The only lurch tutorial you will ever need.

แชร์
ฝัง
  • เผยแพร่เมื่อ 11 ก.พ. 2024
  • - join the discord for 1 on 1 help (when I'm free) if you are still struggling:
    / discord
    rushed again, but a lot more thought went into this video.
    text version of the tips / rules
    - hold crouch to make lurching easier
    - learning the rhythm of scrolling down then up to jump and then lurch is essential - it's a timing thing and you just have to learn it- get into the habit of always scrolling up after scrolling down
    - you will have to press extra inputs further than the direction you want to go in if you want to go exactly in that direction - momentum exists in apex and you have to think of it like vectors.
    - there is no shortcut to being able to lurch- it's about minimizing the gaps across inputs (W - WD - D - DS - S) to lose as little speed as possible - the bigger the gap between inputs - the more speed you lose, keep in mind the 8 inputs wheel, don't think of it as WASD, think of it as the 8 wheel.
    - in order to make things easier- I would suggest turning on auto run and making sure that scroll down is bound to jump and scroll up is bound to foward. auto run gives you one less key to press and simplifys the inputs when going for a walljump into a tapstrafe. if you are using hold ADS, holster your weapons and hold ADS before w to walk without even having it bound- auto run isn't needed but it helps a lot for lurching and you quite literally never want to be NOT running anyway- its not like audio exists in apex to begin with.
  • เกม

ความคิดเห็น • 20

  • @LOBOTOMYtv
    @LOBOTOMYtv หลายเดือนก่อน +6

    I appreciate the effort to understand the game better than most people bother with but I'm sorry to say much of this is inaccurate or simply too vague and needs further exploration.
    I'll touch on autorun first since that's a smaller and simpler topic
    Pros of autorun:
    - one less button press occasionally
    Cons of autorun:
    - extra button presses in the most important scenario to not have extra inputs to think about
    - a single accidental forward input without holding a walk key will start a sprint which even with only a single step causes a substantial delay before you can aim or strafe
    Sprint is a toggle action that can be indefinitely buffered. You can press shift and freely strafe back and forth for as long as you want and you'll still only get the sprint once you press a forwards input. This can also be canceled by pressing the key again even if you arent currently sprinting. This is the best possible implementation of sprint in any video game and is objectively better than autorun. If despite that you insist on using the inferior option, that is your prerogative but you should not be suggesting it to others if you want to frame yourself as an educator.
    Moving on, you are closer to the right track with your understanding of inputs, but you've come to some incorrect conclusions. I'm glad you mention vectors, however from your explanation its clear you don't entirely understand how to manipulate them. This is okay, linear algebra is an incredibly difficult subject. I started working on a linear algebra for dummies video on this topic a year ago but sadly it seems I've lost the files after a drive failure. So I'm sorry but you're just going to have to buckle up and learn it however you can. What matters most here is the dot product function. I am going to explain some things without actually explaining but as you learn you can refer back to this comment and it should make more sense. To begin with you can refer to this excellent article that remains accurate for the air strafe control in apex and every other game with quake roots: adrianb.io/2015/02/14/bunnyhop.html
    The value is a bit weak in apex and there may be some slight differences in the nuances but this is still the most important fundamental concept for velocity manipulation and turning. Your understanding of turning is the biggest inaccuracy here. To turn 90 degrees right pressing backwards may be the *shortest* method but that comes at the cost of all your velocity. You'll want an interactive dot product tool to visualize this properly once you've read the article and done any additional review on vector math. Consider vector 1 as your current velocity and make it notably longer than v2 to represent normal movement you can watch the vector/angle between to help visualize the projected wish vector. Now imagine this happens every tick. At sufficiently high velocity the best way to turn is to hold a full 90 degree angle while constantly turning at a smooth rate which even in apex can keep you at the movement speed cap. I suppose if you turn 90 and then press backwards it will effectively come out to pressing right, but this sacrifices air acceleration entirely.
    Btw to clarify the orientation and directions at play think of it like this. While on the ground and subject to friction you are oriented to the world and can freely turn and move since you have no momentum to think about preserving. While airborn you lose the ability to freely turn since you now rely on momentum. So vector 1 will always represent your current movement during the tick. To take input we will get the 8 directional vector oriented to view direction. This is not 8 directions only since you can turn your camera to adjust directions to a finer degree which is calculated separately from movement dir.
    lurch is then somehow added or multiplied on top of this. Its unclear since we don't have the source code and this is indeed written in the player.cpp class not the squirrel scripts we have decompiled. Its either calculated using the same wish dir component or taken as an entirely new vector in exactly the direction the player requested with a varying and diminishing magnitude. This would then have to be added (using proper vector addition) to the calculated result from air acceleration which would effectively have the result of increasing the strength/influence of wish velocity. As extreme examples feel more akin to an invisible force pushing the character I tend to think this is the approach at play.
    You pretty much got how buttons work for handling scroll wheel events except that while holding S and scrolling forward does somewhat work, it requires a lot of camera movement to be at all efficient. Far better to use lateral movement unless you have a dedicated backwards scroll tap strafe setup.
    I am really losing steam here but I also want to say that friction while sliding =/= normal friction as slides have an additional decay value (which is a large factor in making "skip jumps" look so impressive. Direction changes also do not have to mean loss in velocity. If that is the case you are trying to turn too far at once and suffering the mathematical consequences. With high base speed, e.g. off an octane pad there is no appreciable loss in velocity while changes direction
    I'll leave it there for now. I've given you a lot to look into. You're not far off but you really need to get linear algebra stuff down. Sorry but I don't really intend to check back on this and offer help as I am quite done with apex, but I've left you plenty to work with. good luck

  • @markshmellomd1370
    @markshmellomd1370 2 หลายเดือนก่อน +6

    Pretty decent amount of misinformation here. U can only lurch strafe in five directions while scrolling with w. Lurch only applies to presses, releases dont trigger lurch at all. This is the whole basis on how lurchless tech works. Holding s and d while scrolling does not spam lurches backward it spams it directly to the side. When u hold s and spam w while in the air the game will only register the first s press and every w spammed afterward will be canceled out by the s, so while you hold a or d the game applies the lurches to the a key only because w and s are not being recongize as lurch input. You also dont lose momentum everytime you lurch, only if a lurch exceeds a certain degree threshold. This is the whole reason you press w when u ras strafe, to maintain momentum.

  • @laguitarrabelyakov
    @laguitarrabelyakov 3 หลายเดือนก่อน +7

    What is blud yapping about

  • @ArchieRS
    @ArchieRS 3 หลายเดือนก่อน +1

    still grinding

  • @redpz
    @redpz 2 หลายเดือนก่อน

    gurtposting finally uploaded thank the gods

  • @jordanalexander1592
    @jordanalexander1592 2 หลายเดือนก่อน +1

    This is literally brutal to watch. You dont have a sound enough understanding to be trying to teach

  • @toto-rw4wd
    @toto-rw4wd หลายเดือนก่อน

    nice video,
    do u know rimuru in the apex mouvement community do u think he cheats

    • @K9Livv
      @K9Livv  หลายเดือนก่อน

      twitter.com/xxfartlordxx/status/1781412696237211710?t=ykvt2atyHk38xLhMdjbMWg&s=19

  • @knowpai9432
    @knowpai9432 3 หลายเดือนก่อน +2

    i have both forward and jump binded to my scroll since i started apex i cannot change it bcs its now became my habit so can i still do lurch.

    • @K9Livv
      @K9Livv  3 หลายเดือนก่อน

      of course! as long as you have both bound you should be fine .

  • @vega808
    @vega808 2 หลายเดือนก่อน

    Bro I NEVER knew you could still walk with autorun by ADS while holstered... I've spent a lot of time trying to figure this out and I learn it from this of all videos! Thank you

  • @apopodo
    @apopodo 3 หลายเดือนก่อน +1

    your guide is good man but lowkey xzylas' guide is really good

  • @datwolfe3512
    @datwolfe3512 3 หลายเดือนก่อน

    1:20 literally so well explained I was like OHHHHHHHHH, I was a movement player like a year ago and left just before lurching became a popular thing so this was really helpful.

    • @markshmellomd1370
      @markshmellomd1370 หลายเดือนก่อน

      His info is all wrong starting at this point.

    • @datwolfe3512
      @datwolfe3512 หลายเดือนก่อน

      @@markshmellomd1370 how come?

  • @essencessentials
    @essencessentials 2 หลายเดือนก่อน

    ESDF? Man, i used to play MMOs like that, way back... :)
    Also, lurching is just tappin, as in, it is just tapstrafing.

  • @Ottoni174
    @Ottoni174 3 หลายเดือนก่อน +2

    man you are not good at explaining things, try writing things down and focus on one topic at the time

  • @atcs
    @atcs 3 หลายเดือนก่อน

    wtf is lurch this doesnt sound real

  • @noyou7891
    @noyou7891 3 หลายเดือนก่อน

    Thanks ma’am time to learn and perform some tomfoolery in season 20 🫡