- 4 - CallofDuty2 In-game

dnjrdnjr 2013-02-14 19:17:33
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[c]CALL OF DUTY 2 IN-GAME[/c]
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Yeah..Let's buckle up.

Narrowed it down to these groups, that are worth discussing (for now):
- Connection settings;
- Graphical settings;
- Performance settings;
- Keyboard layout;
- Mouse configuration;
- Heads-Up Display.


[c]Connection[/c]

There have been debates, endless debates, on different games that run on Quake's engine or it's Net structure. They all deliver correct information, in theory that is.
However, they all forget that we have different connections, we are routed to servers through different lines, detours and what not. Who knows what happens to our packets on their way to freedom.

Also what I find strange, is connecting to some random PCW or CB, before zPAM is turned on, and taking a look at my ping. Sometimes I see it at a small value like 38 or 45, sometimes higher, like 75, but as soon as zPAM is turned on, the ping automaticly fixes itself at 64. z0d could probably explain this better, but I don't really understand why this is happening. Could be zPAM forcing everyone to use maxpackets 100, but when I think about it - 100 is engraved in my config, I never change it. This may be wrong, but I've come to think that your real ping is actually the one when you connect to the server before it is running PAM, it would at least explain the so called "bad registry on this server", when your ping is the same on nearly every server out there (64), yet you have to lead your target or seemingly put more bullets into him (he probably still needs the same amount of bullets and it's just a placebo, but before tracers hit his body you get a fake feeling that they're not connecting, whilst you just have to wait for 70-80 ms).

Well, that's one theory out of the way, gonna listen around to clear that up.
Lets move on to something more curvy, things that matter the most, concerning your friendship with the server.
I'm not going into any technical detail on these, just quick descriptions, as most of these commands either are locked for competitive play and actually makes them flat, sadly.
Not all of them, tho, so lets see.

cl_maxpackets 100
No real explanation needed here. It's the ammount of packets you send to the server about yourself, what you're doing, who you're hitting, who you dislike. It happens once a second,
and there's really not much to talk about here, other than - the more info you give about yourself, the more likely are your shots to register, as well as get a random headshot. Ha. Still, best keep this at 100.

rate 25000
This regulates how well you receive Bytes from the server. Nothing to improvise here, it's forced by zPAM.

snaps 30
In vCod you could set your server to use a value of sv_fps 30. It really helped the registry, however, Cod2 is somehow "bugged", and only lets you set sv_fps 20, if you're the server. However, snaps value is still present and can be set either to 20 or 30. Do 30 for a good measure.

sv_fps 250
Sounds stupid, doesn't it. Even if it's a serverside cvar, believe me when I say, it works. When I say works, it could be "the works" of Placebo. However, it makes me enjoy my mp44 and garand much better. By the way - it resets itself to 20 after every map change, so be wary of it.

g_antilag 0
Setting g_antilag to 1, means - enabling it. It's a server-side cvar only, so enabling it in your config, whilst the server does not, gives no result. What this cvar essentialy does do, is turn on calculating and forcing mechanisms that give an invisible ping of zero (LAN) to everyone on the server. People tend to say it's broken, because they "get shot / die, when they're already behind a corner". That is absolutely natural and understandable - if you happened to be in the same situation on LAN, you wouldn't be able to run behind that corner - there would be no milisecond'al delay - you wouldn't even have been able to move enough - you would have been shot in the same place you received the bullet.
I will not push it saying - this is great and awesome for call of duty or any other slow-paced team game, where movement speed of character models is slow, in comparison, to quake, I.E. Starting using Antilag would mean changing yourselves as players - you'd have to learn dodging grenades all over again, not to mention bullets, when you're fighting a guy with 64 ping in Toujane, you're running in the middle of the open, dodging bullets left and right, with a wrinkled face of happiness, whilst the guy is trying to hit you with his broken garand, spitting his brain cells at the screen in aggrivation and anger. And change Antilag brings, or any change for that matter, in any old community - is too much to ask.
But still, I want to put this fact out there - anti-lag is not broken, and it works really well, up to about 80 ping (for cod2).
Having a ping of zero, and having to fight zero pingers is never an easy task. You'd have to become more agile, smart, and your slow sensitivities would have to increase, as you'd have to be much - much more - faster with your aim. Registration would be flawless, probably, but to change yourselves as players like that - it's a task only easy for the youth. Which is one thing we are not. I say - imagine. For a split second - equality.
On a side note, people going to cod2tls LAN - right before going to the LAN, spend a week or so, playing PCW's or your own hosted DM sessions, with antilag. You may get mixed feelings about it, and you're really not inclined to do so, but it's a good mechanism to drop your "overpredicting" "leading" mechanisms that ping enforces, and get accustomed with LAN's challenge of zero ping.

cl_packetdup 1
Above is the default value. Packetdup, aka packet_duplication, works with cl_maxpackets. It duplicates packets as many times as your defined digit.
In quake3, when people wanted to fake their pings, they'd put cl_packetdup 5, and it would increase their ping to woping number of 250, when their original was merely 90. It was extremely unstable ping, but it proves the point.
Cod2 seems to work differently. This is the theory:

- use cl_packetdup 0, when your ping is 0-20;
- use cl_packetdup 1, when your ping is 20-40;
- use cl_packetdup 2, when your ping is 40-60;
- use cl_packetdup 3, when your ping is 60-80;
- use cl_packetdup 4, when your ping is 80-100;
- use cl_packetdup 5, when your ping is 100 and above-io
.

And this is The Philosophy :

Here's what I've experienced. Tested this on a server with stable 64 ping. cl_packetdup 2 seemed nice, but a little far fetched, kind of same as cl_packetdup 1, just "stranger" registration. It was really significant, but couldn't put my finger on it. So I ventured into the territory of cl_packetdup 3, and it was really something. Choppyness evened out, it felt like slicing a huge butter block with a hot knife. I told this to all of my friends, and after trials, they all loved it. Believe me not, even the shotgun range increased. It seemed that the server stutters for a millisecond when you hit someone with a shotgun, and you most often kill them even in those situations. Not to mention impossible ranges. Dropped 34 on burgundy with a shotty, felt nice, yet not quite, as days to come flipped the coin.
There are a few noticable deficiencies with it. If you're playing with higher ping (64), and your opponet is playing with lower (32), it becomes apparent very fast, that they get even better "reg" than you do. And it's not a placebo reg dream, this command really works, and we've tested it out quite keenly. So risk at your own cost, fiddling with this setting may either win you cb_wars in moviestar.cfg fashion, or it may ruin your day, aka 3 headshots in 3 rounds back2back, on first bullet (that happened to me, wasn't exaclty fun).

And that is not all. Really high sensitivity players will notice that the "butter-block-hotknife" effect actually affects their sensitivity, which is a bit unfortunate. 5% impact may grow into 50% of rage, which won't benefit anyone.
On low sensitivites, however, my friends were happily fragging with rifles (!), shouting over TS "omfg how did I hit that" going berserk on dawnville, rushing everything.

This is basicly the only command which is prone to be exploited from all the forced and bugged ones, as well as has substantial impact on faces.


TL;DR verdict:
- here's what you save to your config:
seta snaps "30"
seta rate "25000"
seta cl_maxpackets "100"
seta cl_packetdup "1" //(experiment with 2,3, and even 0 on LAN)
seta sv_fps "250" //(make sure you re_type it every time map changes, as it resets itself)



[c]Graphics[/c]

Graphics determine a lot. Some people will never know .. and some will never agree, but such settings as resolution, your GPU synching correctly or a tad incorrectly with CPU, Anti-aliasing settings, and even picmip - they are all big boys, and it so happens that your mouse has to follow in their footprints.

This topic can be called - ify. Even though I'm sure of all the things I write, as I've met them eye to eye, I cannot say that this will prove true to everyone. Even though the principles and algorythms behind pixels, rounding them and what not, are the same to everyone, different hardware, software and many other things present on your PC may slightly give you a different silver lining. You have to remember, that we're not really talking numbers here, we're talking about how those numbers impact you as a human being, and which choice you have/want to make.


[c]Resolution (r_mode "value")[/c]


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I was going to do a mathematical calculation, but after I started weighing what integers matter, I stumbled on something miraculous - who needs all that ? This whole article is not about numbers, Mason, it's about engagement, and where to start it.

The Philosophy :

So I went with common wisdom, and my own generalisations, which I've so painstakingly gathered over the years. This is going to be a very short, yet illustrative example.
The main thing to know about resolution, is that high resolutions have lots of tiny pixels and require either more mouse movement, either higher sensitivity.
Lower resolutions require less mouse movement and lower sensitivities, to achieve the same result.
Simply - less pixel road to travel over for the mouse warrior.

Ever wondered why Professionals from CS, Q3 and other competitive titles stick to low resolutions, like these:

- 1024x768
- 800x600
- 640x480


The answer is quite simple - they go to LANs. They have no idea what kind of gaming setup to expect, so they stick with what they've known for years. And even if they knew everything about monitors/pc's in the LAN they're about to attend - would they spend weeks and weeks recalibrating their sensitivites, to adjust to new settings ? No. That is why they use one of the above resolutions, which are present on probably any monitor out there, and they crop the aspect ratio to 4:3. And it feels just like home.

However, these resolutions are not just good out of the blue.
Look how dividing them brings out a single ratio:

- 1024 : 768 = 1.33(3)
- 800 : 600 = 1.33(3)
- 640 : 480 = 1.33(3)


One of the reasons why Pros stick with these resolutions, is because they started playing back in the day, when hardware was weak, and all it could handle was probably 640x480, 800x600 - tops. So the got used to it. Newcomers to pro scene try their configs, notice that mouse glides over less pixels easier, and they continue the trade.

Now look at most common top resolutions of some monitors:

- 1920 :1080 = 1.77(7)
- 1440 : 900 = 1.6
- 1280 : 1024 = 1.25 (rectangle screen)
- 1360 : 768 = 1.77


They don't seem consistant, do they ?

*Caution - speculation ahead*

I will not go into "fact" mode, trying to prove anything, but as far as anything goes - this 1.333333333333333 ratio can be held as a golden middle. Anything away from it on any other resolution will have significant impact on how well automatic weapons and rifles/snipers perform. In no way should you take these calculations as factual, mathematically correct, or whatever you want to hate me about. I'm trying to put some rationalle into all this, so here's a short illustration of it:


(negative stretch on 1280x1024) 1.25 <------ 1.33(3) ----> 1.77(7) (positive stretch on 1920x1080)


By this short tutorial you can find out what weapon is best for your resolution. Dividing the first number of your resolution by the second one ( 800 divided by 600, for example), will give you a ratio number.
Values of this ratio number to the left (<----) of the golden middle (1.33(3)) identify, that your resolution is better fit for vertical mouse movement. Meaning - holding down Mp44 spray, perhaps garand, or even rifles, if you flickshoot upwards. However, with this kind of resolution you will struggle to follow/lead people in horizontal directions accurately, also, horizontal flickshooting will not be a beach peach.
Values of this ratio number to the right (---->) of the golden middle (133(3)) identify, that your resolution is better fir for horizontal mouse movement. Meaning - following/leading shots on people moving horizontally should prove easier, yet you'll be able to perform vertical flickshots as well, not so vicious though. The sad part is, that it will be harder to control horizontal recoil.

*Caution - speculation ends here*

This speculation was very hard to write down, and I did not want to include it overall, because of missing aspect ratio in the equasion. I strongly suggest not to use this illustration as a measuring tool. Rather use it as a way of understanding how stretching the screen works, whichever is doing it - resolution or aspect ratio.


Safest route to resolutions is to use one of the 3 main ones, which have the 1.33(3) ratio, and every Pro gamer uses. It will remove burden from your shoulders. It's quite easy to choose from those 3, so I'll give you fast tips and benefits they bring to each gun. Small profiles:

640x480
Type: mostly for short quarter combat, as you will struggle to hit pixelated copperheads in distance. Not only hit - see. Different story for scopers;
Best with: aspect ratio 4:3, as it stretches the view on widescreen monitors, and makes the objects appear bigger, however, for mp44 16:9 helps the recoil and aim;
Weapons: Shotgunners - this is probably the best bet for you. Snipers - great for noscopes + you will see targets clearly in the distance through your scope. Riflers - good for flickshooting, but you will struggle with distance and ironsights. Mp44 - recoil is very easy to control, yet you will struggle with distance;
Sensitivity: recommendation - high (close quarter battles mostly, except scope);
Caution: This resolution may prove "too lively", as in too little pixels in your way, and you over-shoot often. Switching to 800x600 will fix it.


800x600
Type: Visibility is quite good. Good for all weapons, ironsights dont get mashed with pixels;
Best with: Scoping - 4:3 (sometimes 16:10 gives an edge, experiment), Mp44 - 16:10 or 16:9(!), Shotgun - 4:3, Rifle - 4:3 for crazy, 16:10 for all-round, 16:9 for vertical shots/flickshots (not really good)
Weapons: All weapons actually work in spades, if well set up;
Sensitivity: Any, although high is viable here as well;
Caution: Very good resolution, but requires patience and slight experimentation.


1024x768
Type: Great visibility, yet makes you work for your recoil/flickshots;
Best with: 16:9
Weapons: Rifles / mp44 ;
Sensitivity: Works best with low-medium sensitivities;
Caution: Requires months of patience and sensitivty calibration, yet, makes you more consistant and happy after you achieve your goals.

TL;DR verdict:
- resolutions that stretch the screen horizontally more, may prove better for scoping and overal - rifling experience;
- resoliutions that don't stretch as much horizontaly, yet condense your view into a more vertical picture, are good for controlling recoil;
- your best bet is to use 3 main "pro" resolutions, and switching in-between then won't hurt your muscle memory and it's dimensional understanding of the screen;
- 1024x768 - very good visuals, requires experimentation on sensitivity, and patience to prove it'
- 800x600 - good visuals, I can only compliment it on every aspect;
- 640x480 - bad visuals, close quarters mostly. Has a "fun" and "lively" feeling to it.



[c]Refresh Rate (r_displayrefresh "value")[/c]


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Talked about it a-lot preivously, I'll try the shortened version here.

So, The Philosophy :

If you've chosen your resolution from the magic 3 (1024x768 or 800x600 or 640x480), it's very likely that any monitor out there will be able to give you these resolutions in spades, meaning - you'll be able to use them on any monitor. If you've bought a brand new wide-screened monitor, which was advertised to run on 120 hz on it's native resolution (let's say 1920x1080), then that monitor should have no trouble running 120hz on lower resolutions. I cannot guarantee for every one of them, but after some googling and using forcing programs you will be able to do it. Be careful though.
If your monitor absolutely cannot do anything over 60 hz, and you really want to improve your aim and performance in your fights - sell it and go for higher hertz.

Wisdom goes like this:

60 hz - whilst some people are used to it, low hertz are tiring for your eyes in general, and the feeling when you control your mouse is not "fresh";
75 hz - this is the bottom line you should go for. I had really good results with it;
85 hz - haven't tried it, but from what I hear, it's same as 75, a bit better. Very common is the 85-90 hz ability on CRT monitors;
120 hz - this should be the new standard. Greatly improves automatic weapon wielding skill, helps with recoil, and is irreplaceable for low sensitivity players;
140 hz (and above) - what can I say, haven't tried it, but from what I hear, it has almost a hack-like advantage over everything else.

In the end, your pocket and hard will to save money, wins. Depends on how seriously you look at gaming. Monitors are not things, that have 2 sides to a coin. You get an awesome monitor, you're likely to enjoy it over a great range of games, you'll enjoy it on movies and browsing the web.


[c]Aspect Ratio (r_aspectRatio "value")[/c]


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Yet, another vast topic for discussion, very slippery, as I've seen graphic card drivers interfere, forcing things left and right, giving you an option to stretch and ratio things differently.
I've decided to be brief about it, and to display only basic things I've found out while experimenting. I will be choosing most common resolutions that would ring true to the majority, and wouldn't put myself into unknown territory, where I'd have to speculate.

A thing to note, in conjunction to my speculation on resolution, is this:
- 4:3 = 1.33(3)
- 16:9 = 1.77(7)
- 16:10 = 1.6
That kind of explains why 1920x1080 is a 16:9 resolution, doesn't it ?

However, I'm always searching for an edge, and CallofDuty2 is a perfect game for it. That's why we will be talking about forcing some Aspect Ratios on resolutions they don't belong.

Again, The Philosophy:

4:3 (Standard)
It's what we all used on CRT's and first batch of non-widescreen, rectangular LCD's, when they started coming in. I'd love to go for a 120hz LCD monitor that is rectangularly shaped.
You can still do that - had you set your resolution to 1024x768 or anything like that, which has 1.33(3) ratio, then went into on-board (via monitor buttons) monitor's menus, you should have an option of setting your scaling/ratio to either "Full view ", "1:1 ", or "Aspect ":
- "Full view" would stretch 1024x768 all over the screen like a rubber band, making objects bigger, yet a bit stretched. Aiming in with a scope at someone's head in medium range makes the head look really big;
- "1:1" would just put a small window windows in the middle of the screen, which is 1:1, pixel by pixel, 1024x768 resolution. It would be surrounded by blackness around it. Not really good for anything, imo;
- "Aspect" would basicly give you an effect alike with old LCD's, which were rectangular. 1024x768 gets stretched both verticaly and horizontally, however, the interesting thing is, that it's not overstretched. The only parts that get "blackened" are the right and left sides, giving you an almost accurate re-creation of a rectangular monitor, if that is your preference.
What makes me sad, is that I cannot experiment with this anymore, as newest Nvidia drivers disabled this kind of scaling, removing certain options from Nvidia Control Panel, which let you perform these tricks.

What most of us will experience with 4:3, if none of the actions above are performed, a stretching of a screen, like a rubber band. I've seen people play like that, and I have to say, on main 640x480, 800x600 and 1024x768 resolutions, this aspect ratio not only gives curious results, but gives you an impression of speed, when you're moving along the map horizontally, especially strafe-jumping. It acts a bit like vertical increase in FOV, in a sense that you will feel like you're moving faster. FOV gives you real visibility benefits, 4:3 does not - on widescreen monitors it will chop off the sides, making your picture a liiitle bit less informing.
I may be the only one, and if I wasn't currently playing with a special config, I would go with 4:3. It's absolutely amazing for scoping and shotgunning, high sensitivity/mouseaccel works like a honey with it as well. Rifling is also very nice, yet, automatic weapons become difficult, as the picture is stretched horizontally, and whilst recoil doesn't double factually, it certainly does visually.

16:9
What I found about this Aspect Ratio, is that it's really good with Autos, Garand and sometimes Shotgun.
The properties of 16:9 on 640x480, 800x600 and 1024x768 are purely vertical:
- What I found with Rifling and Scoping, was that it's easy and nice to flick upwards and downwards, especially if you're jumping behind a tank/boxes, and I found this kind of flicking more successful, than flicking sideways (unless m_pitch is involved);
- What I found with Mp44/Garands and overall automatic pew pews - 16:9 is Heaven. If you're building a config, and want to help your eyes whilst controlling recoil - this is the way to go. I will expand on this topic when we reach in-game Mouse configuration section.
- What I found out about Shotguns, was that you're more often than not heavily exposed to bullets, in your short/medium range battles. What I can tell you about shotgunning, is that you will be hit at least once or even twice, before you manage to take down your enemy, especially if you're playing on 40-70 ping. How things come together here, is that if either you have a lower sensitivity shotgun, or a higher one - when you're hit, your crosshair jumps up, because the bullets "are hurting you", and thats how cod2 is coded. 16:9 helps you with that - remember, it's a vertically beneficial thing. I will not expand any more on shotgunning here, I will make a special section about it in 4th part of the article, but playing on 16:9 with a shotgun, I found it really OK, complimenting to vertical flicking and control.

16:10
For about one and a half years I've played with this Aspect ratio, and I did not find it engaging. It was like a middle of a middle - I made some rifling configs, made a nice scoping config, some configs that were good for everything, but I never found any "edge" with it, which could be exploited for a single weapon, or all of them. Tried to get my Mp44 to norecoil, everything seemed peachy and nice, but somehow it was just too hard, in comparison with 16:9. 16:10 is basicly 16:9 slightly stretched to the sides on the main 3 resolutions of 640x480, 800x600 and 1024x768. That is neither good, or bad.
With this aspect ratio you will find that text on your Scoreboard and in the Chat is slightly better looking and the visuals are a bit better than with 16:9, that's about it.
Don't get me wrong, it's not a bad aspect ratio to go with, it's basicly good with everything, but I cannot say that it's distinctive. If you go with it - you'll need 3 or more months of patience and fixed sensitivity and all other settings, in order to feel any sattisfaction. Every gun will shoot well, but you will not reveal their true potential (except, perhaps, rifling). I sometimes like to call percentages, so I'd call it like this - it will let you reveal 70% of every gun without a greater strive, on a good config, but those 30% will have to be compensated by your hand, and man, it may prove very aggrivating, if you really like to play without a routine and pro-longed warmups.

TL;DR verdict:
- Keep in mind that this Aspect Ratio witchcraft and all the wisdom that comes from it is directed at modifying these 640x480, 800x600 and 1024x768;
-- 4:3 = the mother of this craft, the feel of freshness, speed flickshots and joy are it's bragging arguments;
-- 16:9 = verticality, it's a workhorse for controlling recoil;
-- 16:10 = with patience and hard work you will make every single weapon work with it.



[c]Anti-Aliasing (r_aaSamples "value")[/c]


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I'm doing the Anti-Aliasing option first, in front of Texture Filtering, because there's a concept I'd like to explain, which is felt substantially, if you're observant enough. 19-19 or 19-1 on the Scoreboard is one way of feeling things.

I kept thinking about it, and couldn't find another good example but this one - Football.
Of course, anti-aliasing works as a smoothing tool for visuals - it rounds some pixels, makes things look rounder and who cares what else.
What we care about, is what does football have to do with it.

Football would be nothing without ball control technique. We wouldn't watch it. Footballers will undoubtedly tell you, that professional play would be nearly impossible without correct footwear, leg-guards and lovely haircuts.
How does CallofDuty2 come in here ? Well, the game and it's movies wouldn't be anywhere near they are right now, without advanced aiming technique, also known as flick shooting.
Lets go back to football for a moment. Imagine, if football boots had no teeth in them. I think we'd be watching a comedical ice-hockey, instead of football. Haircuts would be ruined, uniforms muddy and dirty. Slippingabout would be the name of the game.
The same thing goes with flick shooting. After pro-longed testing, I couldn't believe it myself, calling myself placebo-prone. However, my in-game results and the feeling I received was very substantial, so I made a conclusion.

Let me briefly explain flick shooting (this section will also appear in 4th part of the article):

Flick shooting is basicly a fail-proof technique, which enables players to dodge bullets and output damage at the same time. How is that so ?

You might have seen noobs in pubs (extreme nubs I mean), who take a rifles, and use them dragging their mice slowly on a target, shakingly correcting up and down, until the ironsight is directly ON, only then they press the button. That is not a fail-proof technique, and everybody knows it. Because when you get to play some players that are at least med+, they already know that you have to move around a lot, especially if someone is aiming at them. So what happens, when this nub is pointing his rifle at a guy, who knows what he's doing, and is moving in a sophisticated dodge pattern ? He keeps following, keeps following, keeps following, and hesitates to shoot, because he's not sure if he'll hit it - his screen becomes a chaos, and the enemy dodging him will either run away, or as soon as the nub misses him, will stop/jump, and put a headshot through his empty skull.

Flick shooting evades this problem. Correctly executed, in range of 30 ping, it's absolutely deadly.
Flick shooting is not monochromatic, meaning - it's not a one-sided and definitely not a simple technique. It has different variations and executions, AND on different sensitivities it's good for different ranges/situations.

However, the concept of it is quite simple, and mostly consists of 3 steps:
- STEP1 - seeing an enemy;
- STEP2 - pausing/fixing your crosshair/ironsight in place somewhere near the enemy (low sensitivity), or from the current position that you're aiming at (high sensitivity);
- STEP3 -applying huge force and speed dragging your mouse towards the enemy, and clicking to shoot, when you calculate a hit.
Now, this does not mean that you have to drag the mouse, stop it, wait for it, and only the shoot. Yes, you can do that, but it's not real flickshooting. Flick shooting is speed. The biological side of it is, that when your muscle memory becomes great with your current setup, your brain will also come into play. In other words, when you fix/pause your mouse for that split second, your brain quickly takes a "screenshot" of the whole situation, analyses it and calculates the distance from the current position of your ironsight/mouse and how much force should your hand apply, and how fast should the finger click the button in the midst of that dragging, so it would be dead on target.

It's an extremely sophisticated action, the highest form of skill in any fps game. It's viable for automatic weapons, rifles, scopes shotguns and anything you use. Yet it's slightly different for every single one of them.

My opinion and awards:

- Players who flickshoot with low sensitivities, no mouseaccel, actually get the best results, as they are much more consistant, and frags + confidence give them an edge in cb wars, meaning - wins. You will notice that most elite players on clanbase choose this way of the skill ;
- Players who flickshoot with high sensitivities, no mouseaccel, are usually scopers, or shotgunners. High sensitivity is good with these weapons, and since both classes have a taste of survivalism built into them at any team-encounter match in CoD2, it rings true. Rifles and Automatic guns don't tend to be as successful, they suffer greatly because of inconsistency, still - you'll find players who've come accustomed to it, and are somewhat successful;
- Players who flickshoot with low sensitivities and mouseaccel, are very rare in-between. Very few people play with mouseaccel, as they think of it as dark magic, hurting your aim. Frags, if present, in this division of players, are usually impressive, all-round;
- Players who flickshoot with high sensitivities and mouseaccel, and manage to hit a lot, are probably the best of us. Your nerve reaction, brain response, finger coordination and the whole process of flick shooting has to be extremely precise and developed. Such players are quake3 players, like Cypher, Cooller, Av3k, oldschoolers like Fatal1ty and many others. You put them into Cod2, give them a rifle or a shotgun, a week to warm up, and you can safely /uninstall. Greatest respect to these people, who are walking on the edge, successfuly.

So where does this humongous load of bull fit in with football, and anti-aliasing ?
In CallofDuty2, Anti-Aliasing: 4 combined with Texture Filter: Anisotropic, as well as higher settings of Texture settings: (Extra, Extra, Extra), put "teeth" into the technique of flick shooting.
It wont give you anything specific, anything to visually notice, but the result is substantial and as follows - without "overloading" your screen with anti-aliasing, which has to count pixels, round them and whatever, you will get a slippery-grass efect, where it's difficult to fix/pause your mouse in single place, found in step 2. In football, you need to do fast starts, fast stops, and the teeth in those boots help you tremendously. Same thing here - the flick from the starting point, discussed in step2, is you, doing a low-start on a football field, digging your boots in the grass before taking off.

If you wish to try it yourself, dont change anything on your setup, except these:

#1 - the no_teeth on the boots version:
r_mode "0"
r_aaSamples "0"
r_textureMode "0"

and set all the Texture settings (picmip) to Low Low Low in the menu.

Try playing with it. You will see that it's too lively, slippery. Now try this:

#2 - the football boots, teeth in place:
r_mode "2"
r_aaSample "4"
r_texturemode "4"

and set all the Texture settings to Extra, Extra, Extra.

What you will notice, that some sort of grid has appeared on the screen, which is not visible, only felt when trying to perform a flickshot. In my thorough experience with this, I found much more consistant results using Anti-Aliasing, not to mention the improved picture quality and visibility.

This whole explanation mostly covered weapons for single shots, weather you shoot a rifle, scope, garand or mp44 with a single bullets flickshot, and go for a headshot. However, if what you need is a constant spray of bullets and that's your bowl of soup, you should definitely try playing with Anti-Aliasing turned off. It will give you an impression of mp44 having a much more managable recoil in a full-clip spray, and the thing that I found with Garand, was that it shoots much more consistantly, and faster, without Anti-Aliasing. Could be just a visual placebo, if you never try it, you will never know.

Anti-Aliasing has many values you can set, but I recommend you to experiment with either r_aaSamples "2" or r_aaSamples "4", which is a stronger value.

TL;DR verdict:
- anti-aliasing, set to 4, may improve the job of consistant flickshooting;
- automatic weapons give a placebo/reality of lower recoil, used without Anti-Aliasing.



[c]Texture Filtering (r_textureMode "value")[/c]


[c][/c]


Texture filtering calls back to Anti-Aliasing explanation, and the "football-boot" theory discussed there.
However, I will add a few observations here as well:

r_textureMode 0 (nearest)
r_textureMode 1 (linear)
If you're a tetris player, you'll love it. Or a moviemaker, for that matter.
What it does, is make the screen look all pixelated and sharp. Will come off as disgusting and out of place for most, but there's another side to this coin. It makes the screen so sharp, that if you remove your hand from your mouse and stare at the distance, everything will look like it's a non-moving, not a live picture, it will look like a screenshot. The advantage in that is, if a grain of sand moves whilst your mouse is not moving - you will instantly notice, without having to move your eyes around the screen, checking corners or spots for movement or any hazardous enemy-like distinction.
In the old days we used to get 5-10 FPS boost from this vandalism to the screen, nowadays, with the way GPU drivers and DirectX works, I question it, and even feel like it's hurting the frame rate.

How to use it ? Here's an example:
Bind it to something like mouse4:

bind mouse4 "toggle r_texturemode 0 2"

Instead of 2 you can use 3 or 4, it's your preference. The real question is why do you need to toggle it to a button, that is easy to reach ?
We've all been in that situation, when you're given a job to watch crossing positions, where enemies tend to run, peek or whatever the weather. Good example is Dawnville, the back of B. If you're leaning towards B houses, you only seeing the windows in the houses, the white house entrance, but also the niche near the church, the burning car in the middle of the map, and even orphanage, if your screen stretches enough. The trick is to play Dawnville with a higher gamma setting, something around 2 or 3 (since r_fog is no more, far-away places and n-door locations are really dark), so if you have a well balanced gamma setting, and in you toggle your bind in this situation to make everything pixelated, and start staring at one spot on the screen, as soon as you see ANY kind of movement, you will instantly notice.
This kind of scouting may prove difficult and a burden, which some will find unnecessary, what I say is - it's better to know about it and have at your dispossition, than not.

All in all - you probably won't use it for regular play, as text becomes un-readable (especially with 16:9 and low resolutions).

r_textureMode 2 (bilinear)
This setting is the most "blurry" from all others. I remember putting Texture Settings (picmip) to Low Low Low on 1024x768, using Bilinear, 120 hz on my monitor, USB polling rate at 1000hz with com_hunkMegs "512" and a low sensitivity, and thinking "now thats milk". This kind of setup is probably visually the most smooth and edgeless, and when you don't get screen tearing with your up'ed Hz, it's mezmerizing.

r_textureMode 3 (trilinear)
Blah.

r_textureMode 4 (anisotropic)
This is a different beast to Bilinear, as it has same properties - smoothes everything out, but adds a certain quality to it. It also works very well with "football-boot" theory as a contributor. I strongly suggest this for any kind of gameplay.

TL;DR verdict:
- Nearest - for extreme situations ;
- Bilinear and Anisotropic are to be experimented with;
- Flickshooters may like Anisotropic.



What touches upon Graphics, that's basicly it. If I happen to remember something distinctive or important I have not covered yet, or if someone makes a suggestion, I will update this section. Any update will follow a post, for this is a wall of text, who can be arsed to re-read it constantly.


[c]Performance[/c]

Simple, short section about commands that monitor, force or enhance performance.
This may be updated in the future, as I don't see it fit right now to expand on miniscule improvements in fps, as mine and most other systems are so strong, they need no fps tweaks.
This section will more likely correspond on your human interraction, meaning help to your eyes and hands.


cg_blood 0
cg_brass 0
cg_marks 0

Turns off blood, bullet shells, marks on walls left by bullets - visual and FPS increase;

r_polygonOffsetBias 16
r_polygonOffsetScale 4

Turns off wall decals (stickers/paintjobs/marks). If you're thinking competitive - you should use this, improves visual awareness greatly;

r_aaAlpha 0
If you're using anti-aliasing, this determins how the circus of pixels blends together. Integers are 0, 1 and 2, meaning - 0 is the fastest, dishes out more fps, 2 is slowest, but giving best visuals. Only if you're moving a movie config, or going for visual sattisfaction, do these integers matter, on all other occasions use 0.

r_anisotropy 2
Either they patched it in 1.3, either something happened. Remember back in the days I was able to set it to 0. Whatever.
This controls how fierce the Anisotropic texture filtering works. Integers go from 2-16. I have to confess, that I always went with 2, so you may find experimentation here fruitful, because we will be using Anisotropic filtering in 4th section of the article, where we discuss how everything inter-connects.

r_rendererPreference dx7
Directx 7 = performance + visibility, Directx 9 = quality + lower visibility. Directx 9 may have other qualities you may like, and some people stick with dx9, yet for competitive play I strongly suggest Directx 7;

com_hunkmegs 512
This cvar controls how much RAMs your game is to use. "160" is the default value, and "512" is the max value, that the game allows. If you have well over 1gb of RAM - you're set with "512". If you have less than 1gb, take your ammount of RAMs, divide it in half, and that is the integer you're to use. Example - 512 RAM - use 206 as the value of choice.
And by the way - hunkmegs has the same characteristics of improving your game's feeling, as Monitor's Hertz and Mouse's USB polling rate does - it makes everything smoother, less choppy, also improves your performance. Strongly recommend.

ai_corpsecount 1
Self-explanatory cvar. 1 is the lowest value, as using 0 will crash your game. It's to do with how many corpses you see on the screen, yet you may experience bugs with it, when you turn a corner, where your teammate has killed an enemy, or died himself 5-10 seconds ago, and the death animation will still play on your screen. This cvar may be responsible for it.

r_gpuSync 3
This cvar is hidden from everyone's eyes by a number of 3 and cautious recommendations, however it's an important cvar. What it does, is determines how well the GPU talks to your CPU, in other words - synchronisation. Tweaking this command in the old days was more than not recommended, as badly combined hardware and low FPS framerate needed GPU very well synchronised with CPU. If that was overlooked, and this cvar was forced to a value of 0, it sometimes resulted in keyboard-mouse lag. However, nowadays, on some/most (!) systems that can be ignored, and gives life to your mouse. On my system, on certain setups, mp44 recoil would never be as easy to control, and flickshooting with kar98 would never feel so organic, if it wasn't for the 0 value.
I recommend only switching between 0 and 3 integers for this command. If you're willing to experiment with other values, go for it. For people not sure and not willing - 3 is your value. Complete sync.
P.S.: Tweaking this cvar in conjunction with sv_fps 250 cvar tip may give positive results, or at least a resultative placebo.

r_multigpu 1
What this should do originally, is give you an FPS boost, if you're using SLI or CROSSFIRE, meaning - two video cards.
However, it's been proven that on some (!) single cards, setting this to 1 gives an FPS boost. The thing I'd like to caution you about, is that using a value of 1 on single cards, where this bug does not seem to work, may induce keyboard/mouse lag, so if you feel something's wrong - this may be the cullprit.

r_zfeather 0
This controls how Smoke is handled in cod2. In the graphics menu it's also known as "Soften Smoke Edges", and you're able to set it to "Off = 0", "World Only = 1" or "Everything = 3"
This setting overall, is a peculiar one, and I forced myself to go to Tweakguides.com, CallofDuty2 tweak guide, and read. From my experience, as I've changed my hardware, I had different experience with it, even on different drivers, but what tweakguides suggest, is this:
http://www.tweakguides.com/images/COD2_8.jpg
Notice how in the "OFF" setting, some layers of smoke are a tad easier to see-through. Yep, go for OFF, or experiment with all values, as your hardware/drivers may act differently to these settings.

com_maxFps 250
Integer 250 has been proven mathematically to be the highest value to be allowed on CoD games, and the most beneficial of all.
However, some people may either be prone to their hardware's limitations and not able to use 250, or just keen on something else.
So here's a short snippet: the only values you should tweak this to, are 125 or 250. Absolutely everything else gives you negative results in either distance or height speed, whilst strafe jumping.
125 - there's really nothing to diss too much about it, and for people using mouseaccel + medium/high sensitvity - better, as slight unsmoothness of the screen gives them a boost in glueing their crosshair on a single pixel, and then flicking it towards the target. It's a sophisticated technique, but for people already using it, it may be a useful tip. So 125 may prove good to rifles and scopes, shotguns, but should be avoided by mp44rers and Garanders. These weapons won't shoot as fast, and it's very noticeable.
250 - It's good for absolutely everything, best integer to use.
A little about in-consistant frame rates. for instance you can't just reach 250, or you can go as far as 150, but no more. In my experience, puting in 250 as your chosen value, and having your FPS range from 200-230 and no more, is still better than 125. That is to say - depending, on what kind of gun you use. Jumping framerates are never good, they hurt your strafe jumping and you may find that only on some maps and only some parts of those maps you will be successful, due to FPS issues, however, if you're striding for a no recoil mp44 config, or you really need your garand to shoot a tad quicker - go with 200-230. If the frame rate jump range is very big, like 170-230, you may want to lock it at 125, for better results.

TL;DR verdict:
- This is what I recommend:
seta ai_corpsecount "1"
seta cg_drawfps "0"
seta cg_drawLagometer "0"
seta cg_blood "0"
seta cg_brass "0"
seta cg_marks "0"
seta r_aaAlpha "0"
seta r_anisotropy "2"
seta r_polygonOffsetBias "16"
seta r_polygonOffsetScale "4"
seta r_rendererPreference "dx7"
seta r_gpuSync "0" // read above
seta r_multiGpu "1" // read above
seta r_zfeather "0"
seta com_hunkmegs "512" // read above
seta com_maxFps "250" // read above



[c]Keyboard layout[/c]


[c](Invalid img) [/c]


I cannot tell You how to configure Your keyboard.
I will not try and force You on anything with it. Yet I will display and elaborate on certain details.

Despite the fact that most of you already are mach1nes at your own setups, and you tick like clockwork, without thinking, there still are quite a few people struggling every day. Trying different configs, constantly searching, losing time and overall - wasting their day on jumping back and forth in between setups. Been there, done that, a long time ago, and it wasn't a pleasant feeling, therefore, I will be strict on this section to common sense and my findings.

For people, who are looking to improve only 1 or 2 layout issues, and when they see this bizzare, yet sound setup - this is what I have to say - please, do not lose yourself in all the innovation. If you've had a setup for years and years, and you do not find anything wrong with it - it's not necessary to re-calibrate yourself. In the end, after all the tweaks, you'd just be going to the square 1 - your old setup, and cursing me.

However, not minding what I've just said, and thinking about braver people, who throw themselves into chaos and the unknown - this is what I have to say - innovation is good. Change is good, especially if you're still young. And even if you're not, if you keep a steady stream of new things coming into your life, you will see that you're always moving, always working, always feeling great and most importantly - alive. If you sit long enough with your white pants in the mud, the pants will become the mud. And so will you.
These words are not to be taken lightly, as if you're brave enough and do it at the cost of your own results - your team may not like it, and they might just "throw you away". I, myself, would use that to my advantage, to see who my real friends are and why do they need me, but some of us treasure our bonds, and theres nothing else to say. Just be careful with your experimentations.

So here we go, The Philosophy:

This setup is about competitiveness. Speed. Shortest time between in-game actions, as well as important real-life counter parts - shortest travel distances for your fingers, least awkward actions, some tips on how to switch buttons, so when pressure is applied, your hand is not only warming itself up, circulating blood, but it also benefits your aim as in - doesn't hurt it. I will also include a few tricky techniques to speed a few things up. These are the topics I'd like to talk about, and some more.


[c]Holdable vs Toggleable[/c]

This is about weather you have to hold your button to perform an action. There are two types:
- Holdable - means , i.e. have to hold your button to aim down the sight;
- Toggleable - means , i.e. once you press a button, your gun zooms in, and to zoom out, you have to press it again.

Why does this need a thorough explanation ? Some people have played with default settings forever, never wondering, and have no idea what the heck is this all about.
However, we have to remember, that we're talking about competitive play here, a speed config. Every time you press a button to zoom in, and you need to run away after zooming and making a shot, and to do that hastily, you have to press it again, to zoom out, and only then start moving. And what if you were crouching ? It's even worse. You will have to execute several actions at once, in a specific order, so that you will not lose time on it.

The time it takes for your brain to send signals back and forth your hand, is a waste. The more of those signals, needed - a waste of energy as well. Imagine if walking forward in CoD2 was done not by pressing a button and holding it, but by pressing it 500 times, for, lets say 50 meters. Can you imagine how your fingers and hand would ache after a match ? Not to mention an exploading head. It would be almost like playing a strategy game - your head would have to be counting all the time. And listen to this - when you're doing your homework only (intensely), or you're working out in the gym only (hard) - you get exhausted, right ? Either your body, or your brain, uses humongous amounts of energy, and later needs food and water to replenish the losses in energy. And what would happen had we combined both ? Hand clicking hard, constantly, with your head not trying to miss a door, or perform a strafe jump (omfg, right?), whilst thinking how to dodge a bullets, throw nades, timing situations, deciding what strategy to choose and making mental notes what has the enemy done the previous round. Just imagine that.

And how would that impact your duration in long gaming sessions, and energy cycle ? It's possible that you'd lose a few pounds, get skinnier and develop problems for finger joints (imagine several years of it). The only positive result would be on the brain, as work is always good for it. However, you would need to take long pauses in-between matches to eat and drink, and there would be problems we can't imagine just sitting contemplating here.

The reality is not so horrible as our "imagined example" (just look what happens when you change the principle on which a single frequently-used action is based on), but this example rings true, even if its slightly out of proportion. That is why I recommend to use buttons for most common movement actions like Aiming Down the Sight, Crouching, Proning, Leaning, etc. NOT ON TOGGLE, but as HOLD DOWN buttons. That way, when you're in a fight, you'll be able to shave off milliseconds from each situation, by just releasing a button, instead of having to press it once, twice or even more times, especially if it's a bad keyboard you have to deal with . Your enemy will be having to follow not a somewhat "fast" target, but a rabbit fast target that changes positions, stances and what not - rapidly, and returns fire at the same time.

Another thing this tension inbetween buttons and fingers does, is puts your hand at constant touch with the keyboard. Always working, always pumping blood. Every single finger that you use with HOLDABLE buttons will work better, because other fingers will be engaged more, constantly receiving information about the position of the hand. That is what I like to call engaging comfort, which gives satisfaction and results.

A thing to caution you about: if your setup is awkward, HOLDABLE buttons may hurt you rather than help. I'm advising only on the settings I've brought from Quake3, where speed matters more than anything.


[c]Binding your mouse[/c]

Most of us have been used to having Mouse1 as a firing button, Mouse2 as ADS (Aiming Down the Sight) button - for years. And there is nothing wrong with any of that, even though I actually managed to find a some faults.

This example is in no manner to be taken as the cullprit or a cementing fact. It's a probability, though. When I decided to move from quake3 to cod2, playing it increasingly more often, I noticed that PUB players are very static. From the whole community, you could count people on 3 fingers of a hand, who could and were willing to perform anything dynamic, like jumping behind a tank ant trying to shoot you that way. This was 2005, and as vcod's legends were leaving the ship, rookies were joining in, lookin pale green. And when I think about it - every single CoD2 config I've ever tried analysing or looking into was binded the way described above - Mouse1 fires, Mouse2 ADS.

My conclusion is, that it's not a natural button for ADS. Basicly, how you have to configure your mouse, is - there shouldn't be intense tension (in contrary to the keyboard) at the same time. Mouse is a precision tool, and hard boiled tension from different sides may damaging to your aim - even if slightly. Remember, we're not going for that 80%-90% good config, we're going for a whole 100% here. Another thing about the mouse is that there should not be a conflict of interest - you shouldn't bind an action to your MouseWheel, that needs to be executed whilst you're shooting. So what I can suggest, is binding Single, seldom used, not-that-important actions, which you have to do, perhaps, once a map, to your mouse. We will be switching our ADS buttonon with Jumping button as well:

- bind mouse1 "+attack"
- bind mouse2 "+gostand"
- bind mouse3 "+frag"
- bind mouse4 "+holdbreath" //(optional)

A little about everything, and "The Why whizzbys".

mouse2 - for jumping
I was searching for something beneficial in Quake3, to help me learn strafe jumping on some tube map with pads in-between, which was created with a thought of developing strafe-acceleration skill. Opc1 was the map I think, loved it.
Anywhat - I could not force myself to time the jumps correctly with my keyboard (was a brand new USB keyboard), I would always miss the jump by half of a millisecond or so, which would slow me down. So I though - why not look at professional trickjumpers and their configs. At that time one of the more popular movies was CeTuS - the movie 2, so I went for his config. There was absolutely nothing special there - Sensitivity 5, yet what intirgued me, was his jump button bind - it was Mouse2. You will not believe me on this, but after rebinding, I managed the whole lengthy jump on 2nd try. It felt SO GOOD.
Why is it so good, you ask ? I find constant tension on Mouse2 (remember, we've decided to use HOLDABLE instead of TOGGLEABLE buttons on everything, to strive for speed) damaging to aim. All your mouse is needs, is for the middle of your palm to touch it for tension, and your "side" fingers to move it sideways. The more fixed and less tasks these fingers are burdened with, the better.
After 1-3 months you'd understand and agree, I'm almost positive.

mouse3 - for nading
The good thing about binding your Frag Grenade to Mouse3 (or any clickable button on your mouse), is that in certain situations, using different abilities of your cod's skill arsenal (particularly - cod2), you will be able to throw a nade whilst planting a bomb (you hold the nade button, and start planting the bomb. whenever you want, in the middle of planting, you can release the nade button, and keep the bomb planting button pressed, until you finish planting. what will happen, is that you will be able to nade in the middle of planting, which may come as a surprise for your enemy), run with your nade to every direction possible, prone, stand, crouch and move whilst doing that at the same time.
t is quite simple why - most people often bind their frag grenades to their keyboards, meaning - in order to throw a nade, they have to sacrifice one of their movement keys that very moment of truth.
It's not only that, I find aiming my nades easier and faster that way, but to different people - different things.

mouse4 - for occasional breath hold
I've added this only to keep this in sych with my theory. And the theory says, that if you're a fast-moving scoper, who doesnt like sitting in one place, waiting for an enemy to pop out, then perform holding breath + make a shot, and you're rather a sniper that tends to check corner fast, and move along, to catch people off guard depending on timing and action-counteraction balance in the map, THEN ... I strongly suggest using Mouse4 button (side button) as a fail safe for what I'm about to suggest.

Actually, there is a so-called "Sniper fix", that allows you to exploit the way Quake3's engine is coded. It's nothing special - it's an automatic hold-breath mechanic.
All you have to do, is, when you connect to a server, open console, and type /+holdbreath, press Enter, and .. you're done. Everytime you zoom in, your breath will be held automaticly.
Mouse4 is needed as a bind in my configuration, because every other comfortable and non-damaging to the whole ergonomics theory button is occupied on the keyboard, and I find mouse4 "alright".
Whilst not using /+holdbreath tweak in the console, you can perform everything with it - hold breath whilst jumping, crouching, proning, running - in every case scenario. And in cod4 - mouse 4 is "alright" for sprinting.


[c]Binding your keyboard[/c]

It's a bit hard describing everything in a tight manner, so why don't we look at some actionsfirst, and then I'll try to come in slowly with how ergonomics work out an advantage:

#1 - changing your gun, throwing a nade/smoke, aiming down your sight, shooting whilst holding prone/crouch buttons ;
#2 - transitioning from a pressed down crouching button to a prone button in a fluid motion, in order to not pop up behind a wall;
#3 - doing a jump + crouch manouver to fit through tight windows, or simply to get a muscle memory to do it after every jump, for showing off;
#4 - throwing a nade whilst planting a bomb (explained above) ;
#5 - doing fast cycling of weapons trick whilst constantly moving sideways, back and forward ;
#6 - being able to run left+right+forward+backwards whilst "cooking" a nade;

These I find the most important. If anyone wants to make any additions, I'm all ears, my imagination is having an absolutely lovely afternoon session of FUUuUuUu. What I want to say about these actions, is that probably every single one of you perform them on a daily basis without greater thought, just muscle memory and your hands doing things for you. That's all good, but I've noticed over the years, that people use peculiar buttons for - use -, - smoke -, and even - crouch - or - prone -. Whilst they happen to do the job, I find it smart to divide the keyboard in sections that are not only non-awkward and run those actions in spades, but ALSO are tidy and assign purpose for every finger. Keyboard Nazi Placebo Grammar book about syllables, but if it works - yolo.

Letsa finish the blabbering about theoretical advantages, and go straight to business - the layout:

- bind W "+forward"
- bind A "+moveleft"
- bind S "+back"
- bind D "+moveright"
- bind Q "+leanleft"
- bind E "+leanright"

- bind CTRL "+prone"
- bind SHIFT "+movedown"

- bind C "+activate"
- bind R "+reload"
- bind F "+smoke"

- bind ALT "weapnext"
- bind SPACE "+speed"


Lets go with a little bit of theory. Notice:
- The 3 middle fingers of your left hand are responsible for movement-related things - moving + leaning ;
- The smallest, "the pinky", is responsible for stance actions only - crouching + proning ;
- The pointing finger, "the index", is responsible for gear actions - smoke, relaoding, and action (use) button ;
- The biggest finger on your hand, "the thumb", is responsible for most frequent weapon wielding actions - switching + aiming ;

You'll say - there's nothing special about this, just another awkward config, not worth my time. .. It may well be so.
But there are people with different bone structures, and when you're talking ergonomics, there are improvements to be made. Look at different shaped mice - if nobody ever thought about the potential ergonomics and what can it offer to the table, where exhaustion, fingers, wrist, damaged joints sit all together cramped up with lazyness and stubbornness, we would never have this variety of mice, and would probably still be playing on rectangular boxes with buttons on them.

Before judging, think about this:
- in a fierce firefight, when milliseconds matter, there are bodies lying all over the floor with dropped down weapons all around them, and you're rapidly running out of bullets - which finger motion will be more fluid, natural, and less awkward (!) - an Index finger drag to the left for button F, or a fast tap down the keyboard to press C ?

I could do this for every single one of them - Space is easy to press with huge thumbs - and hold for prolongued periods of time, whilst using the 3 middle fingers to move around. I also found it the most natural button to press on the whole keyboard right after Shift.
And so Shift is the most suited button for doing a crouch in mid-air, whilst making a strafe jump.
Ctrl for proning ? If you're in the middle of a fight, and you need to go to prone from crouching position - you don't want to stand up and then go to prone from standing position, right ? You'll get shot. So what you do, is either - slide it down the keyboard, making Shift -> Ctrl transition, or simply extend the "pinky" thinger, and press Ctrl with the middle pillow of it, which is in between last and first joint in the finer - you'll be using your hand in a tilting motion. Whatever floats ye boat.

It may not be the best configuration out there - you can improve on it according to your own wisdom. By my wisdom strongly dictates:

- Every button must be as close to reach as possible, also - big;
- Button positions must engage your "keyboard hand" - warm it up;
- More work should be done with the keyboard, leaving the mouse for single actions far inbetween and deadly blows - it will improve your aim;
- Think about it - which finger do you feel is the most awkward on the keyboard for you ? Assign least used buttons to it.;
- Realise what your style of play is - things you like to do most should be closest to reach - you can't do everything perfectly.

I've had this nearly exact same setup (switched CapsLock as prone to Ctrl - feels right now) since 2008. I really don't find anything wrong about it, except, perhaps scoping. And still - it's not a problem.
On other games - as well. Wherever jumping is involved, I find it as an advantage, combined with everything mentioned above.

Since we're in the keyboard layout section, I'd like to mention a few more beneficial commands, that may save some time for you:

- bind TAB "+scores"
- bind KP_MINUS "+scores"
- bind KP_ENTER "record"
- bind ENTER "rcon login yourpassword"
- bind BACKSPACE "toggle snd_volume 0 1"

- bind , "chatmodepublic"
- bind . "chatmodeteam"
- bind / "mp_QuickMessage"

- bind 4 "openScriptMenu ingame changeweapon"
- bind Z "openscriptmenu quickresponses 3" //amomovai !

- bind CAPSLOCK "NOCLIP"
- bind MWHEELUP "give ammo"

- bind UPARROW "TIMESCALE 1"
- bind DOWNARROW "toggle r_xdebug 2 0"
- bind LEFTARROW "TIMESCALE 0.01"
- bind RIGHTARROW "TIMESCALE 11"

- bind F1 "rcon pb_sv_banempty"
- bind F2 "rcon pb_sv_kicklen 0"
- bind F3 "openscriptmenu call timeout"
- bind F4 "pb_plist;wait 4;ac_players"
- bind F5 "sv_iwds"
- bind F6 "sv_iwdNames"

- bind F9 "name fUUuuUuUUuuUUU"
- bind F10 "name uuuUUuUuuUUuuuUuuuuu"
- bind F11 "name UUuUuUuuuuuUUuuuuu"
- bind F12 "screenshotJPEG"

- bind MOUSE4 "toggle r_gamma 1 1.5 2 3"
- bind MOUSE5 "+binoculars"
- bind MWHEELDOWN "+melee"


A config for this section (with explanations for the binds above) is available here:
http://speedy.sh/ag5ER/keyboard-layout.cfg
It's not a permanent link, if it gets deleted - tell me, I'll upload. (if anyone can suggest a site that could hold very small files for prolongued periods of time, i'd be grateful, gonna be needing that in the near future)

[c]Prone trick[/c]

Yes yees ! People most likely will discard this as jibberish. However, I've done some testing, and I think I'm right on this. So here goes, the Philosophy:
There are 4 possible cvars that enable themselves to be binded to button
9 Comments
masonnnnnnn
What is the comment for your activate button to move? for example picking up a weapon or planting bomb :) thx
masonnnnnnn
Can I add you at xfire? i bought a new screen and i have some questions about resolution ^^ thx
enuuu
I could try everything on this post, but honestly, after more than 7 years playing, I can not imagine myself jumping on MOUSE2 and ads on SPACEBAR, just to weird ahah :p

EDIT: really nice work you have done!
BLAAAJDE
Nice work i learnt a lt ;p
present
thanks dnjr awesome post
LAKSIOUER
What do you suggest for gamma settings ? I don't have many years of experiance in cod2 and would like to know what has given you best results ?
deemi
#1 - Start with defaults - 6/11 in Win and no Windows accel, 5 sensitivity in-game, no in-game accel, and default 0.022;
- #2 - Get into a Pub, try shooting different guns with it;
- #3 - Too much ? Divide it by half = 2.5
- #4 - Still too fast ? Go for 1, 1,3 or 1.5 .
- #5 - Almost good ? Add or subtract by 0.1, meaning go 1.4 or 1.6
- #6 - Good, but not yet ? Add orsubtract by 0.05, meaning go 1.45 or 1.55
- #7 - Very good, but could be better ? Add or subtract by 0.01, meaning go 1.49 or 1.51


thanks for advice
do i have to plug in my monitor first? or just the mousepad into usb>
Just Visiting