Undershoot > Overshoot That’s the most important concept in this video, something I’ve always wondered. But you sold me on undershooting! (I think I’m a chronic over shooter). The way you explained it, undershooting is more efficient.
it might not be for daz with sens that high, but tf2 players have very strange skillsets in terms of mouse control. i think that tension management is not something most ppl have much practice with, since microadjustments and post flick tracking are not nearly as common as other games
@@VoltaicAim yeah as someone playing tf2 for over 12 years, i found it rly hard to come into other games like cs or valorant and transfer that same level of aim
LMAO i'm so sorry, ur very good but i had to think of somebody who plays super aggro and dies bc of it for a clip didn't want anybody's name to get attached to "delusional level of confidence"
Jesus. This is the most accurate video ESPECIALLY for people who genuinely are at a level of aim and skill but still struggle and can't really understand why. I just sent this all of my friends lol.
Honestly I can hardly admit they're on the same scenario lmao, the movement of the target just seems so much different that's actually crazy I guess that explains why I can aim better when I stop for a brief moment
When you showed 2 players playing pilltrack I instantly noticed that something was off. I could follow the targets with my eyes but the "erratic" movement of the 2nd player made it harder. A very good point was made here. If you play a game with a longer time to kill, you sometimes can do a reset. What I do is to swipe my mouse to the target, lift it and put in my deafult (most comfortable and neutral) position and go on from there. This does take some time and is very dependable on the situation but it is a physical and mental reset for me.
The beginning of this video felt so relatable to me 🥲 I feel constantly stressed and I lose my focus so I always play worse so that ruins my confidence even more; I appreciate the video though, good job Voltaic (and Pinguefy for that matter ❤)!
Thus isn't the answer for everyone, but I had trouble with consistent good aim. I could tell I had potential but I couldn't tell what the issue was. After using an aim trainer to focus on figuring out my bad habits, I realized I didn't properly track the target with my eyes. This would cause me to aim where I was looking without realizing I wasn't looking directly at the enemy, which caused me to miss flicks as my eyes would lock on the player but after locking they didn't track and o flicked to where the player was. After I really focused on properly moving my eyes consistently it fixed my issues.
Great catch, it's indeed true that when you focus on the target you'll be able to track and flick to it much easier, as long as you are able to read the target's movement (and you get better at that with practice too)
Great video! I will say the audio was a bit quiet. I watch most youtube videos with the volume slider at around half volume, and this was still a little on the quiet side when I turned it all the way up. However, the content, per usual, was great.
I'm so glad this video got put on my recommended. Lots of basic things that I haven't thought about in a long time and now have a new perspective on. TY voltaic
Well, I don’t fully agree against predicting enemy movement. This is because we are merely humans. On average, we have a reaction time of 240ms. In a competitive level of gaming, we can expect to see an average of 140-180ms reaction time. The fastest I’ve seen is 120ms reaction time. The average player’s reaction time will sit at around 180-220ms. Meaning that on average, (If you’re trying to REACT to an enemy’s movement) you will miss 180-220ms of possible damage dealt per movement change. PREDICTING/READING enemy movement is also merely a prediction, meaning that the events you believe will soon occur may never happen. Meaning: If you believe an enemy that is ALREADY strafing right will strafe left in a moment, that is called a prediction. HOWEVER, the enemy could just keep moving right, and NEVER move left, therefore, falsifying your prediction. On average, you will also miss about 180-220ms of possible damage dealt if you have an incorrect prediction of an enemy’s movement (Keep in mind I’m not factoring in the time it takes a person to adjust their aim. Just the reaction time). Now here is why I believe prediction is more effective than reaction. Enemies will attempt to strafe erratically in a CQB situation to attempt to avoid being hit. If you were ONLY reacting to their movements, on each of the enemy’s movement inputs, you will miss 180-220ms of possible damage dealt. MEANING, that every time the enemy strafes, you will miss out on the opportunity to deal massive damage. NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are. When predicting enemy movement, obviously not all predictions are correct, meaning that you will still miss some shots, but far less than if you were reacting. Another thing to keep in mind is that your reaction time can only improve so much. Your genetics also play a massive role in reaction time. My reaction time improved from 220ms a few years ago, to about 135ms today. Even with such a fast reaction time, I CANNOT simply react to enemy movements and not miss. HOWEVER, there is NO LIMIT to how much you can improve your prediction skills. The more you play a game, the more enemies you fight, the more you learn common movement patterns, the more you improve at predicting these movements patterns, the less bullets you miss. This is unfortunately the truth about humans. We have slow reaction times, and the only way to play around that fact is to PREDICT.
You say "predict/reading" and then you use the word "predict" a bunch, but the little corner of the internet that I come from "predicting" something is guessing and "reading" something isn't, at least not entirely, guessing. I COULD just be arguing semantics here, but something about your comment just seemed off. It reads like you are describing "reading" patterns, but you use the word predict instead. So a quick example - somebody is strafing left, naturally that means that at some point they'll strafe right. Guessing when that happens (and if it happens) is a prediction, not a read. A read would be seeing them already strafe left and right a few times, so you actually read their movement pattern properly and play accordingly. And yes, I agree, reading player animation is one of the most important aspects of aiming. Guessing if they're gonna do something or not without enough prior data, i.e. predicting, is not the same thing. "NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are." - this is a sentence that I found off, cause it implies that if you just guess where people are going you're going to hit them more often compared to just reacting to their movement. Which isn't true at all. Guessing is just guessing, it's the most unreliable way to do anything. Again, I just could be arguing semantics and I apologize if it seems that way. And maybe you see "predict" and "read" as the exact same thing, I simply do not.
@@SlCKNESS_ Hey, read your comment and wanted to clear a few things up. I only included the term 'reading' in my comment because the author of this video used it in place of the word 'predicting.' Meaning that I don't agree with the author's definitions of reading and predicting. I view them as separate things. Predicting to me is merely guessing, whilst reading is basically just an educated guess fueled by previous encounters/situations. It basically just means to predict an enemy's next action based off of their previous actions. In games such as Apex, CoD, R6S etc., you won't be able to make reads on enemies (9/10, because natually you'll just kill them before you're able to develop a read on the enemy). Meaning that you'll only be able to predict their movement. Now, learning common strafing patterns and anticipating them is not particularly reading, because you can't really read an enemy you haven't had an encounter with previously, so you're basically predicting that the enemy is going to follow a common strafing pattern and you're gonna counter it. When people use the term "Read like a book." after predicting and countering an enemy's play, I still wouldn't consider that as a read. Purely because of the fact that you've (probably) never fought this enemy before. So it's still just a prediction and a counter. In the game For Honor for example, you make many more reads than you do predictions. This is because you get to fight the same enemy over and over and over again, meaning that you develop a schema of the enemy's actions, thus being able to make educated predictions, also known as *reads.* As I previously stated, I don't agree with the video author's definitions of read and predict, because he uses them both in the same way/context which in my opinion is wrong. I only used the terms read and predict in place of each other just so that the author of the video can understand my comment, as I wasn't really expecting anyone but him to read it. Now that I've cleared up what I meant by predicting and reading, I hope you've gained a better understanding of what I was trying to convey in my comment. Also I don't have a great memory of neither my comment nor the video, so please excuse my forgetfulness if I made any mistakes. ⚠TL;DR I agree with your defintions of read and predict. I only used them the way I did because the author of the video doesn't have the best definitions of reading and predicting, and this comment was written towards him and not anyone else. Now, to move on to the second half of your comment: *""NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are." - this is a sentence that I found off, cause it implies that if you just guess where people are going you're going to hit them more often compared to just reacting to their movement. Which isn't true at all. Guessing is just guessing, it's the most unreliable way to do anything. Again, I just could be arguing semantics and I apologize if it seems that way. And maybe you see "predict" and "read" as the exact same thing, I simply do not."* I actually disagree with you on this one. As I previously stated, humans have a slow reaction time. It's just the way we are. It's impossible for us to react to and counter enemy movements consistently without missing a whole bunch. Every human is living proof of this. If you watch an AIMLABS or KOVAAK's tracking scenario where the player is ONLY reacting to the target's movements, and not making ANY reads or predictions, you'll find that they will miss a whoooole lot of bullets. Whereas if you watch the same scenario where the player is predicting the target's movements, you will find that they will miss a lot less bullets, especially if the target is moving at a similar speed as the targets found in a real game. This is because when an enemy strafes erratically (As people do) you'll find yourself constantly flicking your mouse (or joystick) to try and track the opponent, and by the time you react to one movement, the other has begun, and then you find yourself in a constant cycle of sp@stically flicking from one side to the other and landing four or five bullets from an entire 30 bullet mag. When you predict an enemy's movement, you'll find yourself tracking the enemy perfectly (really well), even through their strafing movements. Now obviously you won't land 100% of all your shots, and enemies can simply not move at the time you predict they will, but you will do much much better predicting enemy movements than reacting to them (Specifically in games with a slow time to kill and high movement speed [Overwatch/Apex]). This is because if you correctly predict a movement, you will be able to predict the upcoming movement FAR FASTER than you would be able to react to it. Our brain works in such a way that it is able to compute and process so many things at incredible speed, but as soon as your brain needs to send a commant to a limb, that's where we fall short as humans. Here is a quote straight from google that supports this: "A team of neuroscientists from MIT has found that the human brain can process entire images that the eye sees for as little as 13 milliseconds." Taking into consideration that the average human reaction time is 240 (220 usually for casually gamers), we come to a conclusion that our brain can process what is happening on your screen, and predict what is going to happen next about 17x faster than you would be able to react to it. Now I know that what I'm about to say next kind of contradicts what I said previously about predictions and reads, but through enough experience fighting hundreds and hundreds of enemies, your predictions will eventually turn into reads (Especially in ranked gamemodes where you fight players of the same caliber). This is because as you fight more and more people, you witness more and more strafing patterns, and then you get better and better at countering these strafing patterns, and predicting when an enemy is going to make a specific pattern. So this eventually becomes a read, because every prediction you make on an enemy's movement is going to be an educated guess based on previous experiences with thousands of different players. Now apply environmental factors such as 'The enemy needs to get to the cover on his right' and 'The enemy should climb this wall to get a high ground advantage' and boom, you have amazing tracking (Obviously it's not as simple as that, but I hope you get the point). Sorry for the long comment, but I felt like you deserve my time and explanation. ⚠TL;DR - Humans can predict 17x faster than we can react, so predicting is better than reacting.
I felt like once you pointed out movement reading i got conscious of it instead of just focusing on my crosshair. The less predicting part help too. Thanks a lot!
I am utterly baffled. I have over 1,500 cumulative hours in battlefield, nearly a thousand hours in risk of rain, and often frequent games like Ready or Not. I have NEVER, I repeat, NEVER seen footage like what you showed from ANY streamer, youtuber, or friend. I don't think anything being spoken about is very feasible for anyone who doesn't have such a huge mousepad. Myself and most of the friends I play with have less than ten inches to move around with, me personally having six. I would have to massively decrease my sensitivity (which usually is the highest possible setting) in every game to not overshoot. Am I missing something big or is this video very niche? Sorry for the confusion.
@@meburningslime that's a shame :( i think most people have the desk space to use a standard 490x420mm pad. you could try to play like rapha where you put your keyboard in your lap to give you some more mouse space. we also use a lot of footage from irrpa on this channel; exceptionally strong mechanical player who uses like 10-20cm/360 in most games
@@VoltaicAim Unfortunately, I am using an Alienware 15 R3 which has an integrated keyboard. I still like external keyboards much more so I do have one on my lap but it helps none with size. Still, I have tried the techniques shown in your video and they do improve my aim in a handful of cases such as quickscoping and shooting while falling. Overall aim is mostly negatively effected when not yanking my mouse around though, as I have gotten fairly accurate at doing so. Thanks for the help, and any other thoughts or advice will be welcome. I appreciate you responding greatly.
@@meburningslime without knowing your setup or budget it's hard to give recommendations on desk space, but in terms of peripherals, lower friction mousepads and lighter mice can make high sensitivity a lot more controllable. low friction making it so can put minimal force into starting any mouse movement or microadjustment, letting you make small movements effortlessly. lighter mouse so it can be more of a precise instrument, since you are forced to make very fine motions.
How do you even "read" your opponent, how could you know about cues when in most games, the characters models can go left and right without telegraphing like we do IRL
If you were the opponent when would you dodge, jump, exc? Until you understand that you won’t be able to read. Honestly it takes a surprising amount of map knowledge to understand where the opponent is going to dodge to
I struggled with this a lot but now that ive played a lot more I think I understand. when youre truly focused on a target, the velocity, angle, etc are immediately obvious, just as obvious as how far away it is. if you cant tell how a target is moving you are simply not focused enough on it. i still struggle a lot with focus in games because i cant see through visual clutter, but when i am able to focus it's crazy how much easier it is. best way to train focus in my opinion is target switching or clicking where you have to rapidly shift focus between targets, you can tell when you get lazy and use peripheral vision vs proactively focusing on the next target
conclusion: my table is waaaaay too small to be able to lower my sensitivity. if i move 10 inches my mouse is out of the table, or in the keyboard. i can't place the keyboard further away as monitor legs are stupid long and doesn't allow that. table is too high, so arm movements are literally painful, it has no option to lower it nor does my chair to make it higher. i need lower sensitivity, the one i use makes it painful to track any enemy. tried that one map to track a target on aimlabs and i was in a world of hurt, got 2144p but it's like my hand moves in 15fps. i see my aim snapping every 0.5s to the target, unlike any better playey replay in which aim snaps every 0.01s or smth. i lose track of target very often visually. i literally somehow forget my target is on screen very often, even if trying to focus.
- smaller keyboard or keyboard on lap might help the issue a bit, especially if you have a fullsize board. you also don't necessarily need to be able to make a full 360 with the length of your pad, especially if you get good at resetting your mouse. you could push for like 35 cm/360, which will be low enough to be performant in most games. - table too high sucks, maybe you could stack some objects on the seat or below your chair to raise your height? - you could also try a faster mousepad! you will have to take a very practice focused approach to develop additional mouse control in order to avoid overtensing, but faster pads can make it much easier to make and refine small movements in your aim. this can let you become more well rounded even with a higher sens. - not sure what you mean, is this a system latency, refresh rate, or reaction time complaint? - it will get easier with practice! honestly i am not great at staying totally focused on my target for entire kvks runs either, but as your reading, stability, and reactions improve, it will get easier.
@@pinguefy I already got a very fast mousepad, paid a lot for it, got an 240hz TN monitor about 5 years ago, it has no issues still, got studio headphones, gaming soundcafd, 8000hz mouse and a high end pc. unfortunately i got the razer huntsman full size keyboard, which is very big, but i use the numpad a lot, wouldn't give up on it. plan on getting huntsman v2 soon. i improved system latency and refresh rate as much as i could afford. i spent years watching yt videos and reading papers on how to improve latency, so i decreased it A LOT! next upgrade is an 240hz oled monitor which is expensive, but much less input lag. chair has wheels and an arm rest, the arm rest is slightly too low, table thickness low. i tried stacking towels on the arm rest but it doesn't work, they fall off. i got 4000 csgo eDPI(5 sens with 800dpi), but i lowered it to 3600 when i got the mousepad. this is a reaction time complaint, i can't understand why i react at 0.5s intervals at tracking. i would love to fix this. i fade out when looking at the target so i lose focus very often and i can't understand why. i want to improve and i need tips how. i am VERY BAD at holding angles, my reaction time just sucks.
@@jc008titan what mousepad do u have? glad u have a nice setup though ^^ - maybe u can get an external numpad? i get why you wouldn't want to give it up but there are solutions to this mouse space issue that should be considered. rapha is a big proponent of putting his kb in his lap, can always give that a go. - you can try wrapping a sock around the arm rest/towels, might need to cut an end off - that sens is like absurdly high for everything, let alone tac fps. borderline unplayable, you have a really base your whole technique around it. - reaction time is a trainable skill! most aim trainer players started off their journey with very average reaction times on things like humanbenchmark, but slowly improved it with practice. and there are other factors at play like how much excess mouse movement makes reading more difficult.
@@pinguefy thought my comment didn't send(i can't see it), somehow it seems you read it. i got Lamzu Energon Hybrid Soft Large mousepad. i wouldn't give up the numpad as i use it for macro buttons and for split screen coop games. i never used arm movement while aiming, i am a wrist aimer. i got a towel over the arm rest to not damage my elbow. i used to be 2800pp on osu, which is mainly great aim, but after a year of not playing it seems like my aiming skill declined a lot! i practiced horizontal tracking and i started to be better at it, VT PILLTRACK ADVANCED on aimlabs is great for this. i used to be great with this high sensitivity, but sleep deprivation from college(2-3h sleep/night) made me much slower to react and think, to the point i make stupid decisions nonstop even though i trained what to do in those situations. it happens a lot to see a player and react TERRIBLY! instead of trying to aim and shoot i shoot immediately missing all my shots and being way off with the crosshair. even my mouse fell off the table(have mouse bungee for this). training flicks on aimlabs or practice didn't seem to help. it happens a lot to have my crosshair placement at a wrong spot due to ramps, wish i could find a way to train these too. can you tell me what map you used at 2:36 in the video? wanna train on that too.
The intro, doing crazy stuff with the aim is good but they were following “shadows” which just means the player was on the ground, they shoot on head level of the ground whike the enemy already jumped…
but if someone poppin swings me mega wide in valo and i don't try to overflick compared to their original position i will look like a dumbass, then what
I like moving like devil fast when playing something but i hear the lobotomy after the bullet goes into my brain in 0,0001 ms reaction time of an average desthmatch valorant player
"How do you hit somebody that moves like this?" - proceeds to show the laziest straightforward "movement" in CS history, the dude was literally just walking forward in a straight line. In general none of those clips were people showing great movement. Don't get me wrong, I get the idea. But all I could think was "imagine if they showed some of the Apex speed demons in these clips".
yeahh i came to the same realization after i went through the rigor of going through clip selection: "pingu - 06/17/2024 5:11 PM do you think the intro line makes sense still? "how do you hit someone that moves like this"? the clips have ppl moving sporadically but aside from xdefiant i'm not sure the linking thread is relatable or strong enough" the original idea was to find people whiffing on enemies with difficult strafe patterns due to overcorrection but it's tricky to pick clips from people that we can safely assume won't be offended by us showcasing their mistakes LOL the concept ended up being more like overcorrecting with tension instead being purely about intentionally tricky enemy movement, which i think is still pretty fair; tight fast strafes can still generate just as many misses as someone lurch spamming. i thought about thinking of a different line, like "what do all of these whiffs have in common?", but the movement one is a bit more relatable and mostly still applicable.
@@VoltaicAim well MattyOW is mostly aimlabs now, you guys make your content on aimlabs, RA is sponsored by aimlabs. It has nothing to do with the video I’m just curious the logistics
Real trick to having calm aim: Imagine everyone in their underwear. Now laugh at them for forgetting their clothes👌🏼 And finally you’re not nervous so enjoy the game instead of being anxious.
I understand underaiming when tracking is best, but in games with bullet velocity I usually have to overaim to hit my shots. What's the best way to hit erratic enemies in these types of games? I have jade scores in reactive and diamond in smoothness but in game my aim feels a bit worse.
you'll still want to aim to minimize mouse movement and aim towards undershooting, but what qualifies as undershooting will change if you have to account for travel time as well
aimlabs helps support us but they don't have much input into the content creation process. the advice is applicable for however you decide to apply it, i just wanted to make a good video on the topic regardless
Fianlly a video for me. My problem is predicting and in annintense fivht im always clut h my mouse tight, especiallg when i think about it and ive never found a way to calm my hand and not grip it so tight.
The specific scenario depends on the FPS you're playing, but imagine yourself getting caught in a close-quarter fight, that's usually when people are the most tense, because it's the easiest way to die (because the enemy has less chance to miss up close): 1. Just rest your hand rest on top of your mouse, or however you usually grip the mouse, but do not attempt to move the mouse. Just let the enemy kill you AS YOU OBSERVE them. 2. Again, with a completely relaxed grip in the next close-quarter fight just observe your opponent's movement. Try to keep him on you screen (within your FOV) with your mouse this time, but do not try to actually track them with the cursor/crosshair. Do this a few times, it's very important to observe their movement. 3. Now try and track their movement with the crosshair (just center mass, not the head) while still keeping a relaxed grip. This whole time (all 3 exercises) you're not shooting. Just observing. These shouldn't take too long. Maybe a dozen fights or so. The idea is to teach your brain not to tense you up, because of the danger that comes with being in a gunfight, but rather to put you into "Focus mode" where you're trying to really read your opponent's movement. This should be more than enough to help you with grip tension. The next part is actually trying to shoot them, while you're still using a rather relaxed grip and tracking them in "focus mode". If you tense up and mess up, start flicking or your aim gets jittery go back to the previous exercises. I know it sounds stupid to just sit there and take deaths, but it's the only way to re-wire your brain to go into focus mode, if it doesn't happen naturally. All of this ONLY applies to close-quarter gunfights. For longer ranges cover and your actual aim are a bit more important. Keep in mind working on a steady aim in close-quarter will also improve your overall aim control, improving long-range fights as well. I could've made this like a 20-step tutorial, but this is just a YT comment, after all. Still hope it helps you.
@SlCKNESS_ very interesting insight. I'll definitely give this a try! Do you recomnd doing this on an exercise in like kovaak/aim lab or an actual game just kinda watching what my enemy does?
@@Savitzen Definitely in an actual game. Aim-trainers help with mouse control in a sterile environment, the opposite of what your issue seems to be. In general it's hard to get a lot (or even a little bit) of benefit from aim-trainers, unless you already know the minute specifics of why you're failing certain shots and just practicing those very specific scenarios. I don't recommend aim-trainers. Unless you're really bad at aiming and you can't get close to the aim of an "average player" OR you're top 10% aimer already and need to work on some things to push into top 1%. When I say top 10% I do mean it - that's someone who loses a "fair" fight once every 10 fights. Not the guy with 1.5 KD thinking he's a master aimer, because he's above average.
Get it twisted, if you lock in you can do anything. Get it twisted, your actions impact nothing, your aim is predetermined, the only thing that you can change is your reaction to it. You can hit any target you set your mind to, the world is a playground designed for YOU and only YOU to achieve your highest level ambitions. If you wait 90 minutes to wake up before you hop on aimlabs, nothing can stop you. If you duct tape your mouth when you fall asleep, nothing can stop you. GET IT TWISTED. Everybody gets what they deserve in this life, if you put in effort you can achieve anything. Better aimers are better people. Get it twisted. The circumstances surrounding your birth determine how good you are going to get, nothing else matters at all. Your FPS background, your mentality, your level of effort, your competitors, your network, your aim training. is this still too much nuance or
I have a random question, Recently i've started playing CoD (Bo6 beta) and i realized "wait... the sens i train isn't my ads sens" and i was wondering if i should move to 1:1 sens (for 1x ads at least) or not. It feels very strange to play on a 1:1 sens but like i previously mentioned i don't train my ads sens technically. Also if i were to NOT play a 1:1 sens should i set my sens based on my ads or keep the one i'm using and train with that one ? I'm really confused as i always played CS (or val) and when i played R6 or even BF i didn't really think of that.
i wouldn't worry about it! just like how changing your sens doesn't ruin your muscle memory, neither will having a slightly different sens for ads. for every game, the writers of this vid (viscose and pingu) just move the ads sens slider around until it feels about right for that particular game.
Predicting in games that have bullet fall off and bullet travel makes sense but if the game has bullets that instantly hit why are u predicting, dont predict whats happening now
I know that feeling so much. I feel like I'm just not focused, I'm being too « natural » and I have to stop for a split second in order to « soft reset » my mind, otherwise I'm just getting mad because I'm missing, so I miss even more People who aren't predictable are also pretty rare, honestly sometimes I hit more by moving my mouse less and letting them get into it lol
- while a lot of people see aiming as a purely mechanical skill, the hand-eye coordination aspect of it is just as important, and your ability to read what your target is doing/where your crosshair is relative to the target is something we should be training. - however, there are also ways to make that reading easier. most notably, the less you move your crosshair, the easier it is to see what is going on around your crosshair. - this sets a standard for us; we want to be moving our crosshair as little as possible in order to fulfill the aiming task. this means being *smooth* and *efficient* with our movements, trying not to waste any effort with extraneous motion and making it harder to read. - *underaiming* is one way we can strive towards that goal. whenever you move your mouse to a target, whether that's getting back on target that changes directions while tracking or flicking to an opponent, we should be aiming to *undershoot* for 3 reasons: 1) overshooting and having to get back on target causes additional screen motion that makes it more difficult to read opponents. 2) it is easier to follow through with an underflick than reverse the momentum of an overflick. 3) for tracking specifically, when you aim for the inner edge of an opponent, if they change directions rapidly they'll strafe right onto your crosshair which can help avoid the cycle of constantly overadjusting on fast strafing targets. - aim shakiness is an issue with many potential causes, but we dial in on two of them: tension and reading. - i see tension in your aiming hand/arm as a natural response to dealing with a situation that you aren't completely comfortable with. it can be an aiming skill that is underdeveloped or a gameplay/social situation, but when it is a response to an uncomfortable aiming skill (for example, i tend to tense up when forced to exercise high levels of precision), tension functions as a band aid fix. if you pay attention to when you are tensing up, it can serve as an indicator as to what your weaknesses are and can allow you to train them in isolation, hopefully alleviating the source of that tension. - reading can also create shakiness by forcing you into prediction. especially in games with very fast movement, many players will lack practice or confidence with their own reading skill, and subconsciously lean into predicting when an opponent will change directions. this will cause your crosshair to change directions even when there's no ingame reason to and can lead to getting lost in tracking scenarios due to all the excess screen movement. prediction isn't always a bad thing: there are times when it's valuable, like when an opponent takes a predictable arc or is in an enclosed space, but overrelying on it can mean you don't practice reaction-driven tracking, especially if utilized in aim trainers. - ofc shakiness can also be a mechanical issue. lack of practice with a certain muscle group or general aim mechanics can be a fair assessment, but practicing with efficient aim in mind and speeding it up over time will help a lot with developing well rounded aim!
i think i’ve developed a fairly weird aiming style for most games cause of fine motor skill issue, i typically do more general predictive flicks instead of tracking, fine tuning aiming and consistent acceleration is practically impossible but i’m remarkably good at just predicting movements and then just firing when people walk over the cross hair
I can attest to that, at times I am so confident I pull out insane shots and games on Valorant, and then I get my off days where my confidence drops and I miss shots like I am still on Bronze/Silver.
The plot of the same scenario was crazy ngl
ty :D
This blew my mind. Holy, what a twist
@@pinguefywhaaaaat you're the same guy who made video on tf2 comp?? daym
Bro, fr.
Im so confused
if you guys ever need clips on what NOT to do just lmk i got you
appreciate it !
DO NOT HIT A CLIP BETTER THAN TENZ
lmao the nickname checks out, i love it
@@Guarrow 🧍🏽♂️
@@The-Hunter__SOVA Very sure this is ziptie, the PFP and his ingame name of fertilehippo checks out
Undershoot > Overshoot
That’s the most important concept in this video, something I’ve always wondered. But you sold me on undershooting! (I think I’m a chronic over shooter). The way you explained it, undershooting is more efficient.
3:48 trust me that is not shaky aim from tension. Tf2 players just like to do crazy flicks when going for airshots out of habit or just looks cooler
it might not be for daz with sens that high, but tf2 players have very strange skillsets in terms of mouse control. i think that tension management is not something most ppl have much practice with, since microadjustments and post flick tracking are not nearly as common as other games
@@VoltaicAim yeah as someone playing tf2 for over 12 years, i found it rly hard to come into other games like cs or valorant and transfer that same level of aim
Me watching as a controller player
whats the game at 1:33
gunfire reborn
what is the game on 1:32 ?
gunfire reborn
I won't understand. Is reading your opponent not the same thing as predicting what they'll do?
by reading i mean like reading a book, where are taking in as much info as possible to inform where to place your crosshair on the enemy
shocking
incredibly shocking
@
why did u blur my face out at 4:06 am I that ugly
lol
LMAO i'm so sorry, ur very good but i had to think of somebody who plays super aggro and dies bc of it for a clip
didn't want anybody's name to get attached to "delusional level of confidence"
@@pinguefy ur good bro I think its funny af 😭 you did me dirty
yes
Love you temet!!
ngl I flinched at 1:12
even I flinched, and I made it 😭
same, bro who would have expected a baseball hitting your face, it even has a hit sound before that.
same KEKW
I was standing and watching and almost fell back.😂😂
gotta keep it all the way a thousand me too
Jesus. This is the most accurate video ESPECIALLY for people who genuinely are at a level of aim and skill but still struggle and can't really understand why. I just sent this all of my friends lol.
thank u!
I saw the opening scene and recognized your voice and immediately thought, "Is this a Pinguefy video?". Awesome to see you're still making videos.
aw tysm!!
@@pinguefy where you been bro
@@Rukassuwu therapy
@@pinguefy I love you man
@@pinguefy Wow I didn't even know
The game at 1:32 is called Gunfire Reborn for those wondering
thanks bro bro
np bro bro
ngl i was having lot of fun playing that with my friends, it's like soul knight :3
@@tittou278 Its a fps soulknight yea
The screen updating to the refresh rate was such a clean edit holy
Honestly I can hardly admit they're on the same scenario lmao, the movement of the target just seems so much different that's actually crazy
I guess that explains why I can aim better when I stop for a brief moment
😁
When you showed 2 players playing pilltrack I instantly noticed that something was off. I could follow the targets with my eyes but the "erratic" movement of the 2nd player made it harder. A very good point was made here. If you play a game with a longer time to kill, you sometimes can do a reset. What I do is to swipe my mouse to the target, lift it and put in my deafult (most comfortable and neutral) position and go on from there. This does take some time and is very dependable on the situation but it is a physical and mental reset for me.
2:35 !!!!!!!!!!
goat
Soo are we Dropping the static guide
@@origami7433 🤫
like zeonlo aim
The beginning of this video felt so relatable to me 🥲 I feel constantly stressed and I lose my focus so I always play worse so that ruins my confidence even more; I appreciate the video though, good job Voltaic (and Pinguefy for that matter ❤)!
Thus isn't the answer for everyone, but I had trouble with consistent good aim. I could tell I had potential but I couldn't tell what the issue was. After using an aim trainer to focus on figuring out my bad habits, I realized I didn't properly track the target with my eyes. This would cause me to aim where I was looking without realizing I wasn't looking directly at the enemy, which caused me to miss flicks as my eyes would lock on the player but after locking they didn't track and o flicked to where the player was. After I really focused on properly moving my eyes consistently it fixed my issues.
Great catch, it's indeed true that when you focus on the target you'll be able to track and flick to it much easier, as long as you are able to read the target's movement (and you get better at that with practice too)
I noticed I wasn't even seeing my crosshair half the time in close range fights 😂
So basically, the reason for shaky aim is that I suck, and there's really nothing I can do about it besides stop sucking lol.
Great video! I will say the audio was a bit quiet. I watch most youtube videos with the volume slider at around half volume, and this was still a little on the quiet side when I turned it all the way up. However, the content, per usual, was great.
ty for the feedback!!
We will make sure to get that right for next time around, appreciate it a lot!
I'm so glad this video got put on my recommended. Lots of basic things that I haven't thought about in a long time and now have a new perspective on. TY voltaic
you're welcome! 💜
Can I get your aimlab theme code?
Don't have it on hand srry!
this is great, i would always wonder why my aim is so great some days and off the other. thank you for this video.
Great guide!! VT and penguify cooking as always ❤
ty!!
@@pinguefy my goat
Ty sir gravity !!
Well, I don’t fully agree against predicting enemy movement. This is because we are merely humans. On average, we have a reaction time of 240ms. In a competitive level of gaming, we can expect to see an average of 140-180ms reaction time. The fastest I’ve seen is 120ms reaction time.
The average player’s reaction time will sit at around 180-220ms. Meaning that on average, (If you’re trying to REACT to an enemy’s movement) you will miss 180-220ms of possible damage dealt per movement change.
PREDICTING/READING enemy movement is also merely a prediction, meaning that the events you believe will soon occur may never happen. Meaning: If you believe an enemy that is ALREADY strafing right will strafe left in a moment, that is called a prediction. HOWEVER, the enemy could just keep moving right, and NEVER move left, therefore, falsifying your prediction. On average, you will also miss about 180-220ms of possible damage dealt if you have an incorrect prediction of an enemy’s movement (Keep in mind I’m not factoring in the time it takes a person to adjust their aim. Just the reaction time).
Now here is why I believe prediction is more effective than reaction.
Enemies will attempt to strafe erratically in a CQB situation to attempt to avoid being hit. If you were ONLY reacting to their movements, on each of the enemy’s movement inputs, you will miss 180-220ms of possible damage dealt. MEANING, that every time the enemy strafes, you will miss out on the opportunity to deal massive damage.
NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are. When predicting enemy movement, obviously not all predictions are correct, meaning that you will still miss some shots, but far less than if you were reacting.
Another thing to keep in mind is that your reaction time can only improve so much. Your genetics also play a massive role in reaction time. My reaction time improved from 220ms a few years ago, to about 135ms today. Even with such a fast reaction time, I CANNOT simply react to enemy movements and not miss. HOWEVER, there is NO LIMIT to how much you can improve your prediction skills. The more you play a game, the more enemies you fight, the more you learn common movement patterns, the more you improve at predicting these movements patterns, the less bullets you miss.
This is unfortunately the truth about humans. We have slow reaction times, and the only way to play around that fact is to PREDICT.
You say "predict/reading" and then you use the word "predict" a bunch, but the little corner of the internet that I come from "predicting" something is guessing and "reading" something isn't, at least not entirely, guessing. I COULD just be arguing semantics here, but something about your comment just seemed off. It reads like you are describing "reading" patterns, but you use the word predict instead.
So a quick example - somebody is strafing left, naturally that means that at some point they'll strafe right. Guessing when that happens (and if it happens) is a prediction, not a read.
A read would be seeing them already strafe left and right a few times, so you actually read their movement pattern properly and play accordingly. And yes, I agree, reading player animation is one of the most important aspects of aiming. Guessing if they're gonna do something or not without enough prior data, i.e. predicting, is not the same thing.
"NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are." - this is a sentence that I found off, cause it implies that if you just guess where people are going you're going to hit them more often compared to just reacting to their movement. Which isn't true at all. Guessing is just guessing, it's the most unreliable way to do anything. Again, I just could be arguing semantics and I apologize if it seems that way. And maybe you see "predict" and "read" as the exact same thing, I simply do not.
@@SlCKNESS_ Hey, read your comment and wanted to clear a few things up. I only included the term 'reading' in my comment because the author of this video used it in place of the word 'predicting.' Meaning that I don't agree with the author's definitions of reading and predicting. I view them as separate things. Predicting to me is merely guessing, whilst reading is basically just an educated guess fueled by previous encounters/situations. It basically just means to predict an enemy's next action based off of their previous actions.
In games such as Apex, CoD, R6S etc., you won't be able to make reads on enemies (9/10, because natually you'll just kill them before you're able to develop a read on the enemy). Meaning that you'll only be able to predict their movement. Now, learning common strafing patterns and anticipating them is not particularly reading, because you can't really read an enemy you haven't had an encounter with previously, so you're basically predicting that the enemy is going to follow a common strafing pattern and you're gonna counter it.
When people use the term "Read like a book." after predicting and countering an enemy's play, I still wouldn't consider that as a read. Purely because of the fact that you've (probably) never fought this enemy before. So it's still just a prediction and a counter.
In the game For Honor for example, you make many more reads than you do predictions. This is because you get to fight the same enemy over and over and over again, meaning that you develop a schema of the enemy's actions, thus being able to make educated predictions, also known as *reads.*
As I previously stated, I don't agree with the video author's definitions of read and predict, because he uses them both in the same way/context which in my opinion is wrong. I only used the terms read and predict in place of each other just so that the author of the video can understand my comment, as I wasn't really expecting anyone but him to read it.
Now that I've cleared up what I meant by predicting and reading, I hope you've gained a better understanding of what I was trying to convey in my comment. Also I don't have a great memory of neither my comment nor the video, so please excuse my forgetfulness if I made any mistakes.
⚠TL;DR I agree with your defintions of read and predict. I only used them the way I did because the author of the video doesn't have the best definitions of reading and predicting, and this comment was written towards him and not anyone else.
Now, to move on to the second half of your comment: *""NOW if you were only PREDICTING enemy movement, you will miss MUCH less on enemy strafes than if you were reacting. It’s just how humans are." - this is a sentence that I found off, cause it implies that if you just guess where people are going you're going to hit them more often compared to just reacting to their movement. Which isn't true at all. Guessing is just guessing, it's the most unreliable way to do anything. Again, I just could be arguing semantics and I apologize if it seems that way. And maybe you see "predict" and "read" as the exact same thing, I simply do not."*
I actually disagree with you on this one. As I previously stated, humans have a slow reaction time. It's just the way we are. It's impossible for us to react to and counter enemy movements consistently without missing a whole bunch. Every human is living proof of this. If you watch an AIMLABS or KOVAAK's tracking scenario where the player is ONLY reacting to the target's movements, and not making ANY reads or predictions, you'll find that they will miss a whoooole lot of bullets. Whereas if you watch the same scenario where the player is predicting the target's movements, you will find that they will miss a lot less bullets, especially if the target is moving at a similar speed as the targets found in a real game. This is because when an enemy strafes erratically (As people do) you'll find yourself constantly flicking your mouse (or joystick) to try and track the opponent, and by the time you react to one movement, the other has begun, and then you find yourself in a constant cycle of sp@stically flicking from one side to the other and landing four or five bullets from an entire 30 bullet mag.
When you predict an enemy's movement, you'll find yourself tracking the enemy perfectly (really well), even through their strafing movements. Now obviously you won't land 100% of all your shots, and enemies can simply not move at the time you predict they will, but you will do much much better predicting enemy movements than reacting to them (Specifically in games with a slow time to kill and high movement speed [Overwatch/Apex]). This is because if you correctly predict a movement, you will be able to predict the upcoming movement FAR FASTER than you would be able to react to it. Our brain works in such a way that it is able to compute and process so many things at incredible speed, but as soon as your brain needs to send a commant to a limb, that's where we fall short as humans. Here is a quote straight from google that supports this: "A team of neuroscientists from MIT has found that the human brain can process entire images that the eye sees for as little as 13 milliseconds." Taking into consideration that the average human reaction time is 240 (220 usually for casually gamers), we come to a conclusion that our brain can process what is happening on your screen, and predict what is going to happen next about 17x faster than you would be able to react to it.
Now I know that what I'm about to say next kind of contradicts what I said previously about predictions and reads, but through enough experience fighting hundreds and hundreds of enemies, your predictions will eventually turn into reads (Especially in ranked gamemodes where you fight players of the same caliber). This is because as you fight more and more people, you witness more and more strafing patterns, and then you get better and better at countering these strafing patterns, and predicting when an enemy is going to make a specific pattern. So this eventually becomes a read, because every prediction you make on an enemy's movement is going to be an educated guess based on previous experiences with thousands of different players. Now apply environmental factors such as 'The enemy needs to get to the cover on his right' and 'The enemy should climb this wall to get a high ground advantage' and boom, you have amazing tracking (Obviously it's not as simple as that, but I hope you get the point).
Sorry for the long comment, but I felt like you deserve my time and explanation.
⚠TL;DR - Humans can predict 17x faster than we can react, so predicting is better than reacting.
2:57 why he say readjust like that 🤣
:3
insanely good video, hauntr clips and more were all great references to what was being mentioned to visually see good technique🐐
his clips are chef's kiss
i've rewatched flower like 20 times in the past two months, had to throw in some clips
@@VoltaicAimso true🐐
@Pinguefy oh yeah, love me some flower and you're a goat too 🫡
I have a huge problem with shaking hands how to solve this?
step 1 buy 500 hz monitor
I felt like once you pointed out movement reading i got conscious of it instead of just focusing on my crosshair. The less predicting part help too. Thanks a lot!
I am utterly baffled. I have over 1,500 cumulative hours in battlefield, nearly a thousand hours in risk of rain, and often frequent games like Ready or Not. I have NEVER, I repeat, NEVER seen footage like what you showed from ANY streamer, youtuber, or friend. I don't think anything being spoken about is very feasible for anyone who doesn't have such a huge mousepad. Myself and most of the friends I play with have less than ten inches to move around with, me personally having six. I would have to massively decrease my sensitivity (which usually is the highest possible setting) in every game to not overshoot. Am I missing something big or is this video very niche? Sorry for the confusion.
what is the limiting factor for your mouse space? the desk or actual pad?
@@VoltaicAim both. I have only about one extra inch of space that is not covered by my mousepad.
@@meburningslime that's a shame :( i think most people have the desk space to use a standard 490x420mm pad. you could try to play like rapha where you put your keyboard in your lap to give you some more mouse space. we also use a lot of footage from irrpa on this channel; exceptionally strong mechanical player who uses like 10-20cm/360 in most games
@@VoltaicAim Unfortunately, I am using an Alienware 15 R3 which has an integrated keyboard. I still like external keyboards much more so I do have one on my lap but it helps none with size. Still, I have tried the techniques shown in your video and they do improve my aim in a handful of cases such as quickscoping and shooting while falling. Overall aim is mostly negatively effected when not yanking my mouse around though, as I have gotten fairly accurate at doing so. Thanks for the help, and any other thoughts or advice will be welcome. I appreciate you responding greatly.
@@meburningslime without knowing your setup or budget it's hard to give recommendations on desk space, but in terms of peripherals, lower friction mousepads and lighter mice can make high sensitivity a lot more controllable. low friction making it so can put minimal force into starting any mouse movement or microadjustment, letting you make small movements effortlessly. lighter mouse so it can be more of a precise instrument, since you are forced to make very fine motions.
Does overshooting and overcorrecting just mean you need to lower your sensitivity in order to achieve undershooting.
it doesn't, there are a lot of other factors that can cause overshooting. if it's happening constantly you can try and see if it helps though!
Nah, if you're overshooting that means you're shit and need to play more to get used to the gameplay
Should i move whole arm or just the wristle for better everything in aim?
Pinguefy stop doing sidequests and go back to your channel
carbonara tutorial coming soon .
yum
1:08 was fcking mean man ... i was so shocked
sorry about that haha
@@VoltaicAim Hahaha even after watching it now is strange :D
How do you even "read" your opponent, how could you know about cues when in most games, the characters models can go left and right without telegraphing like we do IRL
by reading i mean like reading a book, where are taking in as much info as possible to inform where to place your crosshair on the enemy
If you were the opponent when would you dodge, jump, exc?
Until you understand that you won’t be able to read.
Honestly it takes a surprising amount of map knowledge to understand where the opponent is going to dodge to
I struggled with this a lot but now that ive played a lot more I think I understand. when youre truly focused on a target, the velocity, angle, etc are immediately obvious, just as obvious as how far away it is. if you cant tell how a target is moving you are simply not focused enough on it. i still struggle a lot with focus in games because i cant see through visual clutter, but when i am able to focus it's crazy how much easier it is. best way to train focus in my opinion is target switching or clicking where you have to rapidly shift focus between targets, you can tell when you get lazy and use peripheral vision vs proactively focusing on the next target
conclusion: my table is waaaaay too small to be able to lower my sensitivity.
if i move 10 inches my mouse is out of the table, or in the keyboard. i can't place the keyboard further away as monitor legs are stupid long and doesn't allow that.
table is too high, so arm movements are literally painful, it has no option to lower it nor does my chair to make it higher.
i need lower sensitivity, the one i use makes it painful to track any enemy.
tried that one map to track a target on aimlabs and i was in a world of hurt, got 2144p but it's like my hand moves in 15fps. i see my aim snapping every 0.5s to the target, unlike any better playey replay in which aim snaps every 0.01s or smth.
i lose track of target very often visually. i literally somehow forget my target is on screen very often, even if trying to focus.
- smaller keyboard or keyboard on lap might help the issue a bit, especially if you have a fullsize board. you also don't necessarily need to be able to make a full 360 with the length of your pad, especially if you get good at resetting your mouse. you could push for like 35 cm/360, which will be low enough to be performant in most games.
- table too high sucks, maybe you could stack some objects on the seat or below your chair to raise your height?
- you could also try a faster mousepad! you will have to take a very practice focused approach to develop additional mouse control in order to avoid overtensing, but faster pads can make it much easier to make and refine small movements in your aim. this can let you become more well rounded even with a higher sens.
- not sure what you mean, is this a system latency, refresh rate, or reaction time complaint?
- it will get easier with practice! honestly i am not great at staying totally focused on my target for entire kvks runs either, but as your reading, stability, and reactions improve, it will get easier.
@@pinguefy I already got a very fast mousepad, paid a lot for it, got an 240hz TN monitor about 5 years ago, it has no issues still, got studio headphones, gaming soundcafd, 8000hz mouse and a high end pc.
unfortunately i got the razer huntsman full size keyboard, which is very big, but i use the numpad a lot, wouldn't give up on it. plan on getting huntsman v2 soon.
i improved system latency and refresh rate as much as i could afford. i spent years watching yt videos and reading papers on how to improve latency, so i decreased it A LOT! next upgrade is an 240hz oled monitor which is expensive, but much less input lag.
chair has wheels and an arm rest, the arm rest is slightly too low, table thickness low. i tried stacking towels on the arm rest but it doesn't work, they fall off. i got 4000 csgo eDPI(5 sens with 800dpi), but i lowered it to 3600 when i got the mousepad.
this is a reaction time complaint, i can't understand why i react at 0.5s intervals at tracking. i would love to fix this. i fade out when looking at the target so i lose focus very often and i can't understand why.
i want to improve and i need tips how. i am VERY BAD at holding angles, my reaction time just sucks.
@@jc008titan what mousepad do u have? glad u have a nice setup though ^^
- maybe u can get an external numpad? i get why you wouldn't want to give it up but there are solutions to this mouse space issue that should be considered. rapha is a big proponent of putting his kb in his lap, can always give that a go.
- you can try wrapping a sock around the arm rest/towels, might need to cut an end off
- that sens is like absurdly high for everything, let alone tac fps. borderline unplayable, you have a really base your whole technique around it.
- reaction time is a trainable skill! most aim trainer players started off their journey with very average reaction times on things like humanbenchmark, but slowly improved it with practice. and there are other factors at play like how much excess mouse movement makes reading more difficult.
@@pinguefy thought my comment didn't send(i can't see it), somehow it seems you read it. i got Lamzu Energon Hybrid Soft Large mousepad. i wouldn't give up the numpad as i use it for macro buttons and for split screen coop games. i never used arm movement while aiming, i am a wrist aimer. i got a towel over the arm rest to not damage my elbow. i used to be 2800pp on osu, which is mainly great aim, but after a year of not playing it seems like my aiming skill declined a lot!
i practiced horizontal tracking and i started to be better at it, VT PILLTRACK ADVANCED on aimlabs is great for this.
i used to be great with this high sensitivity, but sleep deprivation from college(2-3h sleep/night) made me much slower to react and think, to the point i make stupid decisions nonstop even though i trained what to do in those situations. it happens a lot to see a player and react TERRIBLY! instead of trying to aim and shoot i shoot immediately missing all my shots and being way off with the crosshair. even my mouse fell off the table(have mouse bungee for this). training flicks on aimlabs or practice didn't seem to help. it happens a lot to have my crosshair placement at a wrong spot due to ramps, wish i could find a way to train these too.
can you tell me what map you used at 2:36 in the video? wanna train on that too.
If anyone thinks OSU can improve aim your wrong
The intro, doing crazy stuff with the aim is good but they were following “shadows” which just means the player was on the ground, they shoot on head level of the ground whike the enemy already jumped…
but if someone poppin swings me mega wide in valo and i don't try to overflick compared to their original position i will look like a dumbass, then what
personally I wouldn't take that...
@@VoltaicAimYo Bozo ass can't even answer the question, cuz you know the video is just pure bullshit.
ffs... i knew something was off for a bit after getting windows 11 and forgetting mouse acceleration is on by default and not displaying that trash
hearing Pinguefy narrate this after not seeing him for almost 2 years was a pleasant surprise. :D
:D
I like moving like devil fast when playing something but i hear the lobotomy after the bullet goes into my brain in 0,0001 ms reaction time of an average desthmatch valorant player
"How do you hit somebody that moves like this?" - proceeds to show the laziest straightforward "movement" in CS history, the dude was literally just walking forward in a straight line. In general none of those clips were people showing great movement. Don't get me wrong, I get the idea. But all I could think was "imagine if they showed some of the Apex speed demons in these clips".
yeahh i came to the same realization after i went through the rigor of going through clip selection:
"pingu - 06/17/2024 5:11 PM
do you think the intro line makes sense still? "how do you hit someone that moves like this"?
the clips have ppl moving sporadically but aside from xdefiant i'm not sure the linking thread is relatable or strong enough"
the original idea was to find people whiffing on enemies with difficult strafe patterns due to overcorrection but it's tricky to pick clips from people that we can safely assume won't be offended by us showcasing their mistakes LOL
the concept ended up being more like overcorrecting with tension instead being purely about intentionally tricky enemy movement, which i think is still pretty fair; tight fast strafes can still generate just as many misses as someone lurch spamming. i thought about thinking of a different line, like "what do all of these whiffs have in common?", but the movement one is a bit more relatable and mostly still applicable.
So how can I improve my ability to read? I always had a problem reading and it's very straining to trace
My brain. How I'm suppost to aim slowly and calmly if i die so fast it will take so long
I hate when crazy good ppl say they're bad...really pisses me off 😂
So it's not a skill issue, more of a TRUST issue with my aim, hahaha, thanks.
good video, but 0:35 w to reload? 🐵
LOLL rly old clip, that's when i had my binds in a layout called Workman. w is where r normally is
when you have aim assist on controller, you might want to slightly over-aim
4:07 i am 99% positive thats temet 😂
Bro casually dropped the greatest video ever made on aiming
ty!!
@@pinguefy why are you saying thank you for someone else's video
@@Chingbong1 that is his voice. He is one of the voltaics. He made this video lol
hello , does anyone know what is the name of map in 2:53?
You should have a higher confidence and be less tense to reduce the shakiness in your voice
Why is every aim training community moving away from kovaaks
This info applies to any aim trainer, not sure how that is even relevant
@@VoltaicAim well MattyOW is mostly aimlabs now, you guys make your content on aimlabs, RA is sponsored by aimlabs. It has nothing to do with the video I’m just curious the logistics
aimlabs is free (and they pay aim orgs to make scenarios)
I MISS GUNDAM EVOLUTION 😭
same.
Never thought about it that way so the fastest sens i can control while barely over flicking is reay bad especially on controller which i play
glad we could help :D
4:54 what game is that??
battlefield v
@@pinguefy ty
time to rustynailmax
Professor layton music caught me off guard fr
Jesus Christ you got me with that baseball
Could that be fixed over time? Because I'm new and it's hard for me.
Yes, absolutely! Like with everything, it just takes practice and persistence.
definitely!! smoothness is a skill built over many many hours of intentional practice
Real trick to having calm aim: Imagine everyone in their underwear.
Now laugh at them for forgetting their clothes👌🏼
And finally you’re not nervous so enjoy the game instead of being anxious.
Best tip
"Have you tried confidence?" 😂
I understand underaiming when tracking is best, but in games with bullet velocity I usually have to overaim to hit my shots. What's the best way to hit erratic enemies in these types of games? I have jade scores in reactive and diamond in smoothness but in game my aim feels a bit worse.
you'll still want to aim to minimize mouse movement and aim towards undershooting, but what qualifies as undershooting will change if you have to account for travel time as well
Controller players - ya I’m just gunna use a controller and say kb&m players have their whole arm to aim with and it’s so easy
Oki
I flinched at 1:12
someone needs to coach me cause my aim is beyond cooked
my shakiness comes from my sensitivity xD
this is sponsored aimlabs vid
keep yelling at your teammates to make their aim worse - they will be your potential enemies one day 😅😅
aimlabs helps support us but they don't have much input into the content creation process. the advice is applicable for however you decide to apply it, i just wanted to make a good video on the topic regardless
when will pinguefy upload again :(
Fianlly a video for me.
My problem is predicting and in annintense fivht im always clut h my mouse tight, especiallg when i think about it and ive never found a way to calm my hand and not grip it so tight.
Glad it helped!
The specific scenario depends on the FPS you're playing, but imagine yourself getting caught in a close-quarter fight, that's usually when people are the most tense, because it's the easiest way to die (because the enemy has less chance to miss up close):
1. Just rest your hand rest on top of your mouse, or however you usually grip the mouse, but do not attempt to move the mouse. Just let the enemy kill you AS YOU OBSERVE them.
2. Again, with a completely relaxed grip in the next close-quarter fight just observe your opponent's movement. Try to keep him on you screen (within your FOV) with your mouse this time, but do not try to actually track them with the cursor/crosshair. Do this a few times, it's very important to observe their movement.
3. Now try and track their movement with the crosshair (just center mass, not the head) while still keeping a relaxed grip. This whole time (all 3 exercises) you're not shooting. Just observing.
These shouldn't take too long. Maybe a dozen fights or so. The idea is to teach your brain not to tense you up, because of the danger that comes with being in a gunfight, but rather to put you into "Focus mode" where you're trying to really read your opponent's movement. This should be more than enough to help you with grip tension.
The next part is actually trying to shoot them, while you're still using a rather relaxed grip and tracking them in "focus mode". If you tense up and mess up, start flicking or your aim gets jittery go back to the previous exercises. I know it sounds stupid to just sit there and take deaths, but it's the only way to re-wire your brain to go into focus mode, if it doesn't happen naturally. All of this ONLY applies to close-quarter gunfights. For longer ranges cover and your actual aim are a bit more important. Keep in mind working on a steady aim in close-quarter will also improve your overall aim control, improving long-range fights as well.
I could've made this like a 20-step tutorial, but this is just a YT comment, after all. Still hope it helps you.
@SlCKNESS_ very interesting insight. I'll definitely give this a try! Do you recomnd doing this on an exercise in like kovaak/aim lab or an actual game just kinda watching what my enemy does?
@@Savitzen Definitely in an actual game. Aim-trainers help with mouse control in a sterile environment, the opposite of what your issue seems to be. In general it's hard to get a lot (or even a little bit) of benefit from aim-trainers, unless you already know the minute specifics of why you're failing certain shots and just practicing those very specific scenarios. I don't recommend aim-trainers. Unless you're really bad at aiming and you can't get close to the aim of an "average player" OR you're top 10% aimer already and need to work on some things to push into top 1%. When I say top 10% I do mean it - that's someone who loses a "fair" fight once every 10 fights. Not the guy with 1.5 KD thinking he's a master aimer, because he's above average.
I hear pinguefy! Miss the content, I owe my aim to the man that introduced raw accel!
thank you!!
@@pinguefy You're amazing!
holy shit i missed you pinguefy
thats what im saying so many aspects of my aim suck bc im 60hz (ascendant rn) im telling you with 144hz or higher i would be immo 3 in a week
Great Video!
btw how do i enable that feature that indicator my movement of my mouse on 2:28?
only available during replays
@@pinguefy oh ok
thanks
Bro was just talking about so same stuff over and over and over again get to the point
Get it twisted, if you lock in you can do anything.
Get it twisted, your actions impact nothing, your aim is predetermined, the only thing that you can change is your reaction to it.
You can hit any target you set your mind to, the world is a playground designed for YOU and only YOU to achieve your highest level ambitions.
If you wait 90 minutes to wake up before you hop on aimlabs, nothing can stop you.
If you duct tape your mouth when you fall asleep, nothing can stop you. GET IT TWISTED.
Everybody gets what they deserve in this life, if you put in effort you can achieve anything. Better aimers are better people. Get it twisted.
The circumstances surrounding your birth determine how good you are going to get, nothing else matters at all.
Your FPS background, your mentality, your level of effort, your competitors, your network, your aim training.
is this still too much nuance or
I know who you really are. You can't hide from me, P.
erm
I have a random question, Recently i've started playing CoD (Bo6 beta) and i realized "wait... the sens i train isn't my ads sens" and i was wondering if i should move to 1:1 sens (for 1x ads at least) or not.
It feels very strange to play on a 1:1 sens but like i previously mentioned i don't train my ads sens technically. Also if i were to NOT play a 1:1 sens should i set my sens based on my ads or keep the one i'm using and train with that one ?
I'm really confused as i always played CS (or val) and when i played R6 or even BF i didn't really think of that.
i wouldn't worry about it! just like how changing your sens doesn't ruin your muscle memory, neither will having a slightly different sens for ads. for every game, the writers of this vid (viscose and pingu) just move the ads sens slider around until it feels about right for that particular game.
@@VoltaicAim Thanks, i'm overthinking aiming and sens a lot so someone else remininding me to stop is always good :D
then again I feel like tenz doesnt do that
Impossible for me since i have shaky aim and ADHD, so step 1: dont have shaky hands and ADHD.
Predicting in games that have bullet fall off and bullet travel makes sense but if the game has bullets that instantly hit why are u predicting, dont predict whats happening now
I know that feeling so much. I feel like I'm just not focused, I'm being too « natural » and I have to stop for a split second in order to « soft reset » my mind, otherwise I'm just getting mad because I'm missing, so I miss even more
People who aren't predictable are also pretty rare, honestly sometimes I hit more by moving my mouse less and letting them get into it lol
Sometimes less is more yes, people tend to overreact when not calm & composed
half of it is probably fps, i run 60 hz cuz im kinda broke
it matters but i definitely wouldn't say half!
Could only make it 1min into the video. Either the mic is bad or too close to his mouth.
sory MvonTheRUclips i will try harder next time .
You forgot to mention VT Viscose In the clip credits.
You were right, fixed that :d
viscose fans dont miss nun
PROFESSOR LAYTON OST ? No way this Guy is cracked at aiming AND has good taste. Felt forced to like
thank u :3
yes
smoothness impossible on controller💀
overflicking is usual bc tenz said he always did overflick then micro adjust
somebody dumb this down for me, im not kidding, i listened and i feel like i didnt learn
- while a lot of people see aiming as a purely mechanical skill, the hand-eye coordination aspect of it is just as important, and your ability to read what your target is doing/where your crosshair is relative to the target is something we should be training.
- however, there are also ways to make that reading easier. most notably, the less you move your crosshair, the easier it is to see what is going on around your crosshair.
- this sets a standard for us; we want to be moving our crosshair as little as possible in order to fulfill the aiming task. this means being *smooth* and *efficient* with our movements, trying not to waste any effort with extraneous motion and making it harder to read.
- *underaiming* is one way we can strive towards that goal. whenever you move your mouse to a target, whether that's getting back on target that changes directions while tracking or flicking to an opponent, we should be aiming to *undershoot* for 3 reasons:
1) overshooting and having to get back on target causes additional screen motion that makes it more difficult to read opponents.
2) it is easier to follow through with an underflick than reverse the momentum of an overflick.
3) for tracking specifically, when you aim for the inner edge of an opponent, if they change directions rapidly they'll strafe right onto your crosshair which can help avoid the cycle of constantly overadjusting on fast strafing targets.
- aim shakiness is an issue with many potential causes, but we dial in on two of them: tension and reading.
- i see tension in your aiming hand/arm as a natural response to dealing with a situation that you aren't completely comfortable with. it can be an aiming skill that is underdeveloped or a gameplay/social situation, but when it is a response to an uncomfortable aiming skill (for example, i tend to tense up when forced to exercise high levels of precision), tension functions as a band aid fix. if you pay attention to when you are tensing up, it can serve as an indicator as to what your weaknesses are and can allow you to train them in isolation, hopefully alleviating the source of that tension.
- reading can also create shakiness by forcing you into prediction. especially in games with very fast movement, many players will lack practice or confidence with their own reading skill, and subconsciously lean into predicting when an opponent will change directions. this will cause your crosshair to change directions even when there's no ingame reason to and can lead to getting lost in tracking scenarios due to all the excess screen movement. prediction isn't always a bad thing: there are times when it's valuable, like when an opponent takes a predictable arc or is in an enclosed space, but overrelying on it can mean you don't practice reaction-driven tracking, especially if utilized in aim trainers.
- ofc shakiness can also be a mechanical issue. lack of practice with a certain muscle group or general aim mechanics can be a fair assessment, but practicing with efficient aim in mind and speeding it up over time will help a lot with developing well rounded aim!
no me sirve porq ya soy radiantem graias
What game 1:34 ?
gunfire reborn
i think i’ve developed a fairly weird aiming style for most games cause of fine motor skill issue, i typically do more general predictive flicks instead of tracking, fine tuning aiming and consistent acceleration is practically impossible but i’m remarkably good at just predicting movements and then just firing when people walk over the cross hair
I can attest to that, at times I am so confident I pull out insane shots and games on Valorant, and then I get my off days where my confidence drops and I miss shots like I am still on Bronze/Silver.
oMG PINGUEFY
hi!
So it’s the set up that’s holding me back?🤣🤣
no, but it's a factor that will help, the biggest thing is self-improvement regardless of setup
4:06 poor temet😭😭
your voice is asmr