Instead of full-beating (normal strafe jumping) use half-beating technique, you will go through 75% of the lines. Easy and fastest movement you can do in dp2.
Normal strafe and half-beating are equally faster if done properly.
The avantage of half-beating is just that you don't have to move your mouse / crosshair as much as if you would strafe "Normaly" and so you can focus easier on your aim. But it has nothing to do with surviability.
There is alot of factors that makes running trough lines possible :
- The travel time
- Guns
- Hitbox
- Positionning / angle of the line
- The mouvements of the person shooting, for exemple if you jump while shoting, your accuracy while decrease alot
- The speed of the person running trough your line
- the accuracy of the person shooting the bullets.
- Ballspeed and the period of "timeout" between bullets where there is no bullets.
- Distances
And alot more.
Relying on lines and focusing your gameplay around it against a good player is a mistake. There is a high chance that it will go wrong and that your opponent will abuse you by bypassing your line for X reasons.
As Zenit mentionned, we already did a similar test. The results were crazy, you could litteraly dance into someone's line with the wrong ballspeed.
So, you have to get in mind that:
- The test we made was a 90 degree angle test, someone was standing and linning, the other person was just walking trough the line.
- You have a CHANCE to make it trough a line (its only a chance, either you will be hit by ONE bullet or not while being in the trajectory of a line).
- However, running trough a line and encountering atleast TWO bullets in the same trajectory will lead up to a certain death because none of the ballspeeds make it possible to slalom between them in the "timeout" period when there is no bullets crossing.
For a brief recap, with the otb ballspeed, a 90 degree angled line with any decent gun on the game was RUNNABLE trough because you would either be hit by ONE bullet or not while being in the trajectory.
However, the same test with the 2660 ballspeed was that you had to run trough TWO bullets in 95% of the time while being in the trajectory so you would end up dead (there is a chance that you make it trough in the "timeout" period when there are no bullets crossing, but it was very rare).
So with the 2660 ballspeed, its NEARLY impossible to run trough a WELL MADE line on Short / Medium distances (with carbin, autococker or automag).
This conclusion made the active scene playing/switching back to the 2660 ballspeed instead. For the long distance shots, its totaly different because the bullet speed is decreasing so much that the bullets are bouncing off players.
Beside that, if you can't hit on short & medium distances, its because of :
- You had a terrible angle and your opponents had to only deal with ONE bullet on the trajectory and the "timeout" between bullets. ( and he made it trough the timeout)
- You had Any other gun than carbin/autococker/automag that has a really low rate of fire (so you didnt hit)
- Your Accuracy wasn't as good as you thought it was Or opponents made it over/under your line.
Anyways, this is the results of the 90 degree line test we made. There is alot of factors to take in consideration.