FEAR 101

A guide by HappyStick


In this post I'll be assuming you already have all the appropriate settings needed to give you a comfortable playing experience. This includes: Limiting your framerate if necessary, a decent sound setup, you're not playing at 40 frames per second, you have proper Gamma, etc.

If this is not the case, please come back soon for a guide to get you started with optimizing your settings. I will also basically assume you're playing with a G2A2, as this is by far the most prominent and flexible gun in the game.


My goal here is to give you an overview of what FEAR Combat is all about, separating the important bits from the crumbs and breaking it down into understandable chunks. This way you'll be able to more efficiently improve and get a feel for the framework of how to play properly. This post isn't supposed to be easy, light and full of rainbows.

Improving at anything takes a lot of time and experience. However, I hope that with the guidance of this post you will be able to very quickly move up the ladder and get to a satisfying level, above the flock. I want you to keep this at the side while playing, and over time it will all make sense. The following will contain things ranging from basic  to pretty advanced. Use this as a pre-drawn puzzle that you can slowly start to fill in as you gain experience and discover new concepts.

Even the advanced topics won't be very in-depth, as I tried to keep everything fairly brief,  but by the time that you reach the level where you're capable of utilizing those skills, you won't need an explanation of them anymore anyway.
Take your time, take it slow, and I hope that this will keep anyone busy for a while.

To begin, I'd like to talk a bit about 2 major properties that make FEAR very different from most other First-Person Shooters out there. They're also the 2 things that most people have come to love about the game and give it its' extremely unique feel, diverse playing styles and complexity. These 2 things are FEAR's usage of Sound and the Unarmed mechanic.


Sound

Sound obviously isn't a unique aspect limited to FEAR, but the way it's implemented very much is. As anyone who plays FEAR knows, sound is an extremely powerful tool in locating not just your opponents, but anything going on around you. It basically gives you a second pair of eyes where your physical ones can't reach. To understand why this is so extremely important, you first have to understand the essence of competitive FPS-gaming.

 In order to play at the best of your ability, the single most important thing to do is to eliminate the 'luck'-factor. This allows you to play solely based on your skill-level, and not some random events you couldn't foresee. It's all about information gathering and ruling out the things you have no control over, so you're never faced with a situation where you're unsure of what's going on or what your options are. It's all about only throwing yourself in situations where you know you have the upper hand.

So, what's my point? Most games mainly rely on visual and 'mental' information to determine where your opponents are and what they're doing. Visual being simply seeing,  and mental being your own anticipation of your opponent's moves. You combine these two to figure out what you're going to do. In most FPS games sound isn't nearly as important as visual and mental information. In FEAR however, the sound adds a completely new dimension of information gathering, as the amount of information you can obtain from sound is massive! This makes sound a vital aspect to master and use to its' fullest.

So, what does the usage of sound come down to in FEAR? When you can see your opponent, rely on visual information. When you don't, you can rely fully on sound as it's such a powerful tool. Mental information is used to form a bridge between the two and is sort of the blanket covering both. The reason I explained all these things is because it's impossible to teach someone how to use sound, as it all comes down to experience. You have to realize however that it’s the most important thing to master, as the amount of information it gives you is absolutely huge compared to any other FPS out there.

Now, those things were mainly about using sound to locate your opponents and determine a course of action. Sound however, plays another massive part. Have you seen the movie Batman: The Dark Knight? At the ending Bruce Wayne builds a huge computer used to echo-locate basically the entire city using cellphones (https://www.youtube.com/watch?v=p6cv0KsTTfY that's the scene). This is to give you an idea of what proper sound usage can achieve. It allows you to make a mental picture of where the people around you are and in what direction they're going.

This helps you with what I'd like to call: 'Situational Awareness'. Proper situational awareness gives you the ability to know quite accurately what's going on around you, mainly assisting you in determining whether to move forward, or fall back and wait for a better chance/take a different route. If you can't hear as far as you can see (a doorway across the map maybe), make sure to keep your eyes on it while using sound to identify what's going on left and right. It allows you to maneuver around the map without having to rely mostly on visual information. It's all about combining the two into the fullest picture of information you can get.


Unarmed

The second unique aspect is the unarmed mechanic. It consists of two major facets. The first being unarmed usage in combat, so this includes kicking, sliding, gunbutting and hyper-punching. Hyper-punching is achieved by spamming your crouch button and punching while holstered, basically resulting in an insta-kill (make sure your 'Toggle Crouch' is turned off). The second facet is the increased movement speed being holstered gives you. These facets overlap at the point where you're walking around holstered and encounter an enemy at close-range.
I'll break the unarmed actions down in a short list

Kicking

When in a gunfight this can be effectively used when your opponent is moving towards you and you believe you're likely to hit with a kick, or as a last resort the moment you have to reload. In the latter case, you'll be the one moving towards your opponent attempting a kick, facing near certain death when you miss. When you're already holstered and encounter an enemy, you can choose between kicking (more effective in an enclosed area), or hyper-punching (more effective in open areas as it's more flexible). When two people kick at the same time, it's mainly the person who kicked first that wins. In the case of an unarmed vs. an armed opponent, the unarmed kick is more likely to win as they tend to kick higher.

Sliding

Basically the only use of a slidekick is when you're on higher ground than your opponent and you're 100% sure you'll hit them. In basically any other situation, slidekicks are extremely easily avoided and leave you incapable of doing anything for a second or so, just like a normal kick. If you have to choose between a kick and a slide, always go for the kick as they're far more difficult to avoid.

Gunbutting

Gunbutts are extremely useful when used properly, as they always result in an insta-kill and are more easily recovered from than a kick or slide. They can be used in a variety of situations. In any close-range encounter they can end the fight in a flash. If you run out of bullets and decide to go for a gunbutt and miss, it's not the end of the world. Their strength is in people not often expecting a gunbutt, so the moment someone slips up and gets too close, you can easily punish them for that mistake with a capital punishment. Gunbutts are also extremely effective when you're walking around armed and someone suddenly pops up around a corner, as it's close to the quickest way of attacking there is. The only thing faster is a hyper-punch, but a properly placed gunbutt has a longer range and kills someone trying to hyper-punch before they get a chance to hit you.

Hyper-Punching

This is your holy grail of unarmed offense. It's not something you're supposed to use constantly, but when you learn to recognize the situations where going in unarmed and hyper-punching is going to be effective, your kill-count will skyrocket. There's nothing more effective than running up behind a group of enemies before they can react and taking them out one by one and leaving like nothing happened.

When moving around unarmed it's also the best way to quickly deal with someone that suddenly crosses your path and is close enough to take out without taking a lot of damage. It's also great to go unarmed and hyper-punch someone that ran behind cover while he's reloading. Proper usage will come with experience but it's extremely important to master, as it's the most versatile of all of the unarmed techniques.

It's also extremely important to not rely on it too much though, keep this in mind! Don't become someone that just runs around unarmed trying to punch people, as it really doesn't make you improve in any other field, and it's a very one-sided skill. The most important thing while playing is to be able to adapt to every situation. Let hyper-punching be one of those adaptations, but not a major facet of your game plan.

The second major facet of unarmed is a completely different story. The increased movement speed is all about moving around the map quicker and more effectively.

There is absolutely no point in keeping your gun out when you're safe from enemy attacks or not planning on fighting, when you can just go unarmed and cover the same distance a lot quicker. 

Moving around unarmed also gives you a great deal of flexibility and ability to maneuver (a quick get-away for example.) Proper usage of this aspect of the game will come with time, but when mastered gives you a huge advantage over the opponents that don't properly utilize it.

Keep the following in mind when you’re thinking about improving your unarmed/armed ratio in-game: "Is there any use in having my gun out right now?" It's a simple question, but if the answer is no, it's pretty much always an indication you're spending too much time with your gun out, when you could be spending that time gathering gear and moving around a lot quicker.


Gunfights

 FEAR is very versatile if it comes to different gunfight situations. They can be roughly categorized in close-range encounters, and long-range encounters. You can use the following to loosely determine whether you're in a close-range fight or in a long-range fight. If you're able to do a good deal of damage with an unzoomed crosshair (while moving, so it's spread), or this is the case shortly after you've engaged combat and moved closer, you're in a close-range fight.

The opponent will fill up a significant part of your spread crosshair at this distance. Anything further away can be considered a long-range fight. These two gunfight scenarios are extremely different in approach, so it's very important to understand the differences. A close-range fight is all about maneuvering and being in your opponent's face (making him react to you), while a long-range fight is more about making the bullets count and using proper cover/position.


Close-Range Combat

Close-range combat is all about being in your opponent's face and making him react to you. You do not want to be zooming in a close-range confrontation. Quick movement is extremely important in these situations, and zooming results in the opposite, making you an easy target. It's also nearly impossible to properly track someone moving unzoomed, while you're zoomed, when he's close to you, as he'll be moving a lot quicker than you.

I'd even go as far as saying that you should never zoom in an obvious close-range situation at all, because proper unzoomed movement gives you a far greater chance of getting a kill. So, what does unzoomed movement actually mean? Because you're so close to your opponent, the advantage of quick movement by far outweighs the disadvantage of a very spread crosshair. In a close-range confrontation you'll be wanting to get as much in your opponent's face as possible (just not close enough that you're an easy target for a gunbutt), so the big crosshair doesn't really matter. 

Your goal here is to make your opponent react to what you are doing, so you are controlling where the two of you are going and what his movements will be. This is achieved by aggression. Why is this so important? In a situation where he reacts to you, his movement becomes predictable, while yours is still very UNpredictable. This gives you the ability to easily keep him in your crosshair and do maximum damage, while he's far more likely to miss a couple of shots here and there because he's having a hard time tracking you. The reason for this is because aiming is based on anticipation, not on reaction. You anticipate where your opponent is going to go, so you move your mouse in a path that correlates with that anticipated movement. When he becomes predictable, it's easy for you to anticipate and track his movement. When you're facing an UNpredictable opponent, you're mainly aiming based on reaction, which is far less efficient. It's like when someone surprises you completely and you're moving your mouse frantically trying to track his movement (reaction). It's completely different from when you know where someone is going and aim following that path (anticipation).

So, we've determined that what you're trying to achieve is you being the aggressor (person to be reacted to), and your opponent being the reactor (person to react to the aggressor). This brings me to a second very important point:  Hesitation. Hesitation is an absolute killer in a close-range situation, because a stutter in your attack can completely shift the momentum from you being to agressor and the other the submissive, to you being the submissive and the other being the aggressor. This effectively reverses the process and makes you the one reacting to him, and you being predictable in your movement. Hesitation once you're already heavily involved in a close-range confrontation is basically certain death against someone who knows what he's doing. Once you actually go for it, stick to it.

Proper close-range movement in an open space consists of zigzagging towards your opponent and making WASD-based movements when close enough (basically moving in imperfect and changing circles or in the shape of an 8). You'll want to spar a little bit until you find an opening where you can move in and force your opponent into that submissive role (by using the momentum of surprise). Usage of the environment is extremely important, and jumping on and off objects while moving sideways is a far more effective way of making it even harder for your opponent to hit you. It basically forces your opponent to not only focus on your horizontal movement, but also partially on vertical movement. This takes a lot of time to master however, and you should obviously start out slow. 

Just keep in mind that deciding to abort mission mid-combat is the worst thing you can do. The only exception would be when you have to reload and you see an opening to actually get away. Often a well-placed gunbutt or kick can be very effective too.

In my personal opinion it's extremely important to have a low mouse-sensitivity to allow for proper smooth tracking of someone while you're in a close-range battle. A high sensitivity often results in jacked movements from left to right trying to get your opponent in your crosshairs properly. I remember switching to a lower sensitivity helped me massively when I was experiencing this problem.


Long-Range Combat

Long-range combat is a completely different puppy. There's a golden rule in long-range combat. Never face someone behind cover when you are not. Always make sure you either BOTH have cover (with you hopefully having the best cover), or ideally you having cover and your opponent being out in the open. When you're both behind cover (cover being something up to about mid-body) it's mainly about recoil control. There isn't a secret to recoil control, and only putting a lot of hours into FEAR will give you a proper one. A low mouse-sensitivity can help with a very consistent recoil control.

Make sure you move from left to right a bit (strafing) while shooting, so you're not an easy target. Even though standing still gives you a closed crosshair, the added benefit of moving outweigh the closed crosshair when used properly. A very important thing to note about long-range combat is that the moment you are not being shot at (so you have a clear shot at your opponent in whatever situation), you should simply stand still and shoot. This is the only situation where the amazing advantage of a closed crosshair can truly shine and allow you to inflict massive damage.

Moving while not being shot at with your opponent in your crosshairs is a real waste of potential hits. A very important side note here is that you should NEVER zoom while you are already shooting. The reason for this is because when you shoot and then zoom, your crosshair will be wide open, even when standing still!, just like when you zoom and move. You should try it to see what I mean and understand its' implications.

In a straight-out long-range gunfight it really depends on how stacked you are and who gets the first bullet. The first bullet will cause the other person to have a lot of recoil upwards, making it hard to take back over. It's extremely important to always try and get this first bullet because it determines who starts the fight out in control. Keep what I said above as a side note in mind. Here it's not as much about your crosshair being wide-open when you start shooting before you zoomed, but because your first bullets when you're not zoomed are basically useless long-range, because you'll miss them anyway.

As the first bullet is so vital, it's not about shooting first, it's about hitting first. Zooming --> shooting, gives you a far greater chance of hitting than shooting --> zooming. You should be strafing left and right in a changing pattern (long strafes and short strafes in different intervals), crouching here  and there if you feel like it. It's just about what works for you, eventually it'll turn into pattern you're comfortable with. Try making it as unpredictable as possible, because the first person to miss a couple of bullets loses control of the fight.

 The last possible scenario is where you're both behind big cover (walls for example), and you both have to step away from that cover in order to hit each other. These situations are difficult to master and will really come down to you having to anticipate when your opponent will move out. Your goal is to move out right after they moved away from their cover and started shooting. The reason for this is quite subtle. When your opponent moves away from his cover and starts shooting where he believes you will be (next to your cover), he will be shooting air until you move out.

At this moment you should move out yourself and shoot exactly at where you already know he's going to be. This results in him being surprised because he can't know when exactly you're going to move out, and you having the opportunity to get your bullets dead-on target, because you already know where he is. One properly timed shot like this and your opponent will be way down in health, allowing you to move in for the kill.

This often really depends on getting a feel for these situations. A variation on such a situation is possible when you're close enough. The beginning differs slightly as well. This involves moving towards your opponent right after he moved BACK behind his cover. The time your opponent will spend back behind his cover (possibly reloading), gives you the chance to move in closer and confront him in a close-range fight. People will obviously almost never expect this. Watch out for a panic-kick or gunbutt however, as they're far more likely to try and unarm than have the actual gunfight.

I think this TDM I played (https://www.youtube.com/watch?v=Mio1V-ZoLz4) will give you a pretty decent idea of the differences between the two and why both situations have separate approaches.
Two important side notes to gunfights

  1. The lower the runspeed on the server, the quicker something turns into a long-range fight. This is because the lower the runspeed, the less you'll be able to maneuver. This is the same the other way around. The higher the runspeed, the more situations can be considered close-range because you can maneuver a lot more.
  2. There is a game mechanic that will prove extremely useful when mastered. As you may know, if you are holstered and take out your gun, it will have a short delay before it takes out your gun. In this time you will be slowed down as you were already carrying your gun, but you don't actually have it yet. However, if you holster, and unholster before about 2 seconds pass, you will instantly take it out again without delay. So what does this mean? This allows you to holster, make a short sprint somewhere, and instantly take out your gun again. This little mechanic is actually huge when used properly. In the example I gave above where you can rush towards your opponent when you're both behind cover, you can use this short sprint to instantly be in front of his nose with your gun out before he can even react. I use this mechanic constantly and it's really a great thing to learn. 

Leaning

Leaning has grown to be a very controversial aspect of FEAR over the years. A lot of people leaned during the beginning stages of FEAR, but this became gradually less and less. The reason leaning is such a controversial aspect of FEAR, is that it's very easy to lean behind a wall and be basically completely invisible to someone approaching. This problem occurs with 'left' leans, so leaning to the left. Leaning to the right doesn't cause as much of a glitch.

This glitching resulted in a lot of kills that had nothing to do with actual skill, but just standing behind a wall, being basically impossible to shoot. Over the years, as the game evolved to a much more fast-paced game, it gradually died out, and it's really rare to see someone lean a lot nowadays. In most public matches it's simply not effective as people play really fast-paced, and in 1v1's or 2v2's it's extremely frowned upon, especially in the European servers. Now, I'm not here to talk about why leaning is frowned upon and lame, but about why I think it's bad to pick it up as a habit.

Leaning really consists of two things:

  1. Getting in position
  2. Waiting for someone to come around a corner. 

A lot of people ask me why I think this is bad when it gets them kills. I have several reasons. First of all it makes you extremely lazy and slow. If you're used to standing behind a wall while in a gunfight, your movement and aim will both suffer heavily. Your movement will suffer because you simply don't have to move at all, and your aim will suffer because you barely get punished for missing a couple of bullets here and there. It doesn't 'matter as much', so you're not motivated or forced to improve it.

The moment something you do gets you stuck on a certain level and doesn't force you or helps you to improve, your skill and playing ability will plateau. You can spend a year mostly leaning and not really learn anything. What I used to do when people leaned against me, was to just stand out in the open and try to out aim them. Now, it obviously wasn't the most effective way to get the kills, but it sure as hell forced me to improve both my movement and aim.

I'm not saying you should never ever lean and the FEAR-Community will smite you if you dare to. It's a part of the game and it can be helpful from time to time. When you're low on HP, no way to get away, and a lean will give you a couple more shots before you die? Go for it. It's just very important to understand that it shouldn't be a main way of playing, because it gets you stuck in patterns that keep you where you're at, and won't help you in any way. It will give you a kill count that you might feel means something, but in reality it just means you're stuck in a little get-rich-quick scheme that in the long run won't really get you anywhere.


Grenade Usage

When most people think of grenades, they think of an explosion that causes huge damage when hit by. The way FEAR implements grenades however gives a twist to this conventional mindset. As grenades explode on impact it's a completely different dynamic that should be treated differently as well. Grenades still have their major damage dealing properties but this is not their main use, which I will get to shortly.

Obviously a well-placed grenade can absolutely wreck a well-stacked player to barely anything, leaving him to be killed by any random noob running around the corner. It's extremely difficult however to actually hit someone properly, and most of the time someone inexperienced will waste a grenade, trying to hit some random guy but missing by however few inches. The only time when its' use as a damage dealer is still in place is when it's either thrown at a group of enemies, or when they're used to trap someone in between a sandwich of grenades, which brings me to its' main use.

In FEAR, because of its' heavy hit or miss usage, grenades should be mainly used for another purpose: Control. Grenades in FEAR are a major player in your ability to remotely control where someone is going to go. You can literally force someone to move somewhere by throwing a grenade at them. Your main purpose here is not to hit them (even though hitting would be wonderful of course), your main purpose is to force them to move somewhere they do not want to be.

When someone sees a grenade thrown at their face, it's very unlikely they will stand around wanting to inspect it from a bit of a closer angle. Their first and foremost priority switches from whatever they were doing, to dodging that damn grenade. This ability to switch someone's priority from whatever they were doing to evasive-mode is absolutely huge. As not only does this mean that they have to move away from where they were (getting them away from cover for example), but they also cannot focus on you anymore, but have to focus fully on the act of getting out of the way, giving you an opening to do whatever you want (be it run away or move in closer).

As a result of this mechanic, a properly placed grenade can be used in both an Offensive and a Defensive way.

Offensive Grenade Usage

As described above, a well-placed grenade can easily get someone away from cover. As an addition, their priority switches from focusing on you, to avoiding that grenade. This give you an opening to move in closer and take control in a close-range gunfight and finish them off easily. It's also possible to throw a grenade, anticipate where they will be running to, and throwing a grenade there as well so they basically have nothing to go, leaving them completely exposed as well. It's also possible to throw a grenade at a route they are planning on taking to get away, effectively blocking off their escape route for a second or two. Even if they decide to take the route after the grenade exploded anyway, they will be completely incapable of countering you as their screens will be massively shaking. All things that you can perfectly use to your advantage.

Defensive Grenade Usage

Not only can you block off the route someone wants to take to run away, you can also block off the route they would need to chase you. If you throw a grenade at a place where they have to go through to chase you, you give them a simple choice. They either have a huge chance of getting damaged greatly, or they let you run away. You can also use a well-placed grenade to keep someone occupied with evading the grenade for a second or so while you make an escape. Several grenades used in combination can be effectively used to create a fortress for your opponent to pass through before being able to do any more damage.


Proximity Mines / Remote Bombs

These two are the other types of explosives in FEAR. Most servers have them disabled, and you'll rarely be using them. Nonetheless it's good to know a bit about their uses.

Proximity Mines

These are effectively mines that will explode when you get too close. Placing them around a corner near explosive devices (barrels, electricity boxes, etc.) will cause a pretty much guaranteed kill when triggered. They should never be placed in plain-sight as this renders them basically useless. When you're playing anything but DeathMatch, the map will be basically divided in 2 camps: Your teams', and the enemies'. Try and place them behind walls at the crossroads of these two territories for maximum effectiveness. They're also wonderful tools to place inside of flag stands in CTF-matches. Placing a remote next to a proxy mine will cause a small chain-reaction also basically guaranteeing a kill.

Remotes

These are sticky bombs that you can place and detonate remotely later on. They are great for clearing up choke-points in big TDM's, as they'll either force the opponents back or kill them. These aren't tools to use head-on, as they'll leave you completely exposed while throwing or moving close. It's better to use them around corners or by taking a quick peek into a room or area while throwing one. They should seldom be used when you're trying to play serious as they don't really benefit anything you're doing skill-wise. People using them a lot are often looked upon as in the same league as Super Weapon-users...and that's no good.


Medkit / Armor Usage

Another extremely important aspect in FEAR is the proper usage of medkits and armor. Medkits are mainly used in gunfights, while armor functions as a buffer to keep your HP from being drained too quickly by damage. Too often I see people just running past Medkits and Armor, or don't take the trouble to take a 2 second detour to get one. Please don't be this guy; it makes zero sense to not pick up one of your most important aids in battle. You can look at medkits and armor like a gauge filling up.

The ideal combinations are something like 1 medkit/35~70 armor and 2 medkits/70~100 armor. Having 2 medkits and 0 armor basically makes you waste both medkits in a gunfight instantly and leaves you completely vulnerable to a grenade, while having just 100 armor can leave you vulnerable right after or when someone else joins the fight. The moment you are not facing opponents your priority should instantly switch to gathering medkits/armor/(grenades).

I'll say it again; the amount of medkits and armor go hand in hand. They're your blood and oxygen.

Proper usage of medkits is an extremely difficult skill to master. It will be a major difference in most of the gunfights you will have. Using a medkit twice in a row at 65/70 HP instead of 40/50 HP can quickly escalate to a loss of ~60-70+ HP, which is huge in any gunfight. The ideal situation would be where you have your HP in your peripheral vision and reacting to it turning red instantly by using a medkit.

Most people however use more of a gut-feeling to determine when it's time for a medkit. When you're just beginning to learn how to properly use medkits, I'd advise to actually be more conservative with medkit usage than to jump on it the moment you get hit. This way you might die a bit more often while you still have a medkit, sometimes even 2, but it will teach you to use the medkits when your HP is low. If you keep insta-medkitting when you're still at 65 HP, you'll never learn how to efficiently use them and you won't develop a feeling for it.

You shouldn't be more focused on your HP than on the gunfight, just keep it in the back of your head. Obviously the damage you take will depend on the opponent you're facing, so keep that in mind. A small tip is that when you get down to about 5 HP as you finish a gunfight, and you know you're safe, it can be wise not to instantly medkit yet. This allows your health to regenerate a bit more while you walk around giving you that little extra health. 55 HP (5+50) vs 75 HP (25+50) is a pretty big free bonus if you know when to take it.

Mindset

I actually think that having the proper mindset is one of the most important factors and absolutely key to improving. This obviously isn't limited to FEAR but really anything. I'm assuming you're someone that enjoys improving at what they're doing, otherwise you wouldn't be reading this. I personally get a lot of enjoyment out of improving at the things I enjoy doing. Then the better I get at it, the more I enjoy it, etc.

So, what is the best way to actually improve? I might do a separate post sometime about some things I would deem very important, possibly something like a step-by-step list, as it's such an extremely wide topic The most important thing to say however, is that it's essential to always be honest with yourself. Always stay humble and admit when you make a mistake.

There are a lot of people that constantly blame others or their environment (basically anything but themselves) for the negative things that happen. The best example would be the guy in a server calling people that demolish him hackers, start blaming lag, etc. The moment you start doing this you're deluding yourself and you are letting go of the actual reality of things. Always assume it was your own mistake when you die or something bad happens. Even when it really does lag, so what? It's a challenge.

Always try to deduct what you could have done differently to avoid the bad situation you got yourself in, and how you could've known you should've done it differently. Only by realizing your own mistakes, and then thinking of ways you could have avoided them, you can improve. Every acknowledged mistake that you do not come up with a solution for, is a missed opportunity at improving. Random grenades happen, but most of the time it's all you walking into a situation you should not have been in. Anything you see other people do is possible, as long as you make it happen and conquer your own flaws.

See you in-game,

HappyStick


5 comments:

  1. Hey good work Happy.There were a lot of things discussed in here that struck my attention.The gun butt is by far the one I want to get good at,nnow it's time to put the advice to use.Thanks again Happy

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  2. Nice write up HappyStick and well covered.

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  3. Thanks Happystick look forward to your next wright up

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