Brain dump.
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19 Jul 2007, 07:39
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Journals
I thought I'd offload my tired ramblings on some unsuspecting internet travellers, enjoy!
There are some skills which are innate to humanity: the ability to move ones limbs, to create sound or animate the face; and some which are learned, acquired or taught: reading, writing, walking, cycling, etc. The latter are much more numerous than the former, but of less importance when one considers base functioning: if we could not move our limbs or control our vocal chords, we could neither learn to walk or talk. These base skills then, which we are born with, form the basis of our ability to function, they are the foundations upon which our lives are built; once the foundations are acquired, we may build upon them, and for the purposes of this article, gaming may be considered an augmentation of such base properties.
Our base skills, when thought of in terms of gaming, are not accessible - Our reaction times, intelligence and
How do we learn? There are many methods through which the human mind acquires knowledge, imprinting, conditioning, observation, etc, but for our ends there exists one main method, one process through which all skills can be both acquired and augmented, indeed, it is self evident in most persuit that this method is preffered. I am talking of habituation: external stimuli are encountered, processed, reacted to, and the results analysed, the outcome of which dictates whether we perform that action again. Once sufficient habituation has occured, this process become almost instantaneous, requiring no conscious thought from the agent. One can readily find evidence for this sort of learning in top level sports: "The Zone", as it is oft described, is a result of the non-thought executed by top level athletes. The learned processes of rules, reactions and stimuli, take over the athlete, he becomes an empty agent through which his experience acts - There is little to no new thought which occurs when an athlete is in the zone, it is simply the extrapolation of old, conscious thoughts, enacted in the sub conscious.
For those who wish to reach a high level in gaming, there are 2 options:
1 - Choose your parents wisely. Be born with enhanced problem solving skills specific to your game of choice, enhanced reaction times and superior hand eye co-ordination. Then, practise, not as hard as your peers, but still one must practise.
2 - Practise. Lots.
This may seem obvious, that to become good at something, one must practise; but why then, do some still claim that they will never be good, that their genes conspire to thwart any attempt at greatness? Why do so many cry to the heavens that their reactions are not fast enough, or that their mouse has not enough Hertz? It is a mystery, but one that I hope to make redundant.
One must take issue now with the idea of aiming. There are 2 main forms of aiming to which most are not familiar, atleast in definition:
1 - Reactive, unfamiliar aim. This is such that the obect being tracked moves in an unfamiliar way. To experience this, have your friend sprint strafe whilst not shooting back, i.e, their focus is entirely on evasion. Be amazed as your once forty percent accuracy drops to twenty or twenty five.
2 - Habituated aim. This type of aiming is much more familiar: when you are locked into a shoot out, you and your opponent both try to match strafe patterns, or atleast to find a strafe pattern which is familiar; you have learned, through hours and hours of habituation, that matching your strafe pattern makes it easier to kill the enemy. Circle strafing is an example of this - It is much easier to kill an enemy who is relatively still, and so your subconsciously learn positions and strategies to make it so that your enemy remains still.
Reactive aiming is common when one first starts gaming: every event is new, and so one must rely on ones reactions. As time passes, however, and the agent spends more time playing, the habituation process begins to take hold, and the more common actions become locked into memory - They become easy. There is a problem here, however, in that we humans much prefer to perform actions which are easy: the feeling of success is pleasurable, making us wish to repeat it, which we prompty do. The danger of this, of course, is that we will become accustomed to only one form of aiming, or multiple forms, but never all forms! There will always be, and more of than not these will occur reguarly, certain situations where we have no muscle memory or habituation to fall back on, and our aiming will be erratic - One can readily experience this by trying to aim vertically after never having tried to do so in et before. It is, quite often, comical how bad our supposed aim really is.
The solution, then, seems simple. Challenge yourself. Do not simply practise the areas in which you have become proficient, but deliberately seek out new situations in which you have never been: take a hlistic approach. Again, this may seem obvious, but it is odd how many people avoid wall leaners, or run away, grenade in hand, from 2 on 1 battles. Putting yourself in situations where you are at a disadvantage, is perhaps the fastest route to aiming habituation.
Aiming, however, is only the smallest segment of ET gaming. It seems almost sacreligious to have devoted so many words to it. Moving on from mere aiming, we find a whole wealth of other skills which are integral to the agent: timing, map knowledge, team work, and a property which I will hitherto call "game sense" - The latter is, perhaps, not an independant property at all, but the culmination, and habituation, of all previous properties - It is, in effect, the aim of all those who seek to achieve greater skill. Game sense is not an innate skill, no one is born a master of ET; no, it is acquired, through a complex process of trial, error, and habituation - This process, however, does not occur over a fixed period in all individuals, and in the same sense does not require the same effort; there are some who will play for less time and with less effort, and achieve similar levels to those who played for longer and with more effort. This variation can be attributed mainly to natural variations in learning capability, intelligence as it were, although it's debateable as to whether IQ would have any bearing, reaction times, hand eye co-ordination, and other factors of which the player has no control - It would make little sense then, to discuss these issues further. What, then, can be controlled? There is one main area to which the player can exert full control, the type of gaming which is enacted: the old addage "Work smart, not hard" is applicable.
In an article that has garnered reverance and fame within the ET community, raziel advocated watching, reviewing and critquing your own demos - To this, I add one addition, that during gameplay one should consciously scrutinize and think of every moment. If you are about to prime a grenade, you should ask your self why you are priming it, and afterwards, what effect it achieved - This process will not only quicken your habituation, but also help you better identify errors in behavior, week spots in your game: it will help you faster achieve a greater level of skill. There are other things one can do to facilitate faster skill acquisition, and I will dicuss them in depth throughout this article, but for now, let us focus on the idea that reviewing ourselves is one of the best methods to improvement.
Now, there are thing which many players fuss over, in a fashion which almost smacks of religious zealotry: that is, of course, sensitivity, hz, frame rates, mouse pads, mouse glides, etc ad nauseum. These are, for all intents and purposes, sub function of aiming, that dirty psychosis to which almost all players succumb - The danger is quite real, that you become so obsessed with aim, so utterly transfixed, that you forgot the myriad other areas that constitute the true high skill player. To address these issues, there is but one phrase, that one can commonly hear uttered in forums and other places of community discourse "Personal prefference!". This is about all I have to say on the matter - I have previously written a lengthy article about the only poignant issue, that of high, mid and low sense, and the effect which that has upon how one moves the mouse, and thus the end result on accuracy - But even this, while relevant, is hardly necessary when one considers the other improvements that can be made.
Moving back to one of the original issues, and one of great importance with regards to skill improvement: how to quicken the process of habituation?
1. Review your gaming sessions.
2. Be at a disadvantage.
3. Enter situations which are unfamiliar or foreign.
4. Study players of a higher skill.
5. Put yourself in the mind of the opponent.
The first issue has already been addresed, and is quite possibly the most important of the 5. The second issue has also been touched upon: all that needs to be said is that one must seek challenge rather than comfort. The third issue is linked to the second, but differs in that one may not neccesarily be at a numerical disadvantage; the idea here is that one must not sit in a comfortable position in games where one is trying to achieve a higher skill, save this for important league matches: when practising in games which are not important, it makes sense to put yourself in awkward positions that may occur during an important match, this way, you are prepared, and have a much greater chance of pulling off that clutch play. The fourth issue is an almost obvious one: other players have already done what you seek to, and a speedy and efficient route is to study what they do. I do not just mean, by study, that one should simply watch demo's, as if one were watching a movie, it is NOT entertainment: you should be actively trying to enter the mind of the player, to think as he is thinking, asking "Why did he do that?" "Why is he standing there?" "Why is he looking over there?", etc - And with that, I have already addressed the fifth.
There are some skills which are innate to humanity: the ability to move ones limbs, to create sound or animate the face; and some which are learned, acquired or taught: reading, writing, walking, cycling, etc. The latter are much more numerous than the former, but of less importance when one considers base functioning: if we could not move our limbs or control our vocal chords, we could neither learn to walk or talk. These base skills then, which we are born with, form the basis of our ability to function, they are the foundations upon which our lives are built; once the foundations are acquired, we may build upon them, and for the purposes of this article, gaming may be considered an augmentation of such base properties.
Our base skills, when thought of in terms of gaming, are not accessible - Our reaction times, intelligence and
How do we learn? There are many methods through which the human mind acquires knowledge, imprinting, conditioning, observation, etc, but for our ends there exists one main method, one process through which all skills can be both acquired and augmented, indeed, it is self evident in most persuit that this method is preffered. I am talking of habituation: external stimuli are encountered, processed, reacted to, and the results analysed, the outcome of which dictates whether we perform that action again. Once sufficient habituation has occured, this process become almost instantaneous, requiring no conscious thought from the agent. One can readily find evidence for this sort of learning in top level sports: "The Zone", as it is oft described, is a result of the non-thought executed by top level athletes. The learned processes of rules, reactions and stimuli, take over the athlete, he becomes an empty agent through which his experience acts - There is little to no new thought which occurs when an athlete is in the zone, it is simply the extrapolation of old, conscious thoughts, enacted in the sub conscious.
For those who wish to reach a high level in gaming, there are 2 options:
1 - Choose your parents wisely. Be born with enhanced problem solving skills specific to your game of choice, enhanced reaction times and superior hand eye co-ordination. Then, practise, not as hard as your peers, but still one must practise.
2 - Practise. Lots.
This may seem obvious, that to become good at something, one must practise; but why then, do some still claim that they will never be good, that their genes conspire to thwart any attempt at greatness? Why do so many cry to the heavens that their reactions are not fast enough, or that their mouse has not enough Hertz? It is a mystery, but one that I hope to make redundant.
One must take issue now with the idea of aiming. There are 2 main forms of aiming to which most are not familiar, atleast in definition:
1 - Reactive, unfamiliar aim. This is such that the obect being tracked moves in an unfamiliar way. To experience this, have your friend sprint strafe whilst not shooting back, i.e, their focus is entirely on evasion. Be amazed as your once forty percent accuracy drops to twenty or twenty five.
2 - Habituated aim. This type of aiming is much more familiar: when you are locked into a shoot out, you and your opponent both try to match strafe patterns, or atleast to find a strafe pattern which is familiar; you have learned, through hours and hours of habituation, that matching your strafe pattern makes it easier to kill the enemy. Circle strafing is an example of this - It is much easier to kill an enemy who is relatively still, and so your subconsciously learn positions and strategies to make it so that your enemy remains still.
Reactive aiming is common when one first starts gaming: every event is new, and so one must rely on ones reactions. As time passes, however, and the agent spends more time playing, the habituation process begins to take hold, and the more common actions become locked into memory - They become easy. There is a problem here, however, in that we humans much prefer to perform actions which are easy: the feeling of success is pleasurable, making us wish to repeat it, which we prompty do. The danger of this, of course, is that we will become accustomed to only one form of aiming, or multiple forms, but never all forms! There will always be, and more of than not these will occur reguarly, certain situations where we have no muscle memory or habituation to fall back on, and our aiming will be erratic - One can readily experience this by trying to aim vertically after never having tried to do so in et before. It is, quite often, comical how bad our supposed aim really is.
The solution, then, seems simple. Challenge yourself. Do not simply practise the areas in which you have become proficient, but deliberately seek out new situations in which you have never been: take a hlistic approach. Again, this may seem obvious, but it is odd how many people avoid wall leaners, or run away, grenade in hand, from 2 on 1 battles. Putting yourself in situations where you are at a disadvantage, is perhaps the fastest route to aiming habituation.
Aiming, however, is only the smallest segment of ET gaming. It seems almost sacreligious to have devoted so many words to it. Moving on from mere aiming, we find a whole wealth of other skills which are integral to the agent: timing, map knowledge, team work, and a property which I will hitherto call "game sense" - The latter is, perhaps, not an independant property at all, but the culmination, and habituation, of all previous properties - It is, in effect, the aim of all those who seek to achieve greater skill. Game sense is not an innate skill, no one is born a master of ET; no, it is acquired, through a complex process of trial, error, and habituation - This process, however, does not occur over a fixed period in all individuals, and in the same sense does not require the same effort; there are some who will play for less time and with less effort, and achieve similar levels to those who played for longer and with more effort. This variation can be attributed mainly to natural variations in learning capability, intelligence as it were, although it's debateable as to whether IQ would have any bearing, reaction times, hand eye co-ordination, and other factors of which the player has no control - It would make little sense then, to discuss these issues further. What, then, can be controlled? There is one main area to which the player can exert full control, the type of gaming which is enacted: the old addage "Work smart, not hard" is applicable.
In an article that has garnered reverance and fame within the ET community, raziel advocated watching, reviewing and critquing your own demos - To this, I add one addition, that during gameplay one should consciously scrutinize and think of every moment. If you are about to prime a grenade, you should ask your self why you are priming it, and afterwards, what effect it achieved - This process will not only quicken your habituation, but also help you better identify errors in behavior, week spots in your game: it will help you faster achieve a greater level of skill. There are other things one can do to facilitate faster skill acquisition, and I will dicuss them in depth throughout this article, but for now, let us focus on the idea that reviewing ourselves is one of the best methods to improvement.
Now, there are thing which many players fuss over, in a fashion which almost smacks of religious zealotry: that is, of course, sensitivity, hz, frame rates, mouse pads, mouse glides, etc ad nauseum. These are, for all intents and purposes, sub function of aiming, that dirty psychosis to which almost all players succumb - The danger is quite real, that you become so obsessed with aim, so utterly transfixed, that you forgot the myriad other areas that constitute the true high skill player. To address these issues, there is but one phrase, that one can commonly hear uttered in forums and other places of community discourse "Personal prefference!". This is about all I have to say on the matter - I have previously written a lengthy article about the only poignant issue, that of high, mid and low sense, and the effect which that has upon how one moves the mouse, and thus the end result on accuracy - But even this, while relevant, is hardly necessary when one considers the other improvements that can be made.
Moving back to one of the original issues, and one of great importance with regards to skill improvement: how to quicken the process of habituation?
1. Review your gaming sessions.
2. Be at a disadvantage.
3. Enter situations which are unfamiliar or foreign.
4. Study players of a higher skill.
5. Put yourself in the mind of the opponent.
The first issue has already been addresed, and is quite possibly the most important of the 5. The second issue has also been touched upon: all that needs to be said is that one must seek challenge rather than comfort. The third issue is linked to the second, but differs in that one may not neccesarily be at a numerical disadvantage; the idea here is that one must not sit in a comfortable position in games where one is trying to achieve a higher skill, save this for important league matches: when practising in games which are not important, it makes sense to put yourself in awkward positions that may occur during an important match, this way, you are prepared, and have a much greater chance of pulling off that clutch play. The fourth issue is an almost obvious one: other players have already done what you seek to, and a speedy and efficient route is to study what they do. I do not just mean, by study, that one should simply watch demo's, as if one were watching a movie, it is NOT entertainment: you should be actively trying to enter the mind of the player, to think as he is thinking, asking "Why did he do that?" "Why is he standing there?" "Why is he looking over there?", etc - And with that, I have already addressed the fifth.
seta cg_loser "1"
seta first_kiss "0"
seta virginity "1"
Am I describing you or myself. The mysteries of life never cease to amaze me.
Just for example:
"In an article that has garnered reverance and fame within the ET community, raziel advocated watching, reviewing and critquing your own demos"
It's really difficult and complicated to read : )
Thanks anyway
TextI thought I'd offload mah tired rambl'n on some rhymin' internet baller enjoy!
There is some skills whizzay is innate ta humanity: tha ability ta move ones limbs, ta create sound or animate tha face; n some which is learned, acquired or taught: trippin' writ'n, straight trippin' cycl'n, etc. The pimp is mizzy more numerous than tha wanna be gangsta but of less importance when one pimp bizzle function'n: if we could not move our limbs or control vocal chords, we could neitha learn ta wizzy or tizzy. These bizzy skills thizzen, which we is bizzy wit, fiznorm tha basis of ability ta function, they is tha foundations upon whiznich our lives is built; once tha foundations is acquired, we may build them, n fo` tha purposes of this article, gam'n may be considered an augmentation of such base properties n' shit.
Our base skills, when thought of in terms of gam'n, is not accessible - Our reaction times, intelligence n
How do we learn? There is many methods through whizzich tha human mind acquires knowledge, imprint'n, doggy stylin' observation, etc, but fo` our ends there exists one main method, one process through which all skills can be bizzy acquired n augmented, indeed, it is S-to-tha-izzelf evident in M-to-tha-izzost persuit tizzy this method is preffered so jus' chill. I am rapping of habitizzles: external stimuli is encountered, processed, reacted to, n tha results analysed, tha outcome of whiznich dictates crazy ass nigga we perform that action again . Bow wow wow yippee yo yipee yay. Once sufficient habitizzles has occured, this process become almost instantaneous, requir'n no consshizzous thought from tha agent fo my bling bling. One can readily find evidence fo` this sort of learn'n in top level sports . Put ya mutha fuckin choppers up if ya feel this.: "The . Put ya mutha fuckin choppers up if ya feel this.: Zone", . Put ya mutha fuckin choppers up if ya feel this.: as it is oft described, is a result of tha non-thought executed by top level athletes , ya feel me?. The learned processes of rules, reactions n stimuli, takes over tha athlete, he becomes an empty agent through which his experience acts - There is shawty ta no new thought W-H-to-tha-izzich occurs wizzy an athlete is in tha zone, it is simply tha extrapizzles of old, consshizzous thoughts, enacted in tha sub conscious . I started yo shit and i'll end yo' shit.
For those who wizzle ta reach a hiznigh level in gam'n, there is 2 options:
1 - Choose yo parents wisely . Relax, cus I'm bout to take my respect. Be bizzy wit enhanced problem doggy stylin' skills specific ta yo game of choice, enhanced reaction times n superior hand eye co-ordinizzles. T-H-to-tha-izzen, practise, not as hard as yo shot calla but still one must practise cuz its a pimp thang.
2 - Practise. Lots.
This may seem obvious, thiznat ta become good at sum-m sum-m, one mizzy practise; but why then, do some stiznill claim that they wizzle brotha be good, that they genes conspire ta thwart any attempt at greatness? Why do so many cry ta tha heavens tizzle they reactions is not fiznast enough, or thizzat they mizouse has not enough H-to-tha-izzertz? It is a mystery, but one thizzay I hope ta makes redundant.
One mizzy takes issue now wit tha idea of mackin'. There is 2 main forms of blunt-rollin' ta which most is not familiar, atleast in definizzles n shit:
1 - Reactive, unfamiliar aim spittin' that real shit. This is such thizzat tha obect being tracked moves in an unfamiliar way. To experience thiznis, hizzle yo nigga sprint strafe whilst not shoot'n back, i.e, they focus is entirely on evasion. Be amazed as yo once forty percent accuracy drops ta twenty or twenty five in tha dogg pound.
2 - Habituated aim. This tizzle of sippin' is much more familiar: wizzle you is locked into a shoot out, you n yo opponent both try ta mizzatch strafe patterns, or atleast ta find a strafe pattern which is familiar; you have learned, through hours n hours of habitizzles T-H-to-tha-izzat spendin' yo strafe pattern makes it easia ta K-to-tha-izzill tha enemy and my money on my mind. Circle sippin' is an example of this - It is mizzuch pusha ta kill an enemy who is relatively still, n so yo subconsciously learn positions n strategies ta makes it so tizzle yo enemy remains still.
Reactive aim'n is common W-H-to-tha-izzen one first starts trippin': every event is new, n so one mizzle rely on ones reactions. As tizzy passes, bitch n tha agent spends more time perpetratin' tha habitizzles process begins ta takes hold, n tha more common actions become locked into memory - Tizzle become easy. There is a problem here, cracka in tizzy we humans much pimp ta perform actions which is easy so jus' chill: tha feel'n of success is pleasizzles mak'n us W-to-tha-izzish ta repeat it, which we prompty do. The danga of this, of course, is thiznat we wizzill become accustomed ta only one F-to-tha-izzorm of aim'n, or multiple forms, but neva all forms! There wizzle always be, n mizzy of than not these wiznill occur reguarly, certain situations where we hizzle no muscle memory or habitizzles ta fall bizzay on, n our aim'n will be erratic - One can readily experience this by try'n ta aim vertically afta hustla steppin' tried ta do so in et before. It is, quite often, comical how bad our supposed aim really is . Throw yo guns in the motherfuckin air.
The solution, then, seems simple. Challenge yoself. Do not simply practise tha areas in whizzich you have become proficient, but deliberately seek out new situations in which you hizzle neva been: takes a hlistic approach . Bounce wit me. Again, this may seem obvious, but it is odd how many thugz avoid wizzle brotha or run away, grenade in hizzand, fizzy 2 on 1 battles so jus' chill. Bustin' yoself in situations where you is at a disadvantizzles is perhaps tha fastest route ta dippin' habitizzles , niggaz, better recognize.
Bustin' brotha is only tha smallest segment of ET doggy stylin'. It seems almost sacrelizzles ta have devoted so mizzle words ta it. Ridin' on from mizzle aim'n, we find a whole wealth of otha skills which is integral ta tha agent: dippin' map knowledge, team work, n a property whizzich I will hitherto ciznall "game sense" - The latta is, perhaps, not an independant property at all, but tha culminizzles n habitizzle of all previous properties - It is, in effect, tha aim of all those who seek ta achieve greata skizzill. Game sense is not an innate skill, no one is born a wanna be gangsta of ET; no, it is acquired, through a complex process of trial, error, n habitizzles - This process, howeva, does not occur over a fixed period in all individuals, n in tha same sense does not require tha same effort; there is some who will play fo` less time n wit less effort, n achieve similar levels ta those who played fo` longa n wit more effort. This variation can be attributed mainly ta natural variations in learn'n capabilizzles intelligence as it were, although it's debateable as ta hustla IQ would hizzle any bear'n, reaction times, hand eye co-ordinizzles n otha factors of which tha playa has no control - It would makes shawty sense then, ta discuss these issues pusha . Listen to how a motherfucker flow shit. What, thiznen, can be controlled? There is one mizzle area ta whiznich tha gangsta can exert fizzy control, tha tizzle of chillin' whiznich is enacted n we out: tha old addage "Work smart, not hard" is applicable fo' sho'.
In an article that has garnered reverance n fame witin tha ET communizzles raziel advocated saggin' rhymin' n critqu'n yo own demos - To thizzis, I add one addition, tizzle dur'n gameplay one should consciously scrutinize n think of every moment n shit. If you is `bout ta prime a grenade, you should ask yo sizzay why you is prim'n it, n afterwards, W-H-to-tha-izzat effect it achieved - This process wizzy not only quicken yo habitizzles but also H-to-tha-izzelp you drug deala identify errors in behavior, wizzy spots in yo game if you gots a paper stack: it wiznill hizzle you nigga achieve a greata level of S-K-to-tha-izzill. There is brotha th'n one can do ta facilitate gangsta S-K-to-tha-izzill acquisition, n I will dicuss thizzay in diznepth throughout this article, but fo` nizzy let us focus on tha idea thiznat ho-slappin' ourselves is one of tha bizzest methods ta improvement.
Nizzle there is thing whiznich many motherfucka fuss ova, in a fashion whizzich almost smacks of religious zealotry . Holla!: tizzle is, of course, sensitivizzles hz, frame rates, mizouse pads, mizouse glides, etc ad nauseum. These are, fo` all intents n purposes, sub function of aim'n, tizzy dirty psychosis ta which almost all playa succumb - The danga is quite real, thiznat you become so obsessed wit aim, so utterly transfixed, T-H-to-tha-izzat you forgot tha myriad otha areas tizzle constitute tha true hizzigh skill playa. To address these issues, there is but one phrase, thizzat one can commonly hear uttered in forums n places of community discourse "Personal prefference!". This is `bout all I have ta say on tha matta - I have written a lengthy article `bout tha only poignant issue, thizzay of H-to-tha-izzigh, mid n low sense, n tha effect tizzle has upon how one moves tha mouse, n thus tha end result on accuracy - But even thizzis, while relevant, is necessary whizzay one consida tha bitch improvements T-H-to-tha-izzat can be made cuz I put gangsta rap on tha .
Doggy Stylin' bizzack ta one of tha original issues, n one of bootylicious importance wit regards ta skill improvement: how ta quicken tha process of habitizzles?
1. Review yo spendin' sessions.
2. Be at a disadvantage.
3. Enta situations whizzay is unfamiliar or foreign.
4. Study wanna be gangsta of a motherfucka skiznill.
5. Put yoself in tha mind of tha opponent.
The first issue has already been addresed, n is quite possibly tha mizzle important of tha 5. The second issue has also bizzle touched upon: all that needs ta be said is tizzle one must seek challenge gangsta thizzan comfort yeah yeah baby. The third issue is linked ta tha second, but nigga in thizzay one may not neccesarily be at a numerizzles disadvantizzle tha idea hizzy is tizzy one mizzust not sit in a comfortable position in games where one is sippin' ta achieve a brotha skill, save this fo` important league matches: whizzay saggin' in games whiznich is not important, it makes sense ta put yoself in awkward positions thizzay may occur dur'n an important match, this way, you is prepared, n have a mizzay pimp chance of pull'n off thizzay clutch play. The fourth issue is an almost obvious one: otha baller hizzle already done whizzat you seek to, n a speedy n efficient route is ta study wizzy they do. I do not jiznust mean, by study, thiznat one should simply wiznatch demo's, as if one wizzle watch'n a movie, it is NOT entertainment: you should be actively dippin' ta enta tha mind of tha playa ta thizzay as he is think'n, ridin' "Why did he do that?" "Why is he stand'n there?" "Why is he look'n over there?", etc - And wit thiznat, I have already addressed tha fizzay.
Link of your translater please ?
be happy!
made me feel pro for already doing the above , minus speccing highskillers - unless watching sqzz capture flags counts:P
WHY DID I JUST READ THIS JOURNAL IN WHICH SOCK EXPLAINS IN GREAT DEAL THE FUCKING OBVIOUS
I then ran back to my computer, giggling like foonr after meeting a new male friend and wrote this comment.
next time you make a journal that takes longer than 2 minutes to read, don't base it on really blatantly obvious topics :(
Although, I do think that the article is worth something. The ideas may not be inherently complex, but as I said many times, they are often ignored by players.
congrats2you
at least u have an excuse Nonix , as it does use some advanced english words
jut read raziel guid like I did :~<
and he is much better then you :~>
if this is not correct then forget what i have just said :~>
and i dont need to know you, to compare you to raziel/
cuz i dont see any connection to me & vodka :~<
and I dont need to know you, when I compare you to raziel, cuz he is better then you will ever will be :~>
and dont worry about me :~> worry about yourself :~D
dont try to distort what im saying, this is not noble :~>
raziel is better then you :~>
if you want we can make a poll about that :~>
and if you unknown, then why we should listen to you :~<
but let me ask you, does raziel better then you?
hadn't read you for a long time sock, cool to see you again :)
What im trying to say is that it will benefit your opponent just as much as it will benefit you.
who said it was a foot sock ?
was nice to read but still a bit obvious, most people ( aka 3% of the crossfire visitors ) should be able to figure this out by themselves
surely the other 97% is :P
n1 being yerman!