Tactical Survival Guide For Online Shooting Games
63 pages
English

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63 pages
English

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Description

This book has been written as a guide to help anyone struggling with online multiplayer First-Person Shooter (FPS) games or even if you just want to sharpen up your existing skills. By reading through the strategies, you should easily improve your game, and become a more formidable opponent. This book covers any potential problems you may encounter during FPS online play and incorporates generic techniques that you will be able to use in all FPS games regardless of their origin, timescale, control system or platform. The things that remain the same in all FPS are the basic tactics and techniques that are employed by some of the worlds best online gamers and some of the world's most formidable military powers. These are the superior tactics that you will be able to utilise in any FPS game you play and will keep you one step ahead of any player.

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Publié par
Date de parution 31 janvier 2019
Nombre de lectures 4
EAN13 9781528947466
Langue English

Informations légales : prix de location à la page 0,0175€. Cette information est donnée uniquement à titre indicatif conformément à la législation en vigueur.

Extrait

A Tactical Survival Guide For Online Shooting Games
Andrew Shepperson
Austin Macauley Publishers
2019-01-31
A Tactical Survival Guide For Online Shooting Games About the Author Dedication Copyright Information Acknowledgements Introduction Chapter 1: My First-Person Shooter History Chapter 2: Universal Game Play Basics Basic Equipment Aiming Styles Other Types of Movement Cover Chapter 3: Finding a Game to Suit You Chapter 4: Choosing a Weapon Pistols Machine Pistols Sub-Machine Guns (SMG) Shotguns SMG vs Shotguns Assault Rifles (AR) Large Machine Guns (LMG) Sniper Rifles Damage per Second (DPS) Bullet Drop Explosives ;-) RPGs/GLs Grenade Launchers (GL) Grenades and Speciality Grenades Standard Issue Grenades Mines and Claymore Mines Common/Classic/ Weapons Attachments Grips and Bipods Underslung Attachments Suppressors Rapid Fire Extended Magazines / Dual Magazines Upgraded Sights/Scopes Chapter 5: Game Types and How to Win Them Deathmatch (DM) Team Deathmatch (TDM) Capture the Flag (CTF) Large Team Tactics Small Team Tactics / Solo Tactics Large Team Tactics Small Team Tactics Solo Tactics Large/Small and Solo Chapter 6: How to Control Spawn Points Chapter 7: How to Control Choke Points Chapter 8: How to Play Offensively Chapter 9: How to Play Defensively Chapter 10: Sniping and Counter Sniping Sniping Team Tactics Chapter 11: Counter Sniping Chapter 12: Hunting an Opponent Chapter 13: Motion and Concealment Concealment Chapter 14: Understanding the Terrain Chapter 15: Co-Op Teamwork Chapter 16: Improvised Teamwork Chapter 17: Making the Most of Solo Play Chapter 18: Joining a Team Chapter 19: Forming Your Own Team Chapter 20: Team Training Drills Chapter 21: Planning for a Win Chapter 22: Communication Headsets Chapter 23: How to Effectively Use Your Own Medics While Exploiting Your Opponent’s Medics How to Effectively Use Your Own Medics Exploiting Your Opponent’s Medics Chapter 24: Sportsmanship Chapter 25: Cheaters
About the Author
Andrew Shepperson grew up in the northeast of England and has built his love of gaming over almost 30 years, taking a keen interest in the First-Person Shooter genre of games and increasing his knowledge of tactical shooting while competing in paintball tournaments throughout the country and later on to his local air soft team, where he still plays to this day. During the day, he is a staff nurse in the northeast’s hospitals and lives with his wife and son in Darlington.
Dedication
This book is dedicated to my amazing son, Owen. He really is the best of me. Also, my friend Ben, who believes in me more than I ever could myself. And finally, my friend Tony, who showed me how to lose constantly and still push on for a win. RIP. And my wife, Michelle, for all her love and support.
Copyright Information
Copyright © Andrew Shepperson (2019)
The right of Andrew Shepperson to be identified as author of this work has been asserted by him in accordance with section 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of the publishers.
Any person who commits any unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.
A CIP catalogue record for this title is available from the British Library.
ISBN 9781788788014 (Paperback)
ISBN 9781788788021 (Hardback)
ISBN 9781528947466 (E-Book)
www.austinmacauley.com
First Published (2019)
Austin Macauley Publishers Ltd
25 Canada Square
Canary Wharf
London
E14 5LQ
Acknowledgements
To Karen, Dave and the kids, for all the love and support shown over all these years and many to come. To Mike and Cheryl for being generally awesome! My sister, Angela, for being one of the best people I know. Much love, Sis. And my amazing friend Julie, who always believes in me even when I don’t myself.
Introduction
This book has been written as a guide to help anyone struggling with online multi-player First-Person Shooter (FPS) games or even if you just want to sharpen up your existing skills. This book may not make you the world’s greatest player (though it could), but by reading through the strategies you should be able to easily improve your game and make yourself a more formidable opponent. This book covers any potential problems you may encounter during FPS online play and incorporates generic techniques that you will be able to use in most FPS games regardless of their origin, timescale, control system or platform. The things that remain the same in all FPS are the basic tactics and techniques that are employed by some of the world’s best online gamers and some of the world’s most formidable military powers. These are the superior tactics that you will be able to utilise in any FPS game you play and will keep you one step ahead of any player who has the misfortune to end up in your path.
Chapter 1: My First-Person Shooter History
The first games console I ever owned was an Atari 2600. I realise that most people reading this will have absolutely no idea what I’m talking about and also means that I’m showing my age, but for the players who owned one, they were fantastic. These were some of the first machines built to just for gaming, whereas some of the other machines at the time were professional or office computers, which just happened to have a few games you could play on them. This machine started my whole love of gaming, even with the graphics that the Atari put out.
After that I quickly moved on to the Commodore 64, Sega Master System, the Sega Mega Drive and then followed the PlayStations. One of the first, and most players would say classic, first-person shooters around when I was young, was Doom. This was a game where you fought through a whole world of monsters while running though dark mazes and had loads of cool weapons, including a chainsaw for close up. One of the coolest things about that game was the energy bar, which was your avatar’s face. The more damage you took during play the more beat up your avatar’s face would be, until at your lowest energy level. Your avatar’s nose and mouth would be bleeding and he would be panting for breath. I realise that now that’s been done a million times, but when Doom came out the idea was brand new. Other cool FPS games were Unreal Tournament and Red Faction.
For me, the games that made FPS really cool were those loosely based on real wars or fictional real world scenarios. The big difference seemed to be just the tiny fact that the avatars moved like real people, whereas prior to this, players were able to jump 20 feet into the air, even in FPS, and that was supposed to be realistic. Being able to do this really kills real world tactics because as soon as you fire on any player online, nine out of ten would jump 20 feet into the air and you’d end up firing up most of the match. It almost looked like everyone was firing at each other while being on some unseen trampoline. Once that tiny issue was addressed and more real world mechanics were employed with regards to human movement, then really tactical players started to emerge into the online battlefield, making every game different from the next, and making FPS some of the most played games in history.
Chapter 2: Universal Game Play Basics

Basic Equipment
As stated previously this will be a generic version which will encompass common FPS game basics and how to use them most effectively. So let’s get started! In most FPS you will carry a selection of weapons which are pre-set by the game itself, but generally anything from two upwards. Along with this you generally carry some kind of grenade and a knife, or Close Quarters Combat (CQC) weapon, sometimes that’s the butt of your Rifle.
Basic Movement: your basic starting stance is always just a normal stand/walk where your character is standing at full height with his weapon in a ready position. Moving in this stance is always fastest and if game play allows, you will be able to run at your characters full speed. Although, you are a much easier target to hit while standing up fully and almost always stand out, even in cover, giving away your position. In addition to this, firing from this position is not as accurate, as more recoil is felt from your weapon.
Next is your crouching stance, which is what it says really, you’re crouching. This is a slower, more cautious way of moving and although brilliant when in cover, it’s not recommended when moving from cover to cover. This stance makes you a much smaller target and gives you a more supported firing base with less recoil. Finally, you have the prone position, which is lying flat on your stomach. In some FPS, laying prone will not be an option, but for the ones that do, it kinda goes without saying that movement is extremely slow as you are crawling on your stomach. This also gives you the best firing position you can get with an excellent solid base to fire from (some games will allow Bi-Pods, which are small stands that support your weapon, giving you a solid base to fire from or other upgrades and attachments which stabilise your gun when prone adding to an already excellent firing position). There is some debate as to how well you are protected when prone because although you are a smaller target to hit, any opponent who does shoot you has a greater chance of making a head shot if he’s engaging you head on. Something to think about!

Aiming Styles
Aiming styles are chosen depending on the distance of your opponent, weapon in hand, and the overall grouping/spread of the weapon in your hand. A grouping is a measure of how accurate your weapon is at its very best in whatever aiming style you are in. So if you were aiming a target that was, say 100 yards away for example and your grouping or spread would be how close you can get each addit

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