Long, short story:
Am bad-to-average FPS gamer, looking to improve. Saw an OSU! gamer flinging its “shots” left and right and tried my best to mimick the experience in an FPS. And it worked significantly – all of my shots felt more “secure”, even with my aiming being rusty beyond belief.
And the “trick” to do this is simply leaving your “aiming hand” to aim (ONLY) while leaving your “non-aiming hand” to shoot and everything else. That’s it.
FPS players are beasts on their own next level where it comes to binds. They also rebind movement options like jump to mouse wheel and switch WASD to ESDF so there’s more surrounding keys and better pinkie access.
use vim layout and move with hjkl
I hadn’t seen ESDF in FPS, I personally used to use it in WoW.
But mousewheel scroll is actually a great jump bind for when you precisely need to input the next jump action to time it with the end of the last. This is less an FPS thing and more a movement thing. Spacebar (or other buttons) will only work if you hit it at the precise time, while mousewheel is a lot more forgiving, since it is multiple inputs in quick succession, kind of like the rapid-fire macros. Like I suck at bhopping for example, but I could do some easy bhop sequences in cs 1.6 with scrollwheel, there is no way I would be able to with spacebar.
Same ESDF is my go-to ever since Tribes but it stuck due to MMORPGs making it so much easier to use everything with it.
I never used it after wotlk as I quit wow after and when I came back in BfA i was fine with WASD, i just relied on shift and control layers more.
I never liked it fully because on my keyboards E is offset from SDF noticably more than W from ASD.
I’m crazy and use REFT to move and middle mouse to reload lol
When I play FPS, I bind movement to SDF, jump to A and forward to the right mouse button. That allows me to control aiming and forward movement with one hand and to squeeze the mouse with the whole hand when shooting to avoid jerking. WASD is a silly scheme in any case, I don’t understand why it is a default.