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Article #697980Re: Mid-Month Ramble - June 2017
From: Rin Stowleigh
Date: Mon, 19 Jun 2017 21:18
Date: Mon, 19 Jun 2017 21:18
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5089 bytes
It was probably around the Quake / Counterstrike time frame that I moved off of WASD, and onto a variation that was easier in very long durations of competitive online play. I'm specifically mentioning online play because I think the overall intensity is elevated when playing real time against humans. You find yourself gritting your teeth more, veins popping out of your body more, etc. You don't have the luxury of just pausing when you want to take a quick break, answer the phone or take a whizz, you have to wait until the end of round at least. I haven't seen any specific studies that monitor blood pressure during online competitive twitch play versus a relaxed run through a single player campaign, but I bet it would reveal some major differences in physiological measurements. So basically I found it was much easier on my hands (which have been abused thoroughly via sports over the years anyway) to come up with a scheme that utilized the natural home row (ASDF). I could describe it in detail but it's probably nothing anyone else would like. The immediate benefit I noticed was just lessened hand fatique. I can literally look at my hand and see a difference in the movement of tendons/ligaments between switching between W and S for forward/back as opposed to my preferred F forward and G for back. I'm sure that sounds counterintuitive for some, but the bottom line is that usually, when I'm "in reverse", I'm not going to use many other keys like duck/crouch (D) or jump (S). The A key makes a great zoom/aim key for me, whereas to do the same with the capslock key would be weird because its a toggle key, and aim toggle is either a game feature or its not. Left and right strafe is space bar to move right and right mouse button to move left. Again, I'm sure some of you are scratching your head at this point, but in some of the original twitch games that relied on circle strafing, being able to left strafe with the uber-sensitive mouse button just by letting my finger rest on it was an amazing discovery, as was using the spacebar to strafe right (which my thumb was always resting on). Do you see what's going on there? Two functions which are incredibly important in close-quarters combat were just placed into a configuration where the weight ratio of the body part (thumb and middle finger) to the pressure required to engage the switch becomes a huge advantage, and because it's an action that's performed so often in Quake-like games, I cannot even begin to describe the impact it had on my scores over the long haul. That said, I don't play nearly as many games with lots of strafing these days. I actually prefer more tactical, slower paced shooters like Battlefield and Rainbow Six, where there is not alot of strafe movement except to adjust an already-zoomed sight on a straight access slightly or things like that. So fast forward all these years, and there are still some fucktard games that don't support key rebinding. I can play with WASD when needed, and honestly breaking out of my habit in a single player is not that big of a deal, but I refuse to play an online first person game that won't let me use my competitive key config. It would be frustrating because every time I get killed I'm going to be blaming the feature omission.
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