I do not envy the Apex team, these are incredibly hard waters to navigate. ![]() ![]() Now, it comes as no surprise to me that Respawn walked back their proposed nerf to tap strafing, it is INCREDIBLY difficult to tamper with lurch without gutting the overall feel of movement in these games. Because of this, tap strafing to Apex Players has become nearly synonymous with binding +forward to these input devices and moving in ways that were never humanly possible in Titanfall 2. In these cases, the scroll wheel acts like a pseudo macro that enables an insane amount of inputs to be squeezed into the half second lurch period. Lurch in this game, has specifically become an issue because it is completely ok to bind a movement direction to the scroll wheel. This diagonal change in direction is most notably used to perform quick 90 to 180 degree turns in the air without comprising your speed. If you have just jumped and are air strafing, you can input +forward (generally bound to W in game) as many times as you can to directly alter your trajectory in the air. This air strafe also needs to take place within the lurch period directly after a jump. In general to preform a simple tap strafe you must first be air strafing with either +moveleft or +moveright (generally bound to A and D in game respectively) while moving your mouse in the same direction at the same time. A tap strafe occurs when you have multiple instances of diagonal lurch stacked upon each other. Tap strafing is a form of lurch abuse, it is under the umbrella of lurch and when talking about nerfing tap strafing, I think people lack a little context and or understanding. Coincidentally lurch is not a mechanic that is possible on controller natively, it is as the name states, keyboard grace. Now first and foremost, I have a hunch that this ~grace~ was programmed into the game to give mnk players a greater sense of control over 3 dimensional space with the lack of analog movement. Tap strafes, redirects, fzzy strafes and any other movement tech involving lurch, are all forms of lurch abuse. Seagull’s keybinds are essentially stock, which makes for good opportunities for players to copy him.Lurch is a .5 second period of time (with the first .2 seconds of this period being more intense) after any and all jumps where directional inputs will push you in the direction you pressed. He is a great example of the theory that players don’t necessarily need specific settings or alien keybinds, but dedication and good practice. Seagull’s setup is the most standard out of all the professionals on this list. Since Ninja plays a wide variety of battle royales, it’s logical for him to gravitate towards a universal and easy to understand the setup. It’s relatively standard , and doesn’t require hours of adjustment to familiarize oneself with his setup. Ninja’s keybind setup is excellent for any level of player that’s looking to improve. Reassigning it to a custom mouse button can prove useful for Bloodhound, Gibraltar, Bangalore, and Pathfinder. This decision can minimize awkwardness and slow response times in combat or high- stress situations. Disrespect’s, but what’s interesting is that he seems to prioritize his ultimate ability. Summit1g’s setup isn’t too dissimilar from Dr. It’s safe to assume his keybinds reflect his aggressive playstyle, where he may need quick access to his fists or grenades. He opts to use the health selection wheel, yet changes his melee and grenade keys. Disrespect’s keybind setup is substantially more straightforward than Shroud’s. His keybinds keep him in the game, and out of the lists.ĭr. He has all types of shields and health hotkeys to individual buttons, which means he can access any kind of health without having to pour through menus and selection wheels. ![]() Shroud’s keybinds are built for ease of use and speed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |