[Guide] I'm tired of certifying cheaters, so I'm releasing my know-how.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by 0storm1, Jul 17, 2024.

  1. 0storm1

    I don't like to take the initiative in talking about myself. So I have kept silent as much as possible. However, I have recently grown tired of the unfounded accusations that I am a fraud. So, as a rebuttal, I will disclose my know-how.
    First of all, as I've said before to people who have identified me as a cheater in the game, there are a certain amount of things that happen in this game that I don't understand, and I encourage people to report such things.
    There are many things that I myself do not understand.

    I started VR training in earnest in 2022 or thereabouts and increased my practice time with several pauses. I've made more mistakes than most people, and I've expanded my tactics by iterating over and over until I can reproduce most things I can think of that I might be able to do, or players who do things I can't do. I have posted on the forums about things I don't understand about game behavior, and I have reported private characters a few times. But Soltech has cheaters coming in every day. And lately I've been getting called a cheater because I can do things that many people can't.

    Even though I have grown a lot in recent years in terms of practice, gameplay time, solo outfits, and increase in certs, I still get called a cheater when I'm not much of a standup and tracking aim.
    It is very disconcerting to be called a cheater by someone who thinks I can't do something in the realm of assumptions.
    So I'm leaving this as a guide as to how it can be done.
    I originally wanted to attach a video, but I used a machine translation and only wrote the text, so it may not be accurate.


    Headshot Rate
    The first blind spot is that the headshot rate in Planetside 2 is only based on the last attack.
    Therefore, you have to be aware that the headshot rate is quite crude and does not take into account the progress of the attack.

    How to exceed 80
    In this regard, wall shots with the main weapon in VR training are important.
    First, put on the Sweeper HUD and shoot at the crosshair pattern on the crown tower type wall in the upper left corner of the VR training at a distance of 5M.
    If you get a point group at 5M, practice until you get a point group at 10M.
    However, this is not enough to make a point group, so we will take steps.
    First of all, we must control the recoil so that the crosshairs do not swing up and down without shooting.
    Repeat this until you can do it sensibly, and now shoot in 3-point bursts.
    If it does not come together well, check that the three-point burst is repeated after the reticle is firmly closed without right-clicking.
    Repeat until you have acquired the sensation physically.
    You can practice with a metronome, but if you have trouble finding the best feeling, try practicing to the tempo of music.
    If you repeat this for an hour every day for almost a year, your headshot rate will exceed 60%.

    Review your PC environment and desk.
    Buy a gaming monitor with a function that makes it easier to capture game motions.
    Furthermore, if you train with some Aim practice software outside the game and shoot without moving, your headshot rate will be around 80%.
    The easiest weapon to use is a weapon with little lateral blur, such as the NC6 Gauss SAW.
    I have an 80% headshot rate with no lateral recoil control, so if you are really strong, you can get close to 90% headshots.
    However, in my case, I often lose in situations where I can win because I am too focused on headshots.
    The post-crown type of wall-hitting actually looks like a perfect point group, but it's not.
    If the group rate exceeds a certain level, the bullet marks on the wall disappear, even if they are a little scattered, making it look like a point group.
    It is important to practice in a place where the recoil control is easy to grasp without sparking when you hit a wall during practice.
    The size of the enemy's head is different between 10M and 50M, and the difficulty level is completely different in situations where you can hit them without right-clicking and in situations where you can't.
    This has a strong influence on the increased headshot rate when using the Infiltrator.
    I now have an IvI of over 2000 for my sub character.
    If you want to increase the headshot rate, you should use a different weapon for object destruction, such as a launcher.
    In some cases, the destruction of turrets and other objects that do not have heads counts as headshots.
    With this somewhat crude method, the 30% headshot rate became 80%.
    But more important than headshots is whether or not you can win in the really important situations.


    Regarding being called a cheat for detecting Stalker Cloak etc.
    This means that even a static Stalker Cloak can be detected within 10M if the image quality setting is set to High and the PC device and monitor are solid FPS game monitors.
    In my case, I use Ultla only for shadows.
    If it is somehow shaking and you move, you will almost always notice the discomfort.
    Besides, players using Cloak often call it a cheat when they are not sitting down in the first place, or when they are running around in a situation where they are detected by the radar of buildings and the minimap.
    Also, if your character's arms are glowing the color of the camp, your whole body is visible to the enemy.
    They don't understand that Cloak, which is quite effective for beginners, even if they are really strong players, is halved in effectiveness after intermediate level.
    Many players think they are invisible, but they are translucent and cannot muffle the sound of their footsteps.
    There is no such thing as perfect.
    It is even easier to supplement the mini-map if it is always zoomed in.

    Too early to notice enemy intrusion.
    The combination of the % display on the wide area map, the % display on the mini-map, and the sound.
    If the device is set up properly, the sound of a magazine change will give you an idea of the enemy's position.
    The same is true for detecting an Infiltrator, but anyway, if there are no allies on the minimap and you hear a sound, it is a sure sign that it is an enemy.
    If you hear a sound, reflexively turn in that direction, identify the source of the sound, and eliminate it.
    If an ally is under attack, help him or her.
    If you do this, you can usually get a head start, and your kill rate will increase because you will be cross-fired.
    The enemy may think you are on your guard, but deploy overshields and intercept with mines in full readiness.
    It is also important to anticipate what will happen later.
    If you act in conjunction with redeploy, you can get ahead of the enemy who thinks he has you by the short hairs.
    It is also important to understand that jumping and dashing as fast as you can is an action that moves you to the minimap.

    I come out of an unexpected place and treat it as a cheat.
    Repeat to try to somehow get through a place that I assume I can't get through regarding this, or imitate and reproduce it, regardless of whether it's friend or foe.
    I repeat thoroughly until it becomes one of my options.
    For example, I repeat actions in Sunderer that are meaningless to others. As if debugging, I try again and again to see if I can climb or penetrate from one side to the other.
    If it doesn't seem to be possible, I try falling from the top.
    When there was a gate shield diffuser, I was able to enter from a very high place where it was originally impossible to enter.
    We could also use mines and cortium bomb blasts to send vehicles flying to targeted positions.
    Even now, the natural fall sideslip by decelerating down a cliff is effective on moderate slopes, and a gentle cliff can be descended by simultaneously using the back button and the brake.
    Especially now that Sunderer has the ability to climb as much as a degraded turbo ant, it is easy to surprise from a previously impassable place.

    One person calls Bastion Fleet Carrier.
    This depends on the server, but it can be done with a little skill and time, even with a one-man outfit, mainly in underpopulated time zones.
    Green resources can also turn purple with time and effort.

    One person calls Bastion Fleet Carrier.
    This depends on the server, but it can be done with a little skill and time, even with a one-man outfit, mainly in underpopulated time zones.
    Green resources can also become purple if you put in the time and effort.
    I have refrained from mentioning this statement because it could be very problematic, but at one time I was trying to own 20 Bastion Fleet Carriers by myself, including sub-characters, because the population difference in Soltech was too great.
    I can still call 10 cars in a row because I still have inventory. It's just too unfair, so I'm weighing myself against it.
  2. 0storm1

    Postscript.
    Due to the number of words, I am making a lot of generalizations.
    As for burst shooting, for most guns, 3-point burst is more stable in actual shooting.
    However, there are exceptions such as the NC6S Gauss SAW, which is more stable with a 2-point burst.
    Please search and refer to all kinds of information available, and try it out for yourself.
    The optimum interval varies depending on the engagement distance, so it is effective to always equip a Sweeper HUD to check and memorize the distances of the main engagement points before changing your shooting style.
    However, there is not always enough time to check the distance, so it is recommended to look back on the video.
    Also, if you tap-fire, you can aim 4 consecutive headshots even at distances after 50 meters.
    Weapons like the VE-H Maw, whose reticle closes quickly, can be tap-fired relatively faster than other weapons.
    You may notice that after fighting in a real battle in that area.

    Also, looking back and practicing is not the best way to continue, so don't overdo it.
    Even if you only look back when you have a major failure, it will be effective.
    Not noticing, ignoring, or assuming something even if you do notice it will hinder your growth, so just give it a try.
    Also, if you get tired of hitting the wall, try using one magazine of Orion in VS to see if you can aim all your headshots against the max.
    You will notice that the head hits are larger than normal soldiers and that the head hits are slightly different depending on the angle.

    The headshot line is also quite important to remember.
    Use Infravision and other tools to remember where your teammate's head is located on the pattern of objects.
    It is also useful to remember that the position of the head gradually decreases as the distance increases.
    The front of the building is lowered by the difference between the stairs and the floor, and this kind of factor is completely different if you do not have an unconscious memory.

    As for VR training, it is very hard to do a solid hour every day.
    In my case, I returned near 2022 and trained for 4 hours the day after I was miserable because there were too many people to do anything, and my kill ratio of 0.6 temporarily increased to 1.5.
    But after that, I gradually realized the importance of building a training menu and thought I needed about an hour of training every day.
    I also used VR training to check the behavior of the various Jet Packs in Light Assault.
    If you can't respond to an enemy's sudden movement in a firefight, you may not be able to hit them because you don't understand how they work in the first place.
    However, once you get used to these in-game training exercises, even just 5 minutes of recoil control alone can be quite effective.
    Adjust the 5 minutes every time you log in, and if you play the game for a few hours and it becomes sluggish, do another 5 minutes of VR training, and so on, as long as you can continue to do so on an individual basis.
    If you are trying to achieve perfection, it is easier to continue if you think that 70% of the time is enough.
    Just allocating 5% of your game playing time to VR training will make a big difference.
    Also, if something doesn't work, keep making adjustments, and through trial and error, you may come up with a better way to do it.
    What doesn't work again will be adjusted with adjustments.
    Through trial and error, we come up with a better way. You will come up with a better way.
    This idea may come to you when you are resting rather than during training or games, so please be careful to keep a slow and steady pace.

    Most of the later nonsensical behavior, it is just using Icarus Jump Jets by turning slightly sideways after getting on the Jump pad in Light Assault.
    Anyway, please try it before calling it a cheat.

    I would like to raise a question to those who want to call me a cheat even after I have disclosed all my secret growth secrets.
    If you are going to call me a cheat, please provide evidence that the headshot rate is less than 80% of what is physically possible for a human being.
    If you think I'm a cheat because I can surprise and swoop in behind the enemy, then please show that it is physically impossible for me to reach the enemy by all routes.
    Rebuttals are welcome.
  3. Plionum

    I Don't Buy It
    • Up x 4
  4. Effect

    If you're that interested in disproving accusations of cheating, upload videos instead of posting mid-tier tips on a forum that's dead.
    • Up x 1
  5. 0storm1

    You're right.
  6. 0storm1

    At first we thought about it.
    However, I gave up because I could not put the video on the current official forum and it would not show up.
    To put it more clearly, it is too much trouble and not worth it.
    In the current situation, I thought it would be enough just to make a counterargument in text.
    If I had time to make videos, I would fight or practice. I have no enthusiasm for enlightenment, as I have little interest in other people and am not even appropriate to form a squad.
    Personally, I am not satisfied with the current headshot rate. Despite this, I don't want to do more than the bare minimum because I don't understand why more and more people continue to think it's a cheat in this imperfect state.
    And I'm also slightly afraid that once I desperately explain it and they understand it, my method will no longer work.
  7. 0storm1

    I found out that it is not that the video is not being pasted, but that it is just not showing up on my screen, so I will post the video.
  8. VV4LL3

    There was someone on the Steam Forum that crunched the numbers and proved that there are a lot of aim assist players that have performances outside of the norm. They looked at all the Fisu data I think, then plotted it to see the normal bell curve, but it had extreme spikes that represented aimbot/ aim assist cheaters. 80% headshot rate is well outside of normal performance metrics and tells us you likely cheat as well. I think the forum post said 10% of players use aim assist of some sort due to the data.
    • Up x 4
  9. 0storm1

    If you look at the Stus data, that would be true.
    And I had a problem with the way I communicated it.
    The 80% HS rate is the orion I use for practice every day.
    And moreover, it is the result of “Treasured” Orion VS54, which I have not used until recently, and which has a low number of defeats.
    Betelgeuse 54-A has a local HS rate of 90%~100% at times.
    My style of play, however, is to take seriously the idea of winning the battle in underdeveloped areas.
    So the headshot line is almost always constant.
    Also, before Sunderer rework, I sometimes supplied Cortium to bases that needed support for more than an hour, so the number of kills was low anyway.
    In some cases, even if we beat many, it is about 10 people.
    So basically, it is overwhelmingly a clash of Aim Down Sight and Aim Down Sight.
    In this situation, if you miss even one headshot, you will feel the lack of skill.
    Other weapons are much lower.
    Also, the Punisher, which I am forced to use in the current environment, goes back and forth between a 73% HS rate, which is very much influenced by the engagement distance.
    If you fight at 40M~50M with Punisher, you are almost always left to luck.
    So the launcher is often used at this time, and if so, the headshot rate of the main weapon is not reduced.
    At least the high rate of headshots in the mainly overpopulated area battle makes sense when considering the distance of engagement.
    Also, lately I have been losing fights that I could win because I am too focused on just hitting the head.
    To begin with, my tracking aim is fatally lacking.
    I am better than others at placing where I think the enemy will come out and I am confident that I have trained better than others in recoil control, that's all.
    Of course, it seems strange in terms of performance.
    But my shooting stance is that of a snipe warrior specializing in headshots at the complete expense of basic evasion.
    Considering my playing stance, I consider this headshot rate to be rather low.
    Besides, the headshot rate is drastically affected by the enemy and the terrain.
    Sometimes it is 66.6% and sometimes it is 100%.
    It drops significantly when the enemy is light assault and a lot of beginners.
    In the end, it's whether you hit a predictable enemy or not.
    If I feel like I am not doing well again, I will quit fighting.
    Unlike in the past, I don't try to do what I can't do.
    To be honest, it is not a quality headshot rate.
    • Up x 1
  10. TRspy007


    LOL so anyone that's not average is cheating?

    Take the op for example, his hsr is pretty good on most weapons but it only takes one look at the fisu to tell he's not cheating, even though by fisu rank he's in the top 1% with the betel.

    https://ps2.fisu.pw/player/?name=0storm1&show=weapons

    Outliers does not mean cheater. There's plenty of hardcore players than used to make alts and delete them unless they had a certain hsr. It's also not hard to farm a high hsr with certain weapons, you could have a 10% accuracy but 90% hsr with the ghost since you likely won't get a kill unless you score that headshot, and you're not aiming anywhere else.

    In fact it was proven when they implemented the first tuning of battleeye a bunch of very good players made alts and got banned even though they were playing legit, and they had to send footage of their session to SOE to get unbanned. I recall a few other very good players getting harassed back in the day because a lot of players thought they were cheating, and forced them to stream their sessions, when this wasn't the case.

    Assuming a player is cheating because they fall outside a bell curve plotted by a random player on the forums is just dumb. Giving an estimate of how much of the player base is cheating based on a subjective (and flawed) interpretation of custom statistics is even sillier.

    You can do the math per server but basically you're saying on prime time Emerald there's over 100 cheaters, somehow most or all of them never get detected or banned:

    https://ps2.fisu.pw/population/?world=17

    Does that seriously sound reasonable to you?

    Even back in the early days when we had players and almost no anti cheats we never had that many. The biggest ban wave the game ever had exposed I believe it was 19 players? Keep it mind it's not even clear they were different people I believe it was different IPs or MACs, so it could have been even less than 19 individual people just spoofing after each ban. And the outrage caused them to quickly implement the battleeye and fix the hitbox exploits.

    https://www.pcgamer.com/soe-planetside-2-bans/

    And before you point out the fact it mentions two of them had 300 hours, keep in mind that doesn't mean they were cheating for 300 hours. They very likely tried to cheat after having sunk in quite some time and money into the game, and as a result lost everything.

    Realistically cheaters are rare and even more so in a game like planetside 2. Yes they have been causing issues lately, especially since they cheat usually outside working hours so the short staffed team takes longer to ban them. By long I mean most are banned in under a day. And really it's just same same 2-3 cheaters continuously making alts and rotating servers. But these cheaters stick out like sore thumbs especially with such a veteran community. It's not hard for most vets who have suck years into playing and understanding the game to know when somethings not right.

    I do believe it would benefit them to be more transparent with how they deal with hackers and also releasing statistics. This is one thing I really miss about SOE and is something I really think would benefit them a lot. They have a passionate community, they should really do their best to make the game as transparent as possible, and that includes interacting with the community and responding to valid (or invalid) concerns.

    They should also look giving mod privileges to these dedicated vets so that there's always someone online ready to ban a cheater if they appear, because although they are a rare occurrence and are dealt with relatively quickly, even cheating for an hour can really ruin an alert and fuel paranoia in the playerbase looking for any excuse to cope.
    • Up x 1
  11. 0storm1

    I was going to wait for his reply, but here are my thoughts on both of your opinions from my end.
    As VV4LL3 said, the data shows that cheaters tend to have extremely high numbers.
    In general terms, this increases the likelihood that it is cheating.
    But at the same time, as TRspy007 mentioned, we cannot say that all players are like that.
    What VV4LL3 and TRspy007 said are both correct.

    (I am relying on my memory for hit and headshot rates as I cannot check stus at the time of this writing).
    For example, the MKV Suppressed I use for close range assaults with the Infiltrator.I use the MKV Suppressed for close-range assault with the Infiltrator.This is due to the fact that the Hermes Cloaking makes it easier to initiate close combat, and it is no exaggeration to say that nearly half of the shots are boosted by the Hermes Cloaking.Also, MKV Suppressed was much worse than it is now until around 400 kills.So you have to separate it by stus before and after 400 kills to get an accurate value.

    In my case I used strong weapons thoroughly and hardly advanced Directives.When I finally acquired the Betelgeuse 54-A with a heavy heart, the headshot rate was 40%, as I recall.For a long time, even if the headshots were localized, I stagnated at 50% and increased the number of kills and deaths by an overwhelming margin.During that time, my skill improved and my headshots stalled at 60%.Finally, after much practice, I finally broke through the 60% barrier and got to 80%.

    And then finally started moving forward with other directives.As a result, it just seemed to grow rapidly and suspiciously so to other players.

    At least Betelgeuse is the most used weapon.The period is also extremely long.It is the most unreliable statistic to rely on, since there is no period of time in the statistics.

    Also, honestly, you can make stus look as good as you want.In theory, if you only kill enemies that don't move, you can get a 100% headshot rate most of the time.To explain some of the other unusual numbers, the commissioner's hit rate was thoroughly attacked with a stalker cloak to destroy the old building modules. So the hit rate in actual battle is never 70%. Also, the commissioner is a sharpshooter's gun anyway, and I was very careful to aim at the head and shoot well when the headshot rate was around 30%. So even though my IvI was high, I kept losing because it took me too long to adjust my sights in a real fight.
    But thanks to the two elements, it is a monster stus even though it is a weapon that was used long ago.

    The Saron HRB-H's hit rate is just the thorough destruction of the enemy camp's turrets while calling them out on a daily mission. There is nothing in it at all.

    Therefore, if we want to reflect the reality of the situation, I think we should separate the results for attacks on buildings and infantry.Also, the headshot rate is not reliable unless it is measured for all bullets.The stus in Planetside 2 are only a guide, and it is quite possible for one stat to be higher than the other.As for the kill rate, what is fundamentally forgotten is that every player, with the exception of MAX and Heavy Assault, can go down with 4 headshots.

    There are also those who look at the leaderboard on the stus site and assume that if you are on it, you are cheating, but this is not true.Even the imperfect MKV Suppressed has an IvI of almost 2500, so if you have an overwhelming AIM that allows you to hit 40% of hits at all times, it is not surprising that your IvI is over 2500.

    We also have one full-length video on Youtube, from which you may point out that the videos we have posted on Foroms and our skills are too different.
    If you have ever made a video, you know that an interesting video for the viewer and a one-sided winning match are not synonymous.
    At least last night Punisshr had 32 kills and a 92% headshot rate.We had very good movement and coordination yesterday that I regret not constantly taking video of, but such things are rare.


    Regarding what TRspy007 said about dealing with cheaters.I am against transparency of actions against cheaters.
    I think it would be good to at least publicly disclose how many cheaters we suspend each month.
    But it is better not to reveal the details of the coping process.
    First of all, I have several reasons for my opposition.

    First.
    Rogue people abuse everything.

    Second.
    The potential for the community to work badly.

    People are most radical when they are convinced of justice. At least those who are convinced of justice are much more likely to say and do things that are against the rules in the game as a matter of course. The words and actions against cheaters are definitely more caustic. And while it is better than now to grant privileges out of concern that cheaters will go on a rampage, it may accelerate misjudgment. At least it works if we are calm and constructive like everyone who has written in this post. But humans are imperfect, and evidence is always needed. So it is not more certain unless the decision is made by an operation that can look at data such as Battle eye.
    We would like to see the game stopped immediately if something is blatantly impossible, but it is also true that the majority of people who say or do things in the game that are against the rules are not able to make calm decisions.
    I personally do not agree with any elements that may encourage people to attack each other in groups.
    The very reason is that I am often directed at caustic words and actions in the game based on the convictions of others who, from my point of view, do not agree with me in the present and ongoing situation.
    I have a feeling that more false accusations will be made and the wrongdoers will be predicted to get worse.
    • Up x 1
  12. Mumbert


    This part alone makes me think you are 100% lying.

    You are telling people to practice the "crosshair pattern" by shooting a wall at different ranges, to train your muscle memory to move your mouse to achieve all shots hitting the same spot.

    However, and this is important, PS2 does not have a "crosshair pattern" similar to for what example CSGO has.

    There is no such muscle memory to be trained. You can not land all shots in the same spot. The pattern your shots land in PS2 is random.
    • First of all your horizontal recoil will jump randomly right/left (50/50 chance) for each shot, up until you hit the tolerance threshold (at which point next shot will jump back towards center).
    • Secondly, recoil for many weapons have built-in random factors.
    • Third, recoil is only one part of the equation. You also have the weapon's bloom, which will add another random factor to the area where your shot actually lands.
    So to summarize, saying "you can learn the bullet pattern if you practice shooting a wall for 1 hour every day" is nonsense. Not only is the expectation that a player would shoot a wall for 1h every day for a year so absurd that of course nobody will ever do it. But also if someone actually didtry to do it, spend 1h every day doing this, the advice is so absurd that it would not have any effect for this game at all.

    You yourself also seem unaware that this is simply not how "bullet pattern" in PS2 works - which is of course something you absolutely would have known if you yourself actually would have shot a wall for 1 hour every day for a year (or just shot a wall for 1 single hour, or even 5 minutes and looked at the bullets). I don't think it sounds like you have ever done what you are advicing others to do. It sounds like an excuse you've copied straight from CSGO players, without being aware PS2 shooting mechanics are different.

    I will not bother reading the rest of what you are saying, I was skimming through it and it does seem worth the time.

    I just want to be clear that I don't often believe people are cheating until the opposite has been proven. Just last night I made this comment to defend a guy on Reddit: https://www.reddit.com/r/Planetside...inder_that_theres_more_cheaters_than/lg1vkeq/

    I've never heard of you, but from what you are saying here it sounds like you are 100% lying.
    • Up x 2
  13. 0storm1

    I have only mentioned the control of vertical recoil within that quoted sentence.
    It is not a point group, at least not at first, even at a distance of 5M.
    And which way the horizontal recoil will initially swing is random, the vertical is always constant.
    So if you nullify the vertical recoil with muscle memory, you will always get a headshot at the engagement distance within the range of the horizontal recoil.
    I am not trying to force you to do this, it is just an example of what I have actually done.
    If the essence is not mistaken, time is irrelevant.
    I am aware that at least some of the time is outside the realm of common sense.
    If you look at the gameplay time of stus, you will understand that it is outside the bounds of common sense.

    For example, professional gamers spend more time practicing, so there is nothing surprising that amateurs and aspiring players spend more time practicing.
    But we also incorporate other game practices, ways of thinking, and ways of getting around, of course.
    Of course, FPS is one of them, but we have also incorporated the thinking of fighting games.
    At least it is much shorter than the 6 hours of practice mentioned in the article I read.

    As for the recoil pattern, theoretically the Planetside2's horizontal recoil is not uncontrollable.
    At least for Orion, the horizontal recoil is 0.22 and the hrizontal tolerance is 0.8.
    With the Forward Grip attached, the camera should swing 4 times to either one of the left or right side and then head in the opposite direction.
    If you can figure out which way it is swinging momentarily, you can theoretically turn it off.
    I can't do it so I only wrote the control of vertical recoil.
    I am not confident with tracking aim only vertical recoil and it is 80%.
    And there is a blind spot in wall-hitting: if you hit the same spot more than a certain number of bullets, even if they are off by a little, the marks on the walls in the vicinity will disappear and it will look like a group of dots.
    So if it looks like a point group, it is just an indication that you can fight well against an enemy with only one head.
    If you want to make a point group even after 50 meters, the only way is to tap fire.
    With practice, about 40% of the enemies in VR training can be killed with 6 shots, even 50 meter enemies.

    And if you think it doesn't work at all, fine, but the fact is that in my case, with practice, Orion's headshot rate actually went from 30% to 80%.
    And I did what no one else would do.
    At least, these numbers would not be possible without doing something that is impossible for most people.

    I was able to work on this because I am inferior to others.
    I would not have gone this far if it was fun and I could win even if it was appropriate.
    But day after day the enemy is 40% peak time and 60% late at night.

    You have to be out of line with the rest of the camp in some way to survive, and you can't beat Over pop all the time if you don't take this level of thinking for granted.
    It's so much that I think it's impossible to get a quintessential 17% ally at overpopulated hours and over 50% enemy.
    But if you have 19%~24%, you can try to win in Sol VS.
    Of course, there has to be a conflict of interest, etc.

    You do not have to read the rest. I don't expect everyone to understand. In fact, it's too long-winded.Time is finite and should be used for something of value to the individual.
  14. 0storm1

    I have photographed the practice first thing in the morning as usual since it seemed to be ineffective.
    This is a simplified version with emphasis on continuity.

    (The playback speed is increased for unnecessary parts of the video, and some elements are similar to flashing lights. Please keep the room well-lit, move well away from the screen, and do not concentrate on the video until you have moved on to the VR training)



    At any rate, shooting the dummy while awake shows very poor recoil control.
    I am not doing particularly well today.
    You can see in this video that the sensation is significantly forgotten just by sleeping.

    Head to the target with the aircraft and shoot into the wall.

    Then target shooting again greatly improves recoil control.
    In addition to this, vision training is done outside of the game.
  15. VV4LL3

    Regardless of cause, I'm 100% ok with placing all user accounts with those high outlier performance metrics automatically on their own server. This gives them a real challenge while insulating the new players from harassment levels of learning curve. A crude MMR system should be created with this in mind.
    • Up x 2
  16. TRspy007

    Great idea, let's further split the player base across more dead servers. Especially since those players generally have invested a lot of time and money into the game, I'm sure they'd love to be isolated from the mmo fps they signed up for and chucked into a dead planetside arena. I'm sure that's a good way to treat our most loyal players.

    The whole point of planetside is the lack of matchmaking. That's not to say there isn't Jaeger when these players want to practice, but exiling them on another server simply due to their stats is just silly, especially when they're the most loyal players.
    • Up x 1
  17. sylaarx

    Math dont lie. Walls of white noice wont change that
    • Up x 3
  18. 0storm1

    I am very glad I wrote this post.
    I use machine translation and I proofread sentences at least once up to 20 times.
    Moreover, I recently noticed that I first enter the translated text on a highly accurate translation site.
    When I checked the text in my language using the browser's translate function and changed it back to English before posting, I found that the text I had entered had been rewritten as the re-translated text.
    I noticed this during the process, and when I wanted to proofread the text, I only input the text from a highly accurate translation site.
    I would like to thank all the players for their constructive discussions on such a volatile topic.
    It is a great pity that when we learned of the existence of Planetside arena, the service was discontinued and we could not actually experience it.
    Yes, the numbers can be a bit skewed depending on bias and the purpose of the fight, but if you fight until the numbers converge without any change in skill on the right battlefield, the numbers don't lie.
    And since I myself believe that actions are a better gauge of a person's inner feelings, I press the Good button.
  19. VV4LL3


    I will have to report you now for trying to derail this conversation. Get used to people having a different opinion and supporting it with a well-informed and developed response.
  20. VV4LL3

    BLUF: @TRspy007 The game is experiencing a significant drop in its player base, largely due to conflicts between new and highly skilled players. Other challenges are hackers, and changes to gameplay. Devs tried various adjustments, like modifying how effectively certain platforms can farm, tweaking weapon performance for high-kill classes, and redesigning maps to provide better cover and progression opportunities. These are all parts of an Adaptive Difficulty approach.

    Narrative: Integrating high skill-capped players into the same battlespace without alienating new players is a delicate balancing act. The Match Making Rating (MMR) model stands out as the most effective way to tailor challenges according to player skill levels. Other potential strategies, like preventing experience gains from repeatedly killing the same lower-tier players, adjusting respawn timers favorably for new players after being killed by veterans, and implementing a kill cam visible only to new players targeting veterans, also necessitate some form of player stratification and consideration.

    However, implementing these changes could be complex and requires careful calibration to avoid unintended gameplay issues like power spikes or power creep, which could degrade the experience for all involved. Something the devs will need to be highly responsive in correcting.

    What's the best way forward? An MMR system seems most prudent. It doesn't alter the core game mechanics but rather optimizes player matchups, balancing interactions between highly skilled and less experienced players.

    The primary reason behind new players leaving is their overwhelming encounters with highly skilled veterans. Addressing this is essential for the game’s sustainability.

    The departure of new players, largely driven by interactions with dominant veteran players, makes a strong case for rebalancing. This is about maintaining accessibility for newcomers while respecting the investments of veteran players. Hackers is the most prominent as of recent days, and formerly game system and mechanics, however, are temporary until the devs can make the proper adjustments. Long term game defining discipline must be demonstrated.

    While Planetside promotes a vast multiplayer environment without matchmaking, this model has shortcomings. No where in the game description does it claim or encourage an environment where players will be farmed or encouraged to bully others. This is a massive vulnerability to the game and developer's business model. The wide skill disparity undermines the support structures like tutorials intended to aid new players. Adopting an MMR system, successful in other games, could help balance the playing field, enhancing the game’s longevity and overall health by ensuring fair and engaging matches for players at all skill levels.