BASICS // Movement

Sensitivity, slide cancelling, Ledge Hanging, Diving, Tactical Sprinting and more – this is the ultimate guide for how to move in Modern Warfare II.

BASICS // Movement

Sensitivity, slide cancelling, Ledge Hanging, Diving, Tactical Sprinting and more – this is the ultimate guide for how to move in Modern Warfare II.

BOOTS ON THE GROUND

In Call of Duty, new players and world championship winners have more in common than you think.

Namely: regardless of skill level, every Operator can learn something new or work on the fundamentals for movement.

By the end of this section, you will not only know the simple techniques – when to go prone, what type of sprinting is best etc. – but also the most advanced strategies that can shave milliseconds off time to kill (TTK) and potentially save your in-game life.

 

MOVEMENT – THE BASICS

Sensitivity Check – Which Sens is “Correct”

In Call of Duty, where you look is where you move “forward.” So, before we can walk, or even stand, let’s learn how best to “look.”

How fast – or slow – you look in game is based on Sensitivity. For controller users, there is a 20-point system for Vertical and Horizontal Sensitivity in the Settings. By default, both these values are set to 3, with 1 being low and 20 being insanely high.

For mouse users, Sensitivity is adjusted with DPI (dots per linear inch). The higher the DPI, the quicker your in-game character will look in a direction that the mouse moves in.

Sensitivity while aiming down sight can also be adjusted in the Settings menu – this is important for those who want to quickly look around when on the move, but want slower movements when precise shots are needed.

There are no hard and fast rules for sensitivity; player preference will always be better than a “perfect sensitivity.” But, for those with nowhere to start, here is our recommendation:

New players should start at the default (3-3), then adjust higher as they get more familiar with the game.

Great players will advise you to use high sensitivities and learn how to make micro-movements with your fingers out of game. This gives the best of both worlds, but those light touches for minor movements may take some practice.

 

CHECK THOSE CORNERS

“Check those corners!” – Captain John Price, Call of Duty 4: Modern Warfare.

In a fast-paced game like Call of Duty, remembering to watch your back – and every other side – is crucial for survival, lest someone go for the humiliating Finishing Move.

Remember to look around – even when standing still – both in and out of game. Modern Warfare II has some features to help remind you to pick out threats, both as standard (e.g. grenade icons and certain accessibility settings) and as temporary or player-choice bonuses (e.g. the High Alert Perk).

But still, there must be a conscious choice to anticipate threats from all directions. Along with using audio cues – footsteps, weapon noises, breaking of glass, that squadmate yelling, “HE’S LITERALLY ONE SHOT IN FRONT OF YOU” – be aware of those surroundings. If it means wasting a few milliseconds to slightly turn your Operator’s head to see around a corner or checking behind you, it is statistically worth it.

Otherwise, when an enemy comes out of nowhere right where you were originally looking JUST as you turn to look elsewhere, and gets the jump on you… well, we in the community call that “COD Timing.”

A higher sensitivity setting makes it easier to look around and adjust your aim with fewer movements from your Analog Stick or mouse. Micro-adjustments are a must on higher sensitivity settings, as too much of a Analog Stick or mouse move can leave your Operator spinning and overshooting a target. And, if you’re on the move, higher sensitivity can allow for more unpredictable serpentine movements, as it’s harder to hit a moving target if it is not going in a straight line.

 

Standing, Crouching, and Prone

Call of Duty Operator has three different stances: standing (default), crouching, and prone. The latter two are done with simple button presses.

Learn the strengths and weaknesses of your different stances.

 

Each stance has its pros and cons:

Standing leads to the fastest ways to move with two feet, whether by walking or sprinting. However, standing shows 100% of your Operator’s profile, making them most vulnerable to damage. Accuracy while standing is also the baseline accuracy for any weapon; the other two positions lead to you making more accurate shots, but standing and firing is better than moving while firing.

Crouching is the median stance for movement, Operator vulnerability, and movement speed. The slight accuracy boost and recoil reduction bonus can be great when using a weapon with a wilder recoil pattern, such as an SMG. It also makes footsteps quieter, ideal for stealth operations.

Prone, meanwhile, offers the most accurate position to fire from (without mounting) in exchange for giving way to the slowest form of movement. This is the position you reach after falling from a Dolphin Dive. Of course, your Operator is fully vulnerable while prone if someone attacks from the sides and you’re a sitting duck from behind. However, the average Call of Duty player likes to fire their weapon to targets at chest height in surprise engagements, making it possible to cause them to miss shots in this position…

Which leads us to discussing the oldest techniques in Call of Duty history:

 

Drop Shotting

By changing your Operator’s stance from standing-to-crouching rapidly, or standing-to-prone, an enemy could fail to adjust their aim and miss, usually shooting above your head.

Firing while Drop Shotting, and aiming slightly upwards as you do it to maintain precision, is a simple, yet effective, movement and firing technique.

 

Walking, Sprinting, and Tactical Sprinting

Step three of this movement guide: taking a few steps.

Jokes aside, here’s what these three standard movement options do:

Walking, Strafing, and Backwards-Walking can be done by simply moving the left Analog Stick or WASD (by default) on Keyboard. All these movements make less noise than Sprinting or Tactical Sprinting, making it better for when stealth is needed. It also only offers minimal penalties when firing a weapon.

You’re only a few steps away from mastering movement.

 

Strafing, specifically, is great for evading fire as you move your body side-to-side while firing and/or aiming a weapon. So long as the pattern is not predictable, strafing can be a great micro-movement to use within engagements, as a few missed bullets by your enemy could be the difference between life and death.

 

Sprinting is done by pushing down the left Analog Stick on a controller or L-Shift on a keyboard. It is a faster movement option, but it amplifies footsteps, slows aim down sight (ADS) speed, and you are unable to use weapons while sprinting without a perk that allows for hip-fire shots. Still, it’s great for getting around the map efficiently.

 

Tactical Sprinting is the fastest movement option in the game on two feet, requiring either a double-stick tap or tap/hold on a controller, or another hotkey on a keyboard. During a Tactical Sprint, your Operator holds a carried weapon towards the sky, making it even slower to ready that weapon for firing after a sprint. Furthermore, unless it is refreshed by way of a perk, the Stim Tactical Equipment, or Field Upgrade, there is a long cooldown between each use of tactical sprint.

In other words, make it count. Use Tactical Sprinting to run through open spaces with little cover, right off a respawn when you want to get back into the action, or when you squad tells you to get out of enemy territory as quickly as possible.

 

How to Slide and Dive

What happens when your Operator is running and want to hit the deck as quickly as possible? Depending how fast they are moving, they either break into a slide or dive on the floor like a dolphin.

Sliding, and the more impressive Dive, have multiple tactical benefits. Learn them here!

 

To activate a slide, start sprinting, then “crouch” to have your Operator slide a few feet. This gives them a few more feet of movement while changing their stance to a crouch, which is great for throwing off enemy shots.

As for Diving, this is activated by tactical sprinting, then crouching. Yes – in Modern Warfare II, tactical sprints now lead to dives. A Dive may not get you far horizontally and breaks up an advanced strategy known as a slide cancel, but it has its own benefits in action.

Need to navigate through the window of a building to escape combat? What about dealing with an enemy that thinks you’re ending up in a crouch stance? Or is there a movement montage that could use a dive into a triple-collateral quickscope? In all those situations and more, Diving can help.

 

Vertical Movement: Jumping, Mantling, and More

AKA: Leaps and Bounds, and what will help you understand the minimap movement routes within the maps section of the guide.

Jumping is necessary to get across small gaps, but greatly decreases accuracy. That’s why we call those jump shots #CODTopPlays.

 

Mantling is when your Operator grabs onto a box, ledge, or other grabbable edge when there is a prompt to “mantle” it, or if it is close by and the Setting for Automatic Mantling is turned on. While mantling, you are unable to use weapons.

 

Hanging, also known as Ledge Hanging, is done on certain edges are too high to mantle on top of. While hanging, you are only able to use Sidearms before either dropping off or continuing to Mantle. You can also peek over the top of the ledge to see what’s behind it, which is good for gaining intel without completely revealing yourself.

 

Climbing usually happens with a ladder, which is often in larger maps. While on a ladder, only Sidearms can be used, which gives these smaller weapons additional viability.

Here’s a hint that most players tend to forget or discover randomly: holding down on the left Analog Stick or the S key (default bindings) allows you to slowly descend a ladder, while moving down and performing a crouch allows you to slide down.

 

Parachuting mostly happens on large map modes, such as in Ground War. Your Operator comes conveniently equipped with an unlimited supply of parachutes so that, whenever they fall from a height that can be lethal, you can open a parachute to slow falling speed and allow better movement in the air.

Cutting the Parachute early will allow you to fall faster. In between cutting the chute and re-entering free-fall, your Operator can use their weapon for a few seconds.

Also, Parachuting unlocks third-person mode camera, even if you are playing a first-person mode game. Use it to check behind, above, and all around you in the moments before you land to look for the best landing area, or to spot enemies dropping in behind you!

 

Out of Bounds: Don’t Fall Off the Map

Even with a parachute, you should still be aware of map boundaries that contain a large drop.

Unlike maps that give an out of bounds warning, such as Farm 18, others, such as the Valderas Museum, are on higher elevation.

Don’t have feet of clay; this tiny, yet terror-striking mistake can cost even the most skilled Operators a crucial match due to a lack of map awareness or under-correction of movement.

 

MOVEMENT – SWIMMING

In Modern Warfare II, Operators not only need to go undercover, but also underwater.

Across larger maps, such as the ones in Ground War, your Operator may need to swim through bodies of water.

Don’t be afraid to get more than your feet wet, soldier! To swim, simply enter the body of water and move as you would normally. If the water is deep enough, sprint and look down to plunge underwater (This can be toggled in the Settings so that only looking down and moving forward is needed to plunge). You can also always maneuver underwater by changing stance.

In Modern Warfare® II, Operators not only need to go undercover, but also underwater.

 

Once underwater, your Operator has a limited amount of air they can hold in before they start taking damage until eventually drowning. Swimming up to the surface replenishes this invisible air gauge.

Underwater movements tend to be stealthier than that on land; while also keeping your Operator’s lung capacity in mind, try using bodies of water to sneak around enemies or attack them from the depths.

 

MOVEMENT – ADVANCED TACTICS

External Peripherals, Internal Settings

For aiming, adjusting internal settings is only half the battle for getting it “just right.” Having the right peripherals – a working controller, or keyboard and mouse – is crucial, as quality in affects the quality out.

Does it mean getting the Official Controller of the Call of Duty League? If you want, but the in-game settings should help optimize any functional controller or keyboard and mouse.

Take to a Multiplayer Map like a true professional and take time to set up your controller or keyboard and mouse before you play.

 

Controller users should pay close attention to Dead Zone values – this is where you can adjust what defines a “minimum” and “maximum” input on an Analog Stick. In other words, if your view drifts slights to the left when the Analog Stick is at rest, try upping the Dead Zone Minimum Value slightly to account for that stick drift.

As for mouse users, look at Mouse Calibration options like Mouse Acceleration, which might be pulling your aim off during rapid movements, Mouse Filtering, which could add movement from previous frames and may disrupt current movement, and Mouse Smoothing, which could be taking the average position of the last two frames. And for those who may stare at their monitor from a closer or further distance, try adjusting the Monitor Distance Coefficient, which scales mouse movement to the size of the screen.

 

Slide Cancelling – Nerfed?

One of the most popular movement techniques in Call of Duty: Warzone is known as the slide cancel, and is achieved by jumping or crouching in the middle of a slide.

Slide cancelling, in theory, is a quick and evasive movement preferred by highly-skilled players over sprinting.

However, in Modern Warfare II slide cancelling can only be done out of a regular sprint. Attempting to slide cancel while Tactical Sprinting results in a Dive.

Therefore, slide cancelling still exists, but it is slower than Tactical Sprinting, and overall has reduced power in the movement meta. Consider it more appropriate towards short-range engagements every so often, or at longer distances after all Tactical Sprint charge is expended.

Still, you may want to look at the Auto Sprint Setting, as having one less input to break into a sprint makes it easier to pull off multiple cancels in succession.

 

Stay Frosty.

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