TW3 Cheat Sheet          *The game is now dead, so I unblocked the pages*

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Adjusting Pixels

Ever try to stand somewhere but your stick man is just ONE pixel off and you can't seem to fix it no matter what? Here's the solution to your problem. It's called "Adjusting Pixels."
STEP ONE:
Go toward the edge of any vertical object, like a wall or even any vertical material in the map terrain itself.
STEP TWO:
Fall next to the object as close to it as possible, so that your foot looks like it's partly inside of the object.

Now you are accessing a different set of pixels with each step than you were previously.
If you do this with a regular build, you'll be able to shoot rockets through it...
 
...and snipers.
 
 
Because you fall so close to the wall, the pixels are "shifted," so to speak. This means that when you walk around, each step you take lands on different pixels than before. Sometimes jumping off a small/large ledge at max distance will have the same effect, so you won't even know it happened. How do you UNDO this trick? Walk into any wall. This is basically "reversing pixels," because you're setting everything back to the way it was originally.
 

Offsetting Shift Ticks

Aim to the corner angle and fire a grenade.

Now aim all the way down until you reach the lowest angle, but don't fire a grenade.

Next, aim back up to the corner angle. Notice anything? That's right: you're ONE Shift Tick off from the ACTUAL corner angle.

The same thing happens if you go to the highest angle...

...and then come back down to the corner angle. Once again, you'll be ONE Shift Tick off from the ACTUAL corner angle.
 
How can this be useful to know?

Basically, this site measures everything in terms of Normal Ticks, with Shift Ticks as a secondary, more pinpoint measurement. Whenever possible, we avoid Shift Ticks, since they are a little harder to control and count accurately. However, if an auto calls for "CA ↑ 1 ST" then instead of going up 1 Shift Tick, you can simply aim up to the Top Angle and then come back down to the Corner Angle. This will have the same effect, because it will be 1 Shift Tick higher than the actual Corner Angle. If an auto calls for "CA ↓ 3 NT ↓ 1 ST" you can do the same thing, except THIS time you'll aim all the way down to the Low Angle, come back up to the Corner Angle, and then just go down 3 Normal Ticks. The result will be the same as if you had gone down 3 Normal Ticks and then down another Shift Tick.

Why does this happen?

Notice that if you go up to the Corner Angle and then aim up, 1 Normal Tick at a time, you'll get very close to the Top Angle... but then for the last tick, without holding shift, you'll go up 1 Shift Tick automatically. Same for the Low Angle. This is because the range of all angles cannot be divided into a whole number of Normal Ticks; there is a remainder of 2 Shift Ticks.

Think of it this way: you're doing math, and you're not allowed to use decimal answers. What's 50 divided by 5? Answer: 10. Okay, now what's 51 divided by 5? Well, it's not going to divide evenly, so you could say "10 with a remainder of 1," since 10 x 5 = 50, then add 1 and you get 51. In other words, imagine that in TW3, Normal Ticks are like increments of 5, Shift Ticks are like increments of 1, and the Top Angle is 51, not 50. So you aim up to the Top Angle using only Normal Ticks (5's), and you reach 50... but that last tick is going to be a Shift Tick (increment of 1) even if you don't hold Shift.