Usually the reason why people are hesitant to commit to engagements is they're not confident they could win the fight. A good exercise for committing to fights is running a bunch of quick respawn and just throwing yourself into fights. This will get you used to being in fights without the fear of dying since the penalty won't be as bad.
Also, in general it's better to die trying to do something decisive than to be so worried about dying you end up accomplishing nothing. I think newer players sometimes worry so much about dying they become too passive like this. Don't feed, no. But once you figure out what you should be doing, go for it as long as it isn't completely suicidal. Staying alive has 0 meaning if you don't have an impact on the match.
Very true. Better to commit, forcing the enemy to commit as well. Even if you lose the engagement, they're probably weak and vulnerable to a follow up from a teammate. At the very least, taking a fight pulls the enemy from the objective, which wouldn't have happened if you just sat back.
As an Inkbrush main who also regularly plays Carbon Deco, this is excellent advice. At least accomplish something, don't just jump in a bad place or run at the enemies just because you see them. Even if you don't kill anyone, at least take the enemy team's attention away from the objective for a little bit.
This might actually be due to DUDE's "Advanced 'Movement' Guide" from 13 days ago. Trying to implement the movement, but forgetting why they're* doing it.
Like another commenter said, this might be from people that watched and completely misunderstood dudes video from 2 weeks ago. He was just trying to show ways to dodge in a fight. But then people took it too literally and are trying it out in unnecessary situations
@@JM-us3fr it's also terrible against weapons that have a wide arc liek a roller or brush it doesn't matter which way you shimmy if it's not out of range you are dead.
@@wolflance64 If you time it, you can dodge at the last second before the roller swing comes down, but you’re right: popping in and out randomly is not going to dodge a roller swing.
Bro! This video made me slow down quite a bit in my gameplay, but also significantly increased my enjoyment of the game, exceedingly helpful video! Great job!
I sometimes do something like this and will also throw bombs when I either don't know how/lack confidence to push forward or when the enemy has map control and I feel like anything I try will get shut down. It's just me being like I have no idea how to approach this situation
I think the hardest part for me to learn is that it's okay to just take a second or two to just sit and breath. Watch what's going on around and think instead of always running in without thinking.
It's helps with the stimuli too. Just reducing the motion of the camera to look around does wonders. I can actually process what's happening instead of it all being too chaotic to keep track of much of anything.
i've noticed with nautilus i'll shuffle left and right with my charge when i don't want to move forward yet, but i also don't want to just hold still and stare menacingly at the enemy in case they throw a bomb or something.
I never do this, but instead when indecisive I notice that I tend to try and use my sub bomb and then sit still and recharge my ink. I think something in my brain tells me to at least throw a sub and sit still rather than just sit still.
A useful insight! If you need time to think, that's one thing, but don't broadcast your location while doing heck-all! Would y'all say it qualifies as a parallel version of this issue when players swim forward, throw bomb, swim back, and just repeat this cycle w/o ever developing a plan to splat enemies, advance position or any other sort of strategic goal? I've played teammates continued bobbing back and forth (I've called it yo-yoing) w/o claiming turf or pursuing the objective, and I've assumed people get stuck in these behavioral patterns when they've become tired of getting splatted and become 100% risk-averse.
I suspect I still do this but not as often as I used to or something. Can't say for sure as I basically main salmon run at this point and there is little to no time at all to be indecisive.
ya....as as a blaster player its kind of impossible to be indecisive. if i'm not sure about taking a fight but give away my position then someone is likely gonna come over and decide for me 😭
Isnt this just how shooters are designed? They lowered the startup and endlag so you aren't ever encouraged to commit to anything because they have no endlag.
They're "pedaling" Gem. They're trying to maintain their rhythm. It's a phase of learning that's about building muscle memory, but it's just overused in matches...
Im always indecisive, always even when trying to decide what to do and just throw myself and get splatted. I'm trying to correct myself and it will take more time (obviously everything that you learn takes time) and also question What can i do if im alone vs the whole team? I usually flee and try to get the ones that are distracted
To put it precisely, you need to ensure that the enemy team can't afford to just rush you down with multiple players, which often means you will have to back up. But if there's anything you can do to get in their way or draw them in the wrong direction from where they're trying to go before they're able to close in on you, slowing them down is valuable because it reduces the amount of time they have to do things before your teammates are back. Getting a splat on an isolated player helps, but it's important not to get traded back for it, because a 1 for 1 trade just means you're at a numbers disadvantage for longer.
Simply shoot a couple of shots from your main weapon. Usually, where you paint is how far your weapon is going to reach. You want to keep opponents in range where you can hit them. Hit markers are a very helpful tool for figuring out your range; if opponents are in your painting range, but aren't getting hit, you might need to take one step closer to them.
@@taczki2 Anything that paints about 10 meters in front of you is about short range. You can go into the training room and find distance markers on the floor to help gauge the range of your weapon.
At the end of the day what really matters is whether your weapon outranges their weapon, and you're looking at which weapons everyone is using at the beginning of the game to see which weapons are in play and looking at which weapon is being used by the player in front of you so you know which case you're in as soon as possible. That said, some weapons are short range enough that you'll expect it more cases to have to close distance and others there are long range enough you should expect to have to kite more often.
Definitely caused by some folks are misunderstanding SrbDude's Advanced Movement Guide. The difference is intent, which is what you demonstrated well and clearly.
Usually the reason why people are hesitant to commit to engagements is they're not confident they could win the fight. A good exercise for committing to fights is running a bunch of quick respawn and just throwing yourself into fights. This will get you used to being in fights without the fear of dying since the penalty won't be as bad.
This also seems like a great way to start when learning a new weapon.
And the game. Running a QRS build has been eye opening with how much can I just go ham
Also, in general it's better to die trying to do something decisive than to be so worried about dying you end up accomplishing nothing. I think newer players sometimes worry so much about dying they become too passive like this.
Don't feed, no. But once you figure out what you should be doing, go for it as long as it isn't completely suicidal. Staying alive has 0 meaning if you don't have an impact on the match.
Very true. Better to commit, forcing the enemy to commit as well. Even if you lose the engagement, they're probably weak and vulnerable to a follow up from a teammate. At the very least, taking a fight pulls the enemy from the objective, which wouldn't have happened if you just sat back.
This is also life advice
As an Inkbrush main who also regularly plays Carbon Deco, this is excellent advice.
At least accomplish something, don't just jump in a bad place or run at the enemies just because you see them. Even if you don't kill anyone, at least take the enemy team's attention away from the objective for a little bit.
I’m more worried about killing than surviving 😭
Am I being indecisive? Well... maybe...? Maybe not?
lol
🤔
This might actually be due to DUDE's "Advanced 'Movement' Guide" from 13 days ago. Trying to implement the movement, but forgetting why they're* doing it.
This is exactly what I thought too
Use your codes like up,up,down,right,left,left,up,right,down,right
Like another commenter said, this might be from people that watched and completely misunderstood dudes video from 2 weeks ago. He was just trying to show ways to dodge in a fight. But then people took it too literally and are trying it out in unnecessary situations
That sounds about right. It’s only useful when evading enemy fire, not when generally going about your business.
@@JM-us3fr it's also terrible against weapons that have a wide arc liek a roller or brush it doesn't matter which way you shimmy if it's not out of range you are dead.
@@wolflance64 If you time it, you can dodge at the last second before the roller swing comes down, but you’re right: popping in and out randomly is not going to dodge a roller swing.
Bro! This video made me slow down quite a bit in my gameplay, but also significantly increased my enjoyment of the game, exceedingly helpful video! Great job!
I sometimes do something like this and will also throw bombs when I either don't know how/lack confidence to push forward or when the enemy has map control and I feel like anything I try will get shut down. It's just me being like I have no idea how to approach this situation
0:09 no its not I’m a bucket i cant go that fast
I think the hardest part for me to learn is that it's okay to just take a second or two to just sit and breath. Watch what's going on around and think instead of always running in without thinking.
It's helps with the stimuli too. Just reducing the motion of the camera to look around does wonders. I can actually process what's happening instead of it all being too chaotic to keep track of much of anything.
Thank you Gem, this gives me more to work on. I finally ranked up to A-! Woohoo! 🎉😊
Congrats! I'm B+. When he said lower rank, I told myself, I have ways to go. I should stop playing Salmon Run 😁.
@@Gricuit haha but to be fair he was talking about low level competitive play. Keep playing salmon run if you’re having fun ☺️
Hey me too! Gem's vids helped me a lot
Congrats 🎉
I always called it the "Winless Waltz..."
i've noticed with nautilus i'll shuffle left and right with my charge when i don't want to move forward yet, but i also don't want to just hold still and stare menacingly at the enemy in case they throw a bomb or something.
The title of this video hit me like a truck
If there's a behavior that I can be accused of, it's definitely indecisiveness. (or would it be?)
I never do this, but instead when indecisive I notice that I tend to try and use my sub bomb and then sit still and recharge my ink. I think something in my brain tells me to at least throw a sub and sit still rather than just sit still.
A useful insight! If you need time to think, that's one thing, but don't broadcast your location while doing heck-all!
Would y'all say it qualifies as a parallel version of this issue when players swim forward, throw bomb, swim back, and just repeat this cycle w/o ever developing a plan to splat enemies, advance position or any other sort of strategic goal? I've played teammates continued bobbing back and forth (I've called it yo-yoing) w/o claiming turf or pursuing the objective, and I've assumed people get stuck in these behavioral patterns when they've become tired of getting splatted and become 100% risk-averse.
Oh no. I'm so guilty of this one...
I suspect I still do this but not as often as I used to or something. Can't say for sure as I basically main salmon run at this point and there is little to no time at all to be indecisive.
i developed this habit a few months ago because i was doing too much strafing practice and i thought i was being good at dodging. i wasn't.
I wonder, how does this sort of movement apply to non shooters? Or weapons that don't just have fast bullet output, such as blasters especially
ya....as as a blaster player its kind of impossible to be indecisive. if i'm not sure about taking a fight but give away my position then someone is likely gonna come over and decide for me 😭
Isnt this just how shooters are designed? They lowered the startup and endlag so you aren't ever encouraged to commit to anything because they have no endlag.
Phew, good thing i have a one track mind 😌
Hmm... Am I being indecisive? I don't know, maybe, maybe not. Yes! ...No, actually, probably not. Maybe. Hmm...
I think I do this. Great video.
Not quite at that level of play but I'll keep in mind that doing nothing well is worse than just doing one thing efficiently.
S rank is a lower rank? dang, i thought i was getting up there
Mine is more the Leroy jenkins strut...
They're "pedaling" Gem.
They're trying to maintain their rhythm. It's a phase of learning that's about building muscle memory, but it's just overused in matches...
Im always indecisive, always even when trying to decide what to do and just throw myself and get splatted. I'm trying to correct myself and it will take more time (obviously everything that you learn takes time) and also question
What can i do if im alone vs the whole team? I usually flee and try to get the ones that are distracted
To put it precisely, you need to ensure that the enemy team can't afford to just rush you down with multiple players, which often means you will have to back up. But if there's anything you can do to get in their way or draw them in the wrong direction from where they're trying to go before they're able to close in on you, slowing them down is valuable because it reduces the amount of time they have to do things before your teammates are back. Getting a splat on an isolated player helps, but it's important not to get traded back for it, because a 1 for 1 trade just means you're at a numbers disadvantage for longer.
@@SquidSchool ok, thanks!
yeah, probably
How do you determine range? What is and what isn't short range?
Simply shoot a couple of shots from your main weapon. Usually, where you paint is how far your weapon is going to reach. You want to keep opponents in range where you can hit them.
Hit markers are a very helpful tool for figuring out your range; if opponents are in your painting range, but aren't getting hit, you might need to take one step closer to them.
@@ItsNothingPersonal32 But what weapons are considered short range? Where is the general line?
@@taczki2 Anything that paints about 10 meters in front of you is about short range. You can go into the training room and find distance markers on the floor to help gauge the range of your weapon.
At the end of the day what really matters is whether your weapon outranges their weapon, and you're looking at which weapons everyone is using at the beginning of the game to see which weapons are in play and looking at which weapon is being used by the player in front of you so you know which case you're in as soon as possible. That said, some weapons are short range enough that you'll expect it more cases to have to close distance and others there are long range enough you should expect to have to kite more often.
I'd rather be divisive than indecisive, drop the niceties!
Definitely caused by some folks are misunderstanding SrbDude's Advanced Movement Guide. The difference is intent, which is what you demonstrated well and clearly.
i love the daily content :) always have something to watch while i eat haha