Micro mechanics are mechanics that don't give you a huge advantage, but can give you the edge in an appropriate situation over someone equally skilled who doesn't know them.
This post explains some of those micro mechanics I found over my time playing Ironsight.
There's also a video illustrating them at the end.
Jumping forward is slower than sprinting.
However, if you hold W (your forward directional key) and A or D (your sideways directional keys) while jumping, you won't lose as much speed, and your jump will be a lot faster and thus further.
This is presumably because the game slows down the speed induced by W, but not the speed induced by A or D.
Because your character accelerates when holding any directional key instead of immediately reaching max speed, simply tapping A or D before the jump isn't sufficient; You need to hold either button for a short time before jumping so your character accelerates to the maximum diagonal speed.
Your character doesn't make any sound while jumping and locks its speed in place, meaning that it can be useful to incoorporate jumping into your playstyle when peeking, for instance.
However, be aware that your guns are more inaccurate during the jump, even when in ADS (aim down sight).
Ironsight lacks buffering.
Buffering is a feature that buffers ("remembers") a click when firing a semi-auto gun a second time before the delay induced by the fire-rate of the weapon after the first shot has passed. It then executes that click when the delay has fully passed, firing another bullet.
In games with buffering, you can spam your clicks, and when you're clicking faster than the RPM (rounds per minute) of the weapon, your semi-auto weapon will fire at the maximum RPM.
In games without buffering, when clicking faster than the RPM of the weapon, some clicks will get lost because they're executed during the delay that dictates that the semi-auto weapon isn't allowed to fire yet.
Because of these lost clicks, when only clicking slightly faster than the RPM, your weapon will fire more slowly than the RPM.
The horizontal line indicates the time line (left-to-right), vertical lines indicate a click or a shot.
The lines between the "Clicks" and the "Shots with buffering" indicate where each buffered click is executed as a shot.
This is why, when spamming your semi-auto, you'll often notice that it fires very inconsistently, sometimes faster and sometimes slower.
You can avoid this by clicking at a speed close to (but slightly below) the RPM of the gun you use.
This way you can achieve nearly max RPM, as opposed to when spamming the gun (you could also reach max RPM by spamming the gun at speeds that aren't really humanly possible).
EDIT: As of 15/05/19, some kind of buffering has been added. When clicking only slightly faster than the RPM of your weapon, your shots will get buffered. If you are clicking much faster than the RPM of your weapon, your shots will not get buffered anymore, and your firing rate will still be inconsistent.
As of now, buffering seems to exist for all semi-auto guns, except for the AN94 (as far as I can tell, at least I don't notice it).
Vaulting in Ironsight blocks you from shooting for a considerable amount of time, while jumping doesn't.
There are some vaulting locations in the game that you can simply jump over.
However, when standing in front of the vaulting location and pressing Space (your jump button), your character will start vaulting, because vaulting and jumping use the same button and vaulting has priority over jumping.
You can avoid this by not looking at the vaulting location when pressing Space: If you jump over the vaulting location sideways, you won't vault and will be able to shoot while doing so.
Another way to avoid this is by jumping before the notification that tells you that you can vault with Space pops up. This is only possible when you have enough space to jump, though.
You usually need to strafe to do this, because with strafing you'll jump further before reaching max height, meaning that you can pass the distance before the vault notification pops up more easily.
When aiming at an enemy player, their name pops up above their head.
The name also pops up when your vision of the enemy is obstructed by an object without collision, for instance the conveyor belt flaps on airport, the fountain water on cruise or the rocket smoke on titan.
This means that you can hover your crosshair over areas where you expect enemies that you can't see to be and see whether the name pops up to find and then kill them through the object that obstructs your vision.
This doesn't work for the smoke of smoke grenades, as that removes the name popup for everyone in the smoke, even if you can see the player model.
When scoping in with the DSR, you might notice that it sometimes keeps swaying for a short time, despite you holding Shift (your sprint button) to hold your breath.
This can mess up your accuracy when quickscoping.
It happens for two reasons:
- You don't hold or shortly release the Shift button when scoping in.
- You scope in, unscope and then quickly rescope - your scope will sway when rescoping.
If you avoid both of these, i.e. you hold Shift and always wait a short time before rescoping after unscoping, you won't suffer from the initial scope sway.
You don't need to worry about waiting a small amount of time when firing, unscoping and rescoping, because the time delay you have to wait is shorter than the time it takes to reload for the next shot.
After jumping, it takes longer for your scope to scope in than normally.
However, the time it takes for your sniper to become fully accurate stays the same: This means that after jumping you can fire accurately before your scope is fully scoped in, as long as you know where the middle of your screen is.