I prefer cover to concealment. Hiding in a bush has worked for me wonderfully, but it won't help you at all if you're up against someone who can see you. And with the proliferation of hacks I currently prefer hard cover.
But crossbow+ghillie+a bush is wonderful and I recommend that everybody tries it at least once.
I've never managed to get a ghillie but I have laid down in tall grass and had people be like three steps from stepping on my head and not notice me. That part of the game is awesome.
I prefer cover to concealment. Hiding in a bush has worked for me wonderfully, but it won't help you at all if you're up against someone who can see you. And with the proliferation of hacks I currently prefer hard cover.
But crossbow+ghillie+a bush is wonderful and I recommend that everybody tries it at least once.
Hard to cover is great when it's available. Sometimes it's not.
Is it? 30 Hz tick rate is pretty common by a quick google. CSGO has 64 and 128 Hz competitive servers. What else is up there?
Battlefield 1 is locked to 60hz (granted, BF4/Hardline is variable between 30, 40, 45, 60, 120hz based on hosted server options). I'm not 100% sure, but I think Overwatch is also pretty high (63 from a quick googling).
edit - clarified the BF4/Hardline tickrate is variable based on rented server option
Erlkönig on
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Is it? 30 Hz tick rate is pretty common by a quick google. CSGO has 64 and 128 Hz competitive servers. What else is up there?
Battlefield 1 is locked to 60hz (granted, BF4/Hardline is variable between 30, 40, 45, 60, 120hz based on hosted server options). I'm not 100% sure, but I think Overwatch is also pretty high (63 from a quick googling).
edit - clarified the BF4/Hardline tickrate is variable based on rented server option
And apparently overwatch started at 21 or so, that's brutal. To add to the list, Rocket League is 60.
Is it? 30 Hz tick rate is pretty common by a quick google. CSGO has 64 and 128 Hz competitive servers. What else is up there?
Battlefield 1 is locked to 60hz (granted, BF4/Hardline is variable between 30, 40, 45, 60, 120hz based on hosted server options). I'm not 100% sure, but I think Overwatch is also pretty high (63 from a quick googling).
edit - clarified the BF4/Hardline tickrate is variable based on rented server option
And apparently overwatch started at 21 or so, that's brutal. To add to the list, Rocket League is 60.
Ah, I saw the 21hz number for OW, didn't see that it was updated.
Another game I play is 64 by default with 128 servers available and you can really tell the difference. There's things you can do on a 128 server that you can't on a 64 server, as well as 64 occasionally having hit detection issues. I think 64 ought to be the standard.
On the topic of cover and prone, the desert map has soooo much cover, which makes it a little silly to me that they said they added more. Granted there were some extremely flat areas, and plenty of space for more buildings but I think people are too caught up on the idea of objects for cover. The desert map has so many dips you can just crouch/prone in to break LOS every where compared to the old map's trees/mostly flat terrain. It's just a different kinda cover that it seems like most people don't utilize.
It makes the slow ROF guns and also pistols actually extremely viable too. You can have a pistol fight against a guy with an AR who's only 10m away because you can just dip down and up a bunch. Or use the winchester against dudes with ARs too, by dipping between shots (you do need some distance for that though). You can also break contact a lot easier than the old map. I basically just run around willy nilly on the desert map because of how many options there are to break LOS.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
I often underestimate how many people play this game in actual fear (even in squads). I've watched some replays recently where guys are just sitting still watching me and my buddies forever, clearly too afraid to do anything. I think those are the least predictable players. Luckily they are also usually the least skilled because they don't put themselves in fights often, but ya never know!
I don't really have any advice for clearing those sorta players, it's too much hassle to worry about imo. The rest of the time, doing the things you're doing should be good enough. Trust your feelers. Also, circles force those players to move eventually, so just always give some extra glances back.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
This is terrible advice. All that you accomplish is that you broadcast your presence to the world. After lighting yourself up, you still don't know if the compound is unoccupied or if it's occupants are merely forewarned and are now entrenched in advantageous positions.
General_Armchair on
3DS Friend Code:
Armchair: 4098-3704-2012
+1
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
Yeah, there's really no good way to assess whether buildings/compounds are occupied (open doors may help, but at this stage in the games meta, not usually). Patience is often the best approach - most players hate being still and hidden for even short periods of time (something I am guilty of), and you may catch someone at a window or hear them shuffling around. To really be sure, you'd have to check each room with your squad watching your back (also never stand in front of doors when you open them), but you usually won't have the time for that. If you're playing third person perspective, though, determining whether buildings are occupied or not is much more difficult due to the invisible out of body camera.
If you're risk averse, though, you'll just want to keep distance and get an advantageous position closer to or in the next circle, and just assume every building is occupied until it's in the blue.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
After the first few minutes, you really need to assume that EVERY building is occupied until you've proven otherwise. Check the state of exterior doors as you approach, and note the interior doors once you enter. Open doors are a hallmark that somebody was here at some point in time, although closed doors don't necessarily mean that you're in virgin territory. I really wish that they'd randomize door states like they randomized car orientation to remove this metagaming. An open door means that you should be on extra high alert, but don't let your guard down if the doors are closed. Some games I will get myself a vehicle early on and head to the side of the circle that is furthest from the drop-in path. From this position, you're less likely to have someone at your back and you're more likely to hit untouched territory as you move inwards. I've also seen one streamer take the approach of landing at the first possible small compound along the flight path and then just walking his way in with the circle by following the logic that his back was originally clear because it was up against the map border, and then it stays clear because he sweeps his way inward and the blue locks his swept area down.
If approaching on foot, focus on being quiet and listen for the footsteps of anyone moving about inside. Maintain radio discipline with your squadmates. Don't blabber about the loot that you see. Just report important things like if you hear movement, note that an interior door is open, or spot a vehicle that you think may have been used. If you do hear movement, then it's possible that they're preoccupied looting and you may be able to sneak up on them. Keep tabs on the movement and quietly approach it with your gun at the ready.
If you don't hear anyone or if you approached loudly in a vehicle, then assume that the occupants are stationary in ambush positions. Once within the building, start clearing rooms fast. Don't bother masking your footsteps, but avoid making loud gunshot tier noises that may alert people outside of the compound. Look up videos on room clearing tactics. Move fast to take advantage of the clientside hit detection. Client side hit detection favors the aggressor since he will see his opposition a tenth of a second or two before the defender will see the attacker charge into the room. That gives you the potential to shoot first and win the firefight either by killing them outright or incapacitating them with aimpunch. Make note of the location of loot within the building, but don't pause to collect it until you've finished sweeping rooms. Sometimes, when dealing with certain areas like some stairwells that are hard to safely approach, you may want to make use of a flashbang to stun the immediate area.
For larger towns, you can't clear every building. You simply need to stay on your guard and always listen for errant sounds. Eventually the blue will force you out of the town. When leaving the town, assume that somebody was there with you. Keep looking back at the town as the circle overtakes it. If you're in a squad, have one guy spend most of his time watching your six while the rest of the squad is looking forward. See if the blue flushes anyone out. Given enough time the blue will sanitize the area.
Here's another approach that you may want to try every now and then. If you do catch a glimpse of someone within the town, consider not entering the town at all. You risk getting bogged down in Stalingrad style city fighting while the ever encroaching blue breathes down your neck. Instead set up an ambush position outside of the town. Then, once the occupants leave the town and are exposed in the open, kill them and quickly loot their bodies of the loot that they so graciously collected for you.
The autopistol is really nice. Especially with an extended mag.
Had a weird game tonight where I fired three shots for two kills, the entire game. All with the pump shotgun. I got jumped three times, and the first two times put a shot directly into the ambusher's face from about 15m. Third time was point blank vs a SMG and didn't fare too well..
I try to guess where the circle goes and post up in a given spot first. I just did that to some folks who rocked up to my cluster of houses. Saw two cars pull up to opposite sides. I opened up on first guy before he left his buggy. Second guy ran into his house, and I watched him go up stairs through the windows. Tagged him twice in the dome and he ran out of his room. Flanked him to the left, went upstairs of a new house, hucked a frag into the stair well through the window, killed him. Obviously play cautiously if you don't think you can get the enemy, but I play aggressive sometimes and it does pay off of you do it right. I usually avoid fighting until 30 or so left, but sometimes if you need health or ammo it can work for you to kill someone who is unaware. Frags are powerful if you get good and can turn a good spot into a nightmare.
The hardest time to avoid fighting is when you have great gear and feel confident. Too many times in Duos we get kitted out really well only to die because we picked a fight. Seems like best start for us is land somewhere out of the way with good loot, leave quickly and find a car to head towards the circle. There's a ton of luck in picking where to head but, if you guess right you can hunker down for as long as you need.
I've started hiding motorcycles in houses so I ride straight out the door at high speed. It saves you the awkward run to the vehicle if you find yourself having to leave quickly. Sometimes I bike up to Stalber and park it inside the radio building on the stairs. More than once I've busted out the door past enemies who were so surprised they didn't land a shot. Sometimes the smartest move is leave and let the stragglers fight each other.
Played solo squads for the first time tonight...didn't do too bad. Almost dropped an entire squad when they pulled up to loot the building across from me and I dropped a frag in. Alas they saw me as I was throwing. Ran back inside, had a brief shootout then leaped out the second story window and ran for their car before getting shot.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
This is terrible advice. All that you accomplish is that you broadcast your presence to the world. After lighting yourself up, you still don't know if the compound is unoccupied or if it's occupants are merely forewarned and are now entrenched in advantageous positions.
Interestingly, I had a match in duos last night that pretty much exemplifies this. I'm currently working on recording the replay (trying to get multiple camera angles and learning how to use Vegas Movie Studio), but the basic rundown is:
--Me and my friend roll into San Martin and enter a 4-story apartment complex
--The apartment complex is occupied but they shot too early
--Partner and I roll into them hard, but my partner gets killed (giving me a distraction to get the drop on both)
--I get spotted by an approaching duo (but don't know they're out there until they throw a smoke grenade through a 4th floor window (I'm on the 2nd floor))
--Duo gets involved in a brief shootout with a guy on a motorcycle who rolled up...by now, I know they're going to come in and flush me out, so I dig in and have my pinky-finger locked on my Ctrl-key
--Duo comes up and starts looting the bodies of my partner and the group we killed earlier, letting me get first shot advantage
--I sprint down the hallway, shooting the guy blocking my way (he goes down), and turn into a side-room...his partner is now waiting for me down the hall, so I jump out the window to circle back inside and approach back from the first floor stairwell (surviving baddie is at the middle landing looking up and waiting for me to poke the 2nd-floor stairwell)
Moral of the story: sometimes, sound you make is your enemy (lesson I learned in Battlefield 4)...sound the baddies makes is your friend.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
I don't think there's a big issue of exposing yourself as long as you're prepared to handle the consequences. It can be really effective, and a lot of fun. That wording was terrible =P
I'm still of the opinion even 1 good fight is better than a boring win, but that's just my playstyle. I don't think evilthecat's advice is terrible though, baiting people is often very effective.
I don't think there's a big issue of exposing yourself as long as you're prepared to handle the consequences. It can be really effective, and a lot of fun. That wording was terrible =P
I'm still of the opinion even 1 good fight is better than a boring win, but that's just my playstyle. I don't think evilthecat's advice is terrible though, baiting people is often very effective.
But there are ways to bait specific people instead of indiscriminately baiting everybody who hears your gunfire.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Thanks for the detailed advice folks. I know there is an element of chance in every game, where for example someone creeps into a building you had cleared previously and flanks you, whilst you run around willy nilly thinking you are good lol.
There's finally a Xbox stats site xboxpubg.com and my stats are so sad... 111 hours... 1 win lol
I46 hours, 1 win. Having said that, I only won in Duo TPP, then changed to FPP only when that became available recently and only played that since. No wins in FPP yet.
On the rare occasion I luck into something cool though, here is my favorite clip. Link only since I can't figure out how to embed, and I don't know if xboxclips or xboxdvr is better:
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
I looted two crates back to back with no issue, ran with that gear all the way to #3. That game the circle really fucked me, if it had come my way I'd have won for sure
Got my first chicken dinner last night with my bro (lol 50 hours in, I suck). We managed to do a really good job of walking in with the border to our back so we couldn't be flanked. By the time we had to engage everyone else had killed eachother so there was just us and one guy.
We had hard cover of rocks and he had a ravine he had to pop out of so was like whack a mole but would have had the circle advantage. Threw all our nades left forcing him right (from our perspective), brother took the fire from the right as a diversion and I ran up from the left and just sprayed and prayed.
The autopistol is really nice. Especially with an extended mag.
Had a weird game tonight where I fired three shots for two kills, the entire game. All with the pump shotgun. I got jumped three times, and the first two times put a shot directly into the ambusher's face from about 15m. Third time was point blank vs a SMG and didn't fare too well..
Auto pistol and uzi are actually great because muzzle length is a thing in this game and you can be a lot closer to obstacles in a house without your muzzle going down accidentally. Lord knows I've been killed because my shotgun or whatever was too long coming up the stairs.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
This is terrible advice. All that you accomplish is that you broadcast your presence to the world. After lighting yourself up, you still don't know if the compound is unoccupied or if it's occupants are merely forewarned and are now entrenched in advantageous positions.
You either want to clear the compound or you don't.
Running at a house, opening doors or hopping through windows has let the occupants know you're there anyway.
Making noise in the hopes of someone sticking their head out of a window might give you some information and/or a free shot.
If it doesn't, so what, you're still going to have to make noise clearing the houses anyway.
Hey guys, more noob questions here. How do you "clear" an area properly? How do you ensure that a certain area, direction, group of buildings etc is free of possible enemies who will flank you later?
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
This is terrible advice. All that you accomplish is that you broadcast your presence to the world. After lighting yourself up, you still don't know if the compound is unoccupied or if it's occupants are merely forewarned and are now entrenched in advantageous positions.
You either want to clear the compound or you don't.
Running at a house, opening doors or hopping through windows has let the occupants know you're there anyway.
Making noise in the hopes of someone sticking their head out of a window might give you some information and/or a free shot.
If it doesn't, so what, you're still going to have to make noise clearing the houses anyway.
The only reason I refuse to take unnecessary, unsuppressed shots is because you wouldn't just be alerting those in a house, but alerting everybody within your grid square (and maybe a bit of the adjacent grid squares) of where you are. If you only want to alert those in your immediate vicinity, break a window, throw a smoke grenade, clomp around without a care in the world... You have other options open to you that don't involve anybody with a sniper rifle sitting on a hill 600m away from you who's looking the other way, but is now lining up a shot on you because you just announced yourself to everybody within a kilometer of you.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Posts
a few months ago: https://gamer.hu/wp-content/uploads/2018/01/pubg-1-1024x576.jpg
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If you wanna be that guy I guess
Armchair: 4098-3704-2012
But crossbow+ghillie+a bush is wonderful and I recommend that everybody tries it at least once.
Hard to cover is great when it's available. Sometimes it's not.
Armchair: 4098-3704-2012
That is still way too low for a game in 2018.
Is it? 30 Hz tick rate is pretty common by a quick google. CSGO has 64 and 128 Hz competitive servers. What else is up there?
Battlefield 1 is locked to 60hz (granted, BF4/Hardline is variable between 30, 40, 45, 60, 120hz based on hosted server options). I'm not 100% sure, but I think Overwatch is also pretty high (63 from a quick googling).
edit - clarified the BF4/Hardline tickrate is variable based on rented server option
And apparently overwatch started at 21 or so, that's brutal. To add to the list, Rocket League is 60.
A game with 100 players on a large map might want to have a bit more just because of how much shit is going on.
Ah, I saw the 21hz number for OW, didn't see that it was updated.
It makes the slow ROF guns and also pistols actually extremely viable too. You can have a pistol fight against a guy with an AR who's only 10m away because you can just dip down and up a bunch. Or use the winchester against dudes with ARs too, by dipping between shots (you do need some distance for that though). You can also break contact a lot easier than the old map. I basically just run around willy nilly on the desert map because of how many options there are to break LOS.
https://www.youtube.com/watch?v=voIEFdS6j68
https://www.youtube.com/watch?v=n5Vnrhj50Zw
Aside from physically entering the buildings, listening for movement, and so on. I usually will creep up to a compound and listen til I'm roughly certain no one is there, but that isn't a foolproof method.
There's no 100% way.
An option is to draw them out; chuck nades, fire into the air, stage a battle in the immediate area.
Often people will peek out of a window looking for an easy kill.
I don't really have any advice for clearing those sorta players, it's too much hassle to worry about imo. The rest of the time, doing the things you're doing should be good enough. Trust your feelers. Also, circles force those players to move eventually, so just always give some extra glances back.
This is terrible advice. All that you accomplish is that you broadcast your presence to the world. After lighting yourself up, you still don't know if the compound is unoccupied or if it's occupants are merely forewarned and are now entrenched in advantageous positions.
Armchair: 4098-3704-2012
So their focus currently is anti-cheating
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
If you're risk averse, though, you'll just want to keep distance and get an advantageous position closer to or in the next circle, and just assume every building is occupied until it's in the blue.
After the first few minutes, you really need to assume that EVERY building is occupied until you've proven otherwise. Check the state of exterior doors as you approach, and note the interior doors once you enter. Open doors are a hallmark that somebody was here at some point in time, although closed doors don't necessarily mean that you're in virgin territory. I really wish that they'd randomize door states like they randomized car orientation to remove this metagaming. An open door means that you should be on extra high alert, but don't let your guard down if the doors are closed. Some games I will get myself a vehicle early on and head to the side of the circle that is furthest from the drop-in path. From this position, you're less likely to have someone at your back and you're more likely to hit untouched territory as you move inwards. I've also seen one streamer take the approach of landing at the first possible small compound along the flight path and then just walking his way in with the circle by following the logic that his back was originally clear because it was up against the map border, and then it stays clear because he sweeps his way inward and the blue locks his swept area down.
If approaching on foot, focus on being quiet and listen for the footsteps of anyone moving about inside. Maintain radio discipline with your squadmates. Don't blabber about the loot that you see. Just report important things like if you hear movement, note that an interior door is open, or spot a vehicle that you think may have been used. If you do hear movement, then it's possible that they're preoccupied looting and you may be able to sneak up on them. Keep tabs on the movement and quietly approach it with your gun at the ready.
If you don't hear anyone or if you approached loudly in a vehicle, then assume that the occupants are stationary in ambush positions. Once within the building, start clearing rooms fast. Don't bother masking your footsteps, but avoid making loud gunshot tier noises that may alert people outside of the compound. Look up videos on room clearing tactics. Move fast to take advantage of the clientside hit detection. Client side hit detection favors the aggressor since he will see his opposition a tenth of a second or two before the defender will see the attacker charge into the room. That gives you the potential to shoot first and win the firefight either by killing them outright or incapacitating them with aimpunch. Make note of the location of loot within the building, but don't pause to collect it until you've finished sweeping rooms. Sometimes, when dealing with certain areas like some stairwells that are hard to safely approach, you may want to make use of a flashbang to stun the immediate area.
For larger towns, you can't clear every building. You simply need to stay on your guard and always listen for errant sounds. Eventually the blue will force you out of the town. When leaving the town, assume that somebody was there with you. Keep looking back at the town as the circle overtakes it. If you're in a squad, have one guy spend most of his time watching your six while the rest of the squad is looking forward. See if the blue flushes anyone out. Given enough time the blue will sanitize the area.
Here's another approach that you may want to try every now and then. If you do catch a glimpse of someone within the town, consider not entering the town at all. You risk getting bogged down in Stalingrad style city fighting while the ever encroaching blue breathes down your neck. Instead set up an ambush position outside of the town. Then, once the occupants leave the town and are exposed in the open, kill them and quickly loot their bodies of the loot that they so graciously collected for you.
Armchair: 4098-3704-2012
https://youtu.be/mDcyzhIObHM
Armchair: 4098-3704-2012
Had a weird game tonight where I fired three shots for two kills, the entire game. All with the pump shotgun. I got jumped three times, and the first two times put a shot directly into the ambusher's face from about 15m. Third time was point blank vs a SMG and didn't fare too well..
The hardest time to avoid fighting is when you have great gear and feel confident. Too many times in Duos we get kitted out really well only to die because we picked a fight. Seems like best start for us is land somewhere out of the way with good loot, leave quickly and find a car to head towards the circle. There's a ton of luck in picking where to head but, if you guess right you can hunker down for as long as you need.
I've started hiding motorcycles in houses so I ride straight out the door at high speed. It saves you the awkward run to the vehicle if you find yourself having to leave quickly. Sometimes I bike up to Stalber and park it inside the radio building on the stairs. More than once I've busted out the door past enemies who were so surprised they didn't land a shot. Sometimes the smartest move is leave and let the stragglers fight each other.
https://youtu.be/HpTvneZJxQo
Interestingly, I had a match in duos last night that pretty much exemplifies this. I'm currently working on recording the replay (trying to get multiple camera angles and learning how to use Vegas Movie Studio), but the basic rundown is:
--Me and my friend roll into San Martin and enter a 4-story apartment complex
--The apartment complex is occupied but they shot too early
--Partner and I roll into them hard, but my partner gets killed (giving me a distraction to get the drop on both)
--I get spotted by an approaching duo (but don't know they're out there until they throw a smoke grenade through a 4th floor window (I'm on the 2nd floor))
--Duo gets involved in a brief shootout with a guy on a motorcycle who rolled up...by now, I know they're going to come in and flush me out, so I dig in and have my pinky-finger locked on my Ctrl-key
--Duo comes up and starts looting the bodies of my partner and the group we killed earlier, letting me get first shot advantage
--I sprint down the hallway, shooting the guy blocking my way (he goes down), and turn into a side-room...his partner is now waiting for me down the hall, so I jump out the window to circle back inside and approach back from the first floor stairwell (surviving baddie is at the middle landing looking up and waiting for me to poke the 2nd-floor stairwell)
Moral of the story: sometimes, sound you make is your enemy (lesson I learned in Battlefield 4)...sound the baddies makes is your friend.
I'm still of the opinion even 1 good fight is better than a boring win, but that's just my playstyle. I don't think evilthecat's advice is terrible though, baiting people is often very effective.
But there are ways to bait specific people instead of indiscriminately baiting everybody who hears your gunfire.
I46 hours, 1 win. Having said that, I only won in Duo TPP, then changed to FPP only when that became available recently and only played that since. No wins in FPP yet.
On the rare occasion I luck into something cool though, here is my favorite clip. Link only since I can't figure out how to embed, and I don't know if xboxclips or xboxdvr is better:
https://xboxclips.com/Hiryu+ZeroTwo/6ad3961c-aeb1-4cba-94fc-d284c0e5a966
We had hard cover of rocks and he had a ravine he had to pop out of so was like whack a mole but would have had the circle advantage. Threw all our nades left forcing him right (from our perspective), brother took the fire from the right as a diversion and I ran up from the left and just sprayed and prayed.
Auto pistol and uzi are actually great because muzzle length is a thing in this game and you can be a lot closer to obstacles in a house without your muzzle going down accidentally. Lord knows I've been killed because my shotgun or whatever was too long coming up the stairs.
You either want to clear the compound or you don't.
Running at a house, opening doors or hopping through windows has let the occupants know you're there anyway.
Making noise in the hopes of someone sticking their head out of a window might give you some information and/or a free shot.
If it doesn't, so what, you're still going to have to make noise clearing the houses anyway.
The only reason I refuse to take unnecessary, unsuppressed shots is because you wouldn't just be alerting those in a house, but alerting everybody within your grid square (and maybe a bit of the adjacent grid squares) of where you are. If you only want to alert those in your immediate vicinity, break a window, throw a smoke grenade, clomp around without a care in the world... You have other options open to you that don't involve anybody with a sniper rifle sitting on a hill 600m away from you who's looking the other way, but is now lining up a shot on you because you just announced yourself to everybody within a kilometer of you.
https://youtu.be/F5ci2IBOBTo