fun fact, the whole tap strafing and hard strafing thing is a remnant of the source engine being built upon quake. and the reason it also works in apex is apex legends uses a lot of movement code from titanfall 2, which also came from source engine. the turn of the camera builds up speed while you do the strafe and when you jump you keep all the speed built from it
Not the video I thought it was. I'm just trying to figure out how to move in general, the slidey movement of source games like this just throws me off so hard
Great video fellow movement shooter frendo but I have to stop you right there, TF2 doesn't have lurches like in Apex/Titanfall |2, yes its good to utilize tighter strafing but please do not call that tap strafing ;-; we already have too much overlap of terms in movement games that functionally mean very different things I have been through it all in the movement journey so I will lay a few of my own advice down, Unpredictable movement is about variable averages, like the example of left-right-left-... strafes' average is the center, the more slowdown, speedups and change in how you move where the average point to aim for others consistently and constantly changes is very important, especially with slower classes, you may also might want to practice short bursts or horizontal rocket jumps that could help you in a pinch to approach or disengage, Anything to utilize the entire ranges of movement spectrum, from repositioning to dodging and even baiting with footsies behind a wall BE FLUID PLEASE I BEG YOU ALL, what I mean is, don't think of movement as a single action that you just do for the movement, implement it in continuously BUT don't overdo it, its a balancing act that just flows, like No a single rocket jump isn't the only way to do them, please chain them too, you may get alot more value. Also Practice Melee duels against spies or play demoknight without the tide turner or any other movement enhancement, Just practice your footsies, It really helps you overall generally with other classes in how you move with slower speeds, you can even get consistent at using crouch jumpin onto a high ledge and falling off to dodge more easily and be more unpredictable. ALSO Damage surfing is probably the best survival tool you may all have if things do not go your way, so Practice those too as demoknight or any class you play. Theres also alot of niches like Wallbugs saving your life in a pinch if you get knocked around to avoid fall damage, or texture bugs or edgebugs and other things like it. Also Normal bhopping with heavy, demo, soldier, medic and any class helps too to go faster and downward slopes give speed on a bhop SO USE THEM if you need to be quick. I FEEL like I am missing something or more but this is all what I can remember at the top of my mind. (otherwise it be easier as a visual demonstration) Personally, My movement practice has developed me into being a smooth beggars bazooka main, other than just knowing how the rocket offset works with the weapon.. (I would make a vid but too busy IRL)
Well said, I'm also aware that tap strafing isn't the same. I just called it that and also called it hard strafing since the idea is the same, but different how you execute it. There's tons of different terms for everything movement related and it can get confusing so I tried to explain it in a way that wouldn't be as confusing. All my content I try to dumb down as much as possible so it's easier to understand for everyone. Yes it's technically not called "tap strafing" but the idea is still there. People can call it whatever they want, that's just what I refer to it is
@@eksd5363 I don't think people are as dumb, give them the benefit of being just as smart as you be, or explain it easily without homogenizing ideas. I guess its more so how the script is written and things conveyed just to grasp the concepts. I guess it is the expectation and status quo of youtube to be fast and quick and "simple" I mean essayist exists, they get away with slowing down or down to earth channels with them being themself, maybe you need to find your balance of appeal to the algorithm, yourself, the fans and your ease. I wish you good luck cause you have alot of potential :D
A. Gamebanana. B. Join a community server then immediately queue for casual after, this should overwrite your hud and let you use it in mvm and casual. Hope this helps 👍
Hey, great video! Just a heads up though, that's not tap strafing. That's just strafing. Apex and Titanfall 2 are the only source engine games where tap strafing exists because it's unique to that specific modified source engine's physics. Tap strafing requires you to input multiple forward inputs per frame to get sharper turns than you would be able to without the rapid W inputs, which doesn't have any additional effect in TF2. Still a cool video nonetheless!
I'm aware that it's not actually called tap strafing which is why I had 2 names for it lol dw I just call it tap strafing cause it's a sorta similar idea but thank you regardless
Hey, I'm really passionate about movement in tf2, and I while I thought your video was cool and interesting, I have some issues with it. What you describe as tap strafing is really just airstrafing in a not so effective manner. You should just describe what airsrafing is, because that is what you're actually doing there, and include some examples of how it can be useful. Tap strafing doesn't accurately describe what you're doing there because the difference between tap strafing and airstrafing is that tap strafing takes advantage of the lurch mechanic in apex, which tf2 does not have. I get that you're trying to emulate the feel of tap strafing in apex, but it doesn't really work in tf2 because of the way air acceleration works. In tf2, you need to make slow, steady movements with your mouse to gain speed while airborne, so jerking your view 45 degrees the left/right as you jump really doesn't do anything. Instead of calling it tap strafing, you may as well just call it what it actually is so that people can have an easier time looking into it. If you look up "tap strafing tf2", you're only going to see results about the other tf2. However, if you google "airstrafing tf2", you'll find results about team fortress 2, and you'll see how it is applied to explosive jumping, surfing, scout movement, etc. In your bhopping example, you jump in a straight line, but what makes you actually gain speed while jumping is airstrafing. Your example would've been fine if you were breaking down the skills required to bhop, but you're missing the most important part! You neglected to mention airsrafing and this is important because timing your jumps is just a means for you to carry the momentum you gain from airstrafing. Also, I think it was a mistake to show you bhopping as scout, when the only way to come even close to landing consistent bunnyhops is to bind jump to your scrollwheel so you can spam the jump input as you land, which doesn't work with scout because of his double jumps. The market gardener bhop tech was an excellent inclusion, but I think you should've included Some bhop only shortcuts for classes like medic, spy, and heavy. You clearly know how to airstrafe, and even used it to surf around some corners, but you don't talk about it all in this video! I found it really frustrating because its such an important tool in tf2 and its what makes a bunch of the techniques you talk about work/useful.
I understand what you mean, but I showed how to do it, then I showed it in some examples. I didn't want to overcomplicate things for a viewer that has no idea hardly what any of this is so I have to do a lot of dumbing down. The tap strafing can still be called tap strafing, it has a lot of names. That's just what I personally call it and it's a bit easier to explain for me that way. My goal was to briefly explain as much as I could in a short time frame without trying to confuse the viewer, yes I could've gone in a lot more detail about certain things but I had a lot more topics to cover as well and didn't want to make a long video. However I see what you mean, thank you for the criticism 👍
@@drmarioprojectm1510 best way to make your scout disguises less obvious is to move constantly, like almost always zigzag and adad, its harder for people to notice it in the middle of a firefight
I think tf2 players want me to move around more
yes
Nah TF2 players definitely want you to stand still
fun fact, the whole tap strafing and hard strafing thing is a remnant of the source engine being built upon quake. and the reason it also works in apex is apex legends uses a lot of movement code from titanfall 2, which also came from source engine. the turn of the camera builds up speed while you do the strafe and when you jump you keep all the speed built from it
A thoughtful and respectful scout? Incredible. Thanks for the guide, hope you share more insights in the future
heres the summary of the video, WSAD.
Fr, didn't even need the video tbh 😔
Tutorial on how to move
Requirements: two working legs
Step 1
Step 2
Step 3
Step 4
Step 5
Step 6
Step 7
Step 8
Step 9
Damn didn’t know you could tap strafe in tf2, learn new stuff everyday. Great video too.
Most don't know about it tbh. Thank you very much ❤
Not the video I thought it was. I'm just trying to figure out how to move in general, the slidey movement of source games like this just throws me off so hard
Can you do a video of how to fight a sniper as a scout?
when's part 2 of the only movement guide?
Great video fellow movement shooter frendo but I have to stop you right there, TF2 doesn't have lurches like in Apex/Titanfall |2, yes its good to utilize tighter strafing but please do not call that tap strafing ;-;
we already have too much overlap of terms in movement games that functionally mean very different things
I have been through it all in the movement journey
so I will lay a few of my own advice down,
Unpredictable movement is about variable averages, like the example of left-right-left-... strafes' average is the center, the more slowdown, speedups and change in how you move where the average point to aim for others consistently and constantly changes is very important, especially with slower classes, you may also might want to practice short bursts or horizontal rocket jumps that could help you in a pinch to approach or disengage, Anything to utilize the entire ranges of movement spectrum, from repositioning to dodging and even baiting with footsies behind a wall
BE FLUID PLEASE I BEG YOU ALL, what I mean is, don't think of movement as a single action that you just do for the movement, implement it in continuously BUT don't overdo it, its a balancing act that just flows, like No a single rocket jump isn't the only way to do them, please chain them too, you may get alot more value.
Also Practice Melee duels against spies or play demoknight without the tide turner or any other movement enhancement, Just practice your footsies, It really helps you overall generally with other classes in how you move with slower speeds, you can even get consistent at using crouch jumpin onto a high ledge and falling off to dodge more easily and be more unpredictable. ALSO Damage surfing is probably the best survival tool you may all have if things do not go your way, so Practice those too as demoknight or any class you play.
Theres also alot of niches like Wallbugs saving your life in a pinch if you get knocked around to avoid fall damage, or texture bugs or edgebugs and other things like it.
Also Normal bhopping with heavy, demo, soldier, medic and any class helps too to go faster and downward slopes give speed on a bhop SO USE THEM if you need to be quick.
I FEEL like I am missing something or more but this is all what I can remember at the top of my mind. (otherwise it be easier as a visual demonstration)
Personally, My movement practice has developed me into being a smooth beggars bazooka main, other than just knowing how the rocket offset works with the weapon.. (I would make a vid but too busy IRL)
Well said, I'm also aware that tap strafing isn't the same. I just called it that and also called it hard strafing since the idea is the same, but different how you execute it. There's tons of different terms for everything movement related and it can get confusing so I tried to explain it in a way that wouldn't be as confusing. All my content I try to dumb down as much as possible so it's easier to understand for everyone. Yes it's technically not called "tap strafing" but the idea is still there. People can call it whatever they want, that's just what I refer to it is
@@eksd5363 I don't think people are as dumb, give them the benefit of being just as smart as you be, or explain it easily without homogenizing ideas.
I guess its more so how the script is written and things conveyed just to grasp the concepts.
I guess it is the expectation and status quo of youtube to be fast and quick and "simple"
I mean essayist exists, they get away with slowing down or down to earth channels with them being themself, maybe you need to find your balance of appeal to the algorithm, yourself, the fans and your ease.
I wish you good luck cause you have alot of potential :D
Good video
what effect does scout have when he sits on the bean bag?
Prismatic haze 👍
@@eksd5363 yo thanks man
what custom animations are those? where can i find them and how do i get them to work in casual?
A. Gamebanana. B. Join a community server then immediately queue for casual after, this should overwrite your hud and let you use it in mvm and casual. Hope this helps 👍
Hey, great video! Just a heads up though, that's not tap strafing. That's just strafing. Apex and Titanfall 2 are the only source engine games where tap strafing exists because it's unique to that specific modified source engine's physics. Tap strafing requires you to input multiple forward inputs per frame to get sharper turns than you would be able to without the rapid W inputs, which doesn't have any additional effect in TF2. Still a cool video nonetheless!
I'm aware that it's not actually called tap strafing which is why I had 2 names for it lol dw I just call it tap strafing cause it's a sorta similar idea but thank you regardless
very cool
What HUD do you use?
HexHud
@@eksd5363 Thanks
Hey, I'm really passionate about movement in tf2, and I while I thought your video was cool and interesting, I have some issues with it.
What you describe as tap strafing is really just airstrafing in a not so effective manner. You should just describe what airsrafing is, because that is what you're actually doing there, and include some examples of how it can be useful. Tap strafing doesn't accurately describe what you're doing there because the difference between tap strafing and airstrafing is that tap strafing takes advantage of the lurch mechanic in apex, which tf2 does not have. I get that you're trying to emulate the feel of tap strafing in apex, but it doesn't really work in tf2 because of the way air acceleration works. In tf2, you need to make slow, steady movements with your mouse to gain speed while airborne, so jerking your view 45 degrees the left/right as you jump really doesn't do anything. Instead of calling it tap strafing, you may as well just call it what it actually is so that people can have an easier time looking into it. If you look up "tap strafing tf2", you're only going to see results about the other tf2. However, if you google "airstrafing tf2", you'll find results about team fortress 2, and you'll see how it is applied to explosive jumping, surfing, scout movement, etc.
In your bhopping example, you jump in a straight line, but what makes you actually gain speed while jumping is airstrafing. Your example would've been fine if you were breaking down the skills required to bhop, but you're missing the most important part! You neglected to mention airsrafing and this is important because timing your jumps is just a means for you to carry the momentum you gain from airstrafing. Also, I think it was a mistake to show you bhopping as scout, when the only way to come even close to landing consistent bunnyhops is to bind jump to your scrollwheel so you can spam the jump input as you land, which doesn't work with scout because of his double jumps. The market gardener bhop tech was an excellent inclusion, but I think you should've included Some bhop only shortcuts for classes like medic, spy, and heavy.
You clearly know how to airstrafe, and even used it to surf around some corners, but you don't talk about it all in this video! I found it really frustrating because its such an important tool in tf2 and its what makes a bunch of the techniques you talk about work/useful.
I understand what you mean, but I showed how to do it, then I showed it in some examples. I didn't want to overcomplicate things for a viewer that has no idea hardly what any of this is so I have to do a lot of dumbing down. The tap strafing can still be called tap strafing, it has a lot of names. That's just what I personally call it and it's a bit easier to explain for me that way. My goal was to briefly explain as much as I could in a short time frame without trying to confuse the viewer, yes I could've gone in a lot more detail about certain things but I had a lot more topics to cover as well and didn't want to make a long video. However I see what you mean, thank you for the criticism 👍
I knew about your hat b4 your channel. Gimme ur hat
wait. bunny hopping is just hopping? i thought u needed to like crouch at a certain moment or something?!?! its just jumping?!?!? DX
It can be either or, some situations it's better to crouch jump, others not so much
@@eksd5363 Can bunny hopping make the Scout disguise less obvious?
If You jump too much disguised as a scout it Will be kinda obvious that u are a spy
@@drmarioprojectm1510 best way to make your scout disguises less obvious is to move constantly, like almost always zigzag and adad, its harder for people to notice it in the middle of a firefight
0:00 me who unbinded movement:😃
So basically move around
Ok
Bro I like playing sniper, never gonna get a headshot again 😭