certain spots that many people play, so once you’ve played the maps for
awhile, you’ll learn what they are. This way, you can bypass the lame human reaction
time, and finish a kill before you could consciously recognize the threat. Crouch Jumpshot
When you’re in the air, try holding the crouch button. I don’t mean the “toggle
crouch button”, I mean the “hold to crouch” button. By default, it is Control, but I’ve
rebound it to the C key to make it a bit more accessible with a thumb. , do the same thing
as you would in a normal jump, except press and hold the crouch button at the apex. Provided
that you land right as you clear the corner, your character will do a stupid little slide,
and will show in the crouching position, but move at full speed. It’s very effective
when done correctly. Zouzou Jump
The Zouzou jump makes the crouch jump look fair
and wholesome. And that’s saying something,
because the crouching jumpshot results in a character that is just about impossible
to hit. , it was supposed to have been fixed in the prior patch. It was, in fact, not.
We thought it was, but in our testing, confirmed that it still works quite well. If you’d
like to know a bit more about the jump, I will link a video by Relaa explaining it in
the description. It’s complex enough that it warrants a separate video, but I will give
you brief tutorial here. You have to approach the corner in a similar
manner to a normal jumpshot. However, there’s a restriction: when you reach the apex of
the jump, hold down your aim button (probably the right mouse button), rotate toward the
direction you wish to shoot, and press no keys. You should already be on the down-slope
of your jump by the time you round the corner—if the opponent sees anything before then, the
jump will not work as intended. , if it just worked as a normal jumpshot,
it wouldn’t be worth performing. However, though nothing interesting happens on my screen,
you can see something very strange happening on the opponent’s screen—I appear to be
prone, though I am not. If the very small target profile presented by a semi-prone figure
wasn’t enough, hitboxes are also somewhat buggy while in this state, and it is difficult
to return fire. Additionally, if the jump is performed so as the landing is obscured
by half-cover, the shooter’s body can be completely obscured from the target’s perspective,
yet still hit and kill the target. I hope you’ve learned something from this
video, and I hope to see you out there, making cornering a bit more interesting.

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