Strinova Advanced Tutorial E02 | What is hit compensation (with English Subtitles) 【卡拉彼丘】高分进阶技巧 2

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  • เผยแพร่เมื่อ 29 ม.ค. 2025

ความคิดเห็น • 33

  • @Tuonto
    @Tuonto หลายเดือนก่อน +36

    now this is good video

  • @WhiteNeve
    @WhiteNeve หลายเดือนก่อน +44

    Man can't just drop this BOMB and leave saying "OK this is the video"😂❤

  • @endsser
    @endsser หลายเดือนก่อน +14

    OK, just don't miss, understandable sir. 👍

  • @raiden7821
    @raiden7821 หลายเดือนก่อน +5

    That was so informative man, thank you for uploading really !

  • @Skreperiukas
    @Skreperiukas หลายเดือนก่อน +6

    YES! NEW VIDEO! WE GON WIN THESE

  • @Ruhan02
    @Ruhan02 หลายเดือนก่อน +3

    great video super informative

  • @Saltkoenigin
    @Saltkoenigin 20 วันที่ผ่านมา

    will use those tips in my dm practice thx

  • @MiappLikesBread
    @MiappLikesBread หลายเดือนก่อน +2

    thats crazy that it works like that

  • @daemonjii
    @daemonjii หลายเดือนก่อน +1

    Lesson learnt : Be Gengu and use ADS instead

  • @drelouder
    @drelouder หลายเดือนก่อน +3

    yooo this is some kind of information that will get you burned at the stake on the old time haha

  • @RAVEN-iz2xd
    @RAVEN-iz2xd หลายเดือนก่อน +1

    I didnt quite get the last part, how is ming getting hit comprehesion ineffective, and why michele keep the advantatge even when ming repositioned?

    • @GomenneGomenne-w3z
      @GomenneGomenne-w3z  หลายเดือนก่อน +7

      michele is stand close to the wall behind her, so ming lose hit compensation against michele. ming is far away from the wall behind her, so the michele's hit compensation against ming activate

  • @KradDrows
    @KradDrows หลายเดือนก่อน +15

    So... we have to stay close to walls?

    • @megimargareth4015
      @megimargareth4015 หลายเดือนก่อน +6

      theoritaclly yes, but practically its not always that optimal, lol
      but how you optimize what you have in your hand at that moment is what makes you better player than other

    • @nhutminh9290
      @nhutminh9290 หลายเดือนก่อน +1

      Not really, you can only use this strat to confused casual players, if you against people who already knew this you just actually wasting time jumping , reposition and missed shots. It only useful when you get enough information and some niche scenario

  • @nobume8879
    @nobume8879 หลายเดือนก่อน

    very informative goddamn

  • @HellGatyr
    @HellGatyr หลายเดือนก่อน +2

    Apex legend : a legend without cover is dead legend
    Strinova : a waifu without wall is trash anime

  • @explo510n6
    @explo510n6 หลายเดือนก่อน

    thank you!

  • @thecybervoid436
    @thecybervoid436 หลายเดือนก่อน

    Nice video keep it up

  • @turtle945
    @turtle945 หลายเดือนก่อน

    lets go!!!

  • @ICloudZy5
    @ICloudZy5 หลายเดือนก่อน

    goat

  • @Falling5tar.
    @Falling5tar. หลายเดือนก่อน

    冲刺!

  • @ateryx
    @ateryx หลายเดือนก่อน

    So ADS is actually pretty bad

    • @Natron29
      @Natron29 หลายเดือนก่อน

      Depends, up close yeah mid mid to longer ranges is accurate

    • @ateryx
      @ateryx หลายเดือนก่อน +1

      After this vid, it only seems viable at long range. Even at mid range you get the hit triangle

    • @Natron29
      @Natron29 หลายเดือนก่อน

      @ yeah ads is situational, but I would say Audrey needs it the most because it gives her the shield still viable to ads just not very up close

  • @DaedalusAI
    @DaedalusAI หลายเดือนก่อน

    if third person los and gun los convergence is coordinated with a hitscan from third person los, then conclusion should be smaller variations of convergence would be easier more predictable to lead aim, i.e. the one near the wall is easier to aim and kill, exactly the opposite of his conclusion

    • @knightdirt2761
      @knightdirt2761 หลายเดือนก่อน +1

      Wrong. Near the wall the triangle converge at the aim point allowing little compensation region. While at the middle of the triangle the compensation region is wider.

    • @DaedalusAI
      @DaedalusAI หลายเดือนก่อน

      @@knightdirt2761 what does the "triangle" concept have to do with chance to hit other than there is a angle between gun and view los? it's not like bullet hit detection suddenly becomes an area? you are mixing easier to hit due to bigger target and convergence switching, define your problem

    • @DaedalusAI
      @DaedalusAI หลายเดือนก่อน

      ​@@knightdirt2761 it basically means when convergence is set farther than actual intended target, projectile los is offset by a little amount, so when a target is large enough and your aim is not offset too far away, the target will mask projectile los both on offset and when directly aimed at(which then changes convergence closer). that require target close enough to mask any variation in exact los position, and slow enough so directly aimed at is still able to hit thus in sum better than the alternative of precise tracking.

    • @hauntedastolfobeanplushie1956
      @hauntedastolfobeanplushie1956 หลายเดือนก่อน +1

      @@DaedalusAI In strinova your bullets will hit if you're hittiing someone with either your normal or your compensation reticle, effectively making it so your shots hit two places at once, therefore whenever the compensation reticle is visible you have a higher chance of hitting your target because the bullet will hit if either of both is on target.

  • @DaedalusAI
    @DaedalusAI หลายเดือนก่อน

    stupid theory, logical analysis did not produce a theory that is proved by experiment, he essentially see a correlation, make a bunch of conjecture, then based conclusion on unproven conjecture.