News - How To Abuse Rotational Aim Assist Warzone 3 (controller Aim Guide)
I do see a lot of players that will shoot at someone; they'll kind of just keep walking forward like this, which you don't really want to do. I mean, it does work, and it will kick an aesis. But it's making you an easier target to hit because if someone's just coming straight at you, they don't have to adjust; they don't have to move left or right; they don't have to do anything to the right stick; they can just shoot straight at you and they'll kill you, whereas if you're moving left or right, they have to kind of constantly, you know, track you, which obviously makes you a much harder target.
I'm not really moving too much to the right, but I'm still getting that emesis kicked in, and another thing, right here if my back was against this wall right here, and someone was, you know, aiming at me if I'm backing up into the wall even though I'm not moving. Obviously, my character is not moving.
You guys can see my left stick is going backwards, so I am pushing back on this wall. I would still get rotational emesis, so that goes, you know, against a wall on the right. If I'm moving to the right and I am shooting at someone, I'm going to get a ton of rotational emesis. Still, it doesn't really matter if your character is moving; it more so matters the input, like I said before.
There are quite a few ways to do that. Number one is simply finding an object that can get in between you and them, so for example, if there's a player right there with those black bags and they're looking at me, simply doing this breaks their empathy. It's very simple, but you're not always going to have cover or something you can use to easily break imist, so the best way to break imist in a war zone is either to slide cancel or to drop shot; typically, if you do one of those two things, you are going to basically tag out the emis.
For some reason, it just works very well when you drop a shot. That's why if you see players drop shots on you, that's why you usually die quite a bit. Drop shoters know that it's pretty broken, and it's the best way to counter rotational emesis, so yeah, if you guys are in a situation where you are trying to dodge bullets or try to break someone else's IM assist, you want to drop shot while still strafing.
Like I said, you're still strafing, so you get IM assist as well, but you're also breaking their assist, so now you can like combo these. You know this information; you can combo the information I'm giving you by, you know, drop-shotting to break theirs while also activating yours by moving, while you're on the ground, while you're crouched, while you're standing, against a wall, or in front of a wall, etc.
You know, in any situation you're in, you can still activate it, but also make yourself the hardest target possible now. SMGs have a pretty fast strafe speed, and you can move around quite a bit, but let's just say you're in a long-range situation where you have an AR with a scope, or, you know, some sort of red dot.
I'm showing you guys exactly how you want to kick that into action, so here I have an AR. I kind of like being slapped on a blueprint, but this is an AR. This is obviously not going to move as fast as an SMG. So if you are in long-range fights, let's say someone at those escalator rails down there, you want to move not quite as much because you know you're not really trying to dodge bullets, usually that much if you're at farther range.
I don't move too much when I am at a longer range. I kind of move like this. You know, slightly strafe left to right, nothing crazy. You don't want to go too crazy with ARs because, like I said, if you strafe too much, it might be kind of hard to adjust unless you have a really slow gun like an LMG or sniper.
But this gun has a pretty solid speed, like you're still going to be moving quite a bit, so if you move too much, you might have to readjust quite a bit, which obviously you don't want. Moving too much can be a bad thing. You don't want to move as fast as you possibly can. You just want to give an input on the kick-in rotation.
It's actually best if you move as little as possible, because that's the least you have to do with your right stick, and your m is going to kick in the most, but obviously.