Consolidate these guides to create a comprehensive guide:
STARTING YOUR AIM JOURNEY Voltaic Discord | Voltaic Twitter | Support us | Original Creator | Website WHAT IS THE PURPOSE OF THIS GUIDE? This guide is designed to give you the information and resources you need to begin aim-training effectively and confidently. We’ll discuss basic setup, first steps, and valuable tips for aiming. After reading this guide, you’ll have the tools and knowledge needed to become a great aimer! Have more questions about aiming? JOIN THE VOLTAIC COMMUNITY ON DISCORD View Translated Version 2 Voltaic TABLE OF CONTENTS 1 - INTRODUCTION 1.1 - HOW IS AIM TRAINING BENEFICIAL? 1.2 - WHY AIM TRAIN, WHY NOT JUST PLAY? 2 - SETUP 2.1 - PICKING AN AIM TRAINER 2.2 - UPGRADING YOUR SETUP 2.3 - CONFIGURING YOUR AIM TRAINER 3 - GETTING STARTED 3.1 - HOW DO I DETERMINE MY SKILL LEVEL? 3.2 - WHAT SCENARIOS SHOULD I PRACTICE? 4 - PRACTICING EFFECTIVELY 4.1 - AIM THEORY 4.2 - POSTURE AND HEALTH 4.3 - GRIP STYLE AND UNITY 4.4 - MINDSET AND PROCESS GLOSSARY Aim Journey by Voltaic 3 Voltaic 1 - INTRODUCTION 1.1 - HOW IS AIM TRAINING BENEFICIAL? You can always aim train forfun, but most people start aim training because they wantto elevate their skills in first-person and third-person shooter games. If you are interested in aim-training, you should note both the pros and the cons; and understand what aim-training will do for you in-game and whatit won’t do. Let’s start with the benefits. HOW CAN AIM TRAINING IMPROVE YOUR GAMEPLAY? ● You may be able to hit shots and track targets more consistently ● You may enable new opportunities for you to outplay your opponents ● You may be able to read yourtarget’s movements better ● You may have better overall control of your mouse, including in non-aim situations These improvements are helpful; however,this is roughly the extent of benefits from aim training. Allthese benefits will vary depending on what you practice, how you practice, what your main game is, and how you apply your practice to your game. You may have expectations for how you’ll improve in-game, butthese expectations are not always realistic. Rememberthatthere’s no guarantee that the skills you’ll develop from aim training willtransferto in-game environments. WHAT ARE SOME THINGS THAT AIM TRAINING WON’T DO? ● You won’t have better positioning. ● You won’t have better decision-making. ● You won’t be better at anything that can be considered part of“game sense,” game-specific mechanics, or most other non-aim related skills. If something besides aim is significantly holding back your performance, aim-training isn’t going to be your best option. Many people do have poor aim, and aim can always be better, but before you train your aim, you should ask yourself,“Is aiming really the skill I need towork on?” To furtherintegrate this conceptfor you to remember, we’re going to repeatit once more: Aim-trainingwill notmake you better at games unless aimis specifically a skillthat’s holding you backwhen playing. Luckily, aiming is a fundamental skill in most shooter games. Improved aim will often resultin some overall improvement, butthat does not make aiming a magic solution for becoming skilled or successful. 1.2 - WHY AIM TRAIN, WHY NOT JUST PLAY? A common question that many individuals may think aboutis, “Why can’tI just play my main game normally to improve my aim?” Although many competitive FPS games have their own custom in-game maps forthe purpose of aim-training, such as CS:GO or Overwatch, many games simply lack the tools necessary for creating custom training maps. As a result, your options for practicing your aim in-game are quite limited, if not absent. So, your only means ofimproving is by simply Aim Journey by Voltaic 4 Voltaic playing the game—an environment where you might not have many opportunities to practice your aim. Even if your game does have options fortraining your aim, you might not be training as efficiently as you would using an aim trainer. There are four key elements aim trainers can provide. WHAT ADVANTAGES DOES AIM TRAINING HAVE OVER ORDINARY GAMEPLAY? ● Isolation: You can practice a specific skill without distractions. ● Repetition: You can practice the same skills over and over quickly. ● Customization: You can practice any scenario within the limits ofthe trainer. ● Feedback: You can easily getinformation about your progress. If you are someone who goes to the gym,these advantages might sound similarto the reasons why many forms of exercise are effective, and it can be helpfulto use this analogy when thinking about aim training. Aim training lets you build up the fundamentals you need to perform in your main game, justlike how weightlifting can help you build the strength you need to become a better athlete . 1 1 Extending this idea, don’tforgetto train beyond the gym;the best athletes are not made by only working outin the weightroom (unless you’re a powerlifter). Aim Journey by Voltaic 5 Voltaic 2 - SETUP 2.1 - PICKING AN AIM TRAINER To begin aim training, all you need is a computerthat can run your games, a mouse and keyboard, some desk space, and an aim trainer. Most people reading this guide probably have their hardware sorted out but might not know what aim trainerto use. As ofthewriting ofthis guide,themost popular andmostrecommended aimtrainers among serious aimers are KovaaKs and Aimlabs. Most players strongly preferthem because they implementthe four advantages noted above quite well and have a large and constantly growing set oftraining scenarios created by the community. Aim Lab, in particular, is free on Steam, which makes it accessible forthose who wantto start aim training. One notable alternative is Aimbeast. It has many ofthe features that KovaaKs and Aim Lab have and has additionalfeatures which aren’t presentin KovaaKs or Aim Lab. The downside is that many ofthe training scenarios created for Aimbeast do not match the quality or quantity of either KovaaKs or Aim Lab. 2.2 - UPGRADING YOUR SETUP Itis not necessary to upgrade your setup beyond the basics to begin aim training. Do not hesitate to start aimtraining just because you areworried about your setup. That being said,there are ways to improve your aiming experience and the quality of yourtraining. Each ofthese items could be their own entire guide (and some guides do exist), but here are some common upgrades that can be useful. WHAT CAN I DO TO UPGRADE MY AIM TRAINING/GAMING SETUP? ● Get a monitor with atleast144Hz, butideally 240Hz ● Get a mouse with a good sensor and suitable for your hand size 2 ● Get a mousepad that’s low maintenance, and with a glide you’re comfortable using. ● Get a desk that’s suitable for your height and with plenty of space for mouse movements. ● Get a mechanical keyboard with your preferred switches (Reds, Blues, Browns, etc.) ● Upgrade the specifications of your computer(CPU, GPU, RAM, etc.) ● Misc. accessories such as: ○ Mouse feet/skates ○ Mouse bungee ○ Mouse cable/paracord (if applicable) ○ Grip tape/stickers ○ Compression/Sports sleeve Itis up to you how you choose to spend your money, but do not spend more than you can comfortably afford. With that said, do notlet your setup be a barrierto starting. Mana, one ofthe best aimers in the community, used to play on a 60 Hz monitor and could still outclass the vast majority of aimers. 2 Most modern mice have good sensors, so do not worry too much aboutthis. Aim Journey by Voltaic 6 Voltaic 2.3 - CONFIGURING YOUR AIM TRAINER When many beginners begin aim training,they often find themselves unsure of what settings to use to besttrain effectively. Typically,the solution given to beginners is to tellthem what sensitivity, FOV, or other settings they should use, butthis advice generally neglects to explain the reasoning behind these common suggestions. So, let’s cover some settings that you can tweak during your aim training and the purposes they serve. 2.3.1 - UNDERSTANDING MOUSE SENSITIVITY HOW DO I FIGURE OUT WHAT MY CURRENT SENSITIVITY IS? Most games use different scales for sensitivity, which means that your sensitivity settings for one game may not directly transferto another game. Most aim trainers, including KovaaKs and Aim Lab, deal with this by offering multiple scales for setting your sensitivity (Overwatch, Fortnite, Source, etc.). Still, you are best offthinking of sensitivities in terms of actual distance measurements rather than arbitrary values. The most popular and universal way to measure sensitivity is cm/360°, or how many centimeters you need to move your mouse to perform a fullrotation in-game (i.e., “centimeters per 360-degree rotation”). There are various tools for converting between cm/360° and different game sensitivities, which you can learn about here. Keep in mind that your mouse DPI also affects your mouse sensitivity. WHAT SENSITIVITY SHOULD I USE? Ofthe common settings questions asked by beginners, “What sensitivity should I use?” is probably the mostfrequently asked. By and large, most people will say that sensitivity is up to preference, but if you need a point ofreference, aimto use a sensitivity somewhere between 20cm/360°to 50cm/360°. This is not a hard rule, but most people’s ideal sensitivity lands within thatrange. Typically, you should prefer slower sensitivities for games that are more “flick”reliant, such as CS:GO or Valorant, and higher sensitivities for games thatrequire more tracking orfrequent mouse movements, such as Overwatch or Fortnite. If you are unsurewhere to start, any sensitivity around ~30cmis an excellent,well-rounded sensitivity formany games. Feelfree to try various sensitivities, but don’t spend too much time worrying about your sensitivity. Test out what works for you. ARE YOU SURE I CAN CHANGE MY SENSITIVITY? WON’T THAT AFFECT MY MUSCLE MEMORY? Understandably,there are many beliefs about sensitivity among different gaming communities, and concerns about changing sensitivity too much can worry novices. One ofthe most common myths about sensitivity is that you must consistently use the same sensitivity across all settings to ensure that you preserve “muscle memory” when aiming. This is a very simplified and inaccurate understanding of motor memory, an importantidea in neuroscience. Because aiming has little to no formalresearch, itis best nottoworry aboutmuscle/motormemory, evenwhen discussed as a proper neuroscience concept, as its role in aiming is notwell understood. Enough skilled players have shown overtime and through experience thatitis okay to change your sensitivity, and itis Aim Journey by Voltaic 7 Voltaic okay to use different sensitivities for different games . You can further enrich your aim training 3 experience by using a sensitivity randomizer. If you would like to read more information aboutthe matter, please view our article on Why ‘Muscle memory’ is seen as a meme in aiming. 2.3.2 - UNDERSTANDING FIELD OF VIEW WHAT FIELD OF VIEW (FOV) SHOULD I USE? Beginners also sometimes worry about using the “correct” FOV when aim training. Similarto muscle memory concerns, beginners tend to believe that using the “wrong” FOV will harm their ability to improve, particularly when using a FOV that may be differentfrom whatthey use in-game. Although there are minor benefits to matching yourin-game FOV while aim training, FOV is not particularly importantfor seeing improvements in aim. Instead, itis more beneficialto understand some basic attributes of FOV and use thatto inform what FOV you wantto use at any given time. Note thatthis advice is tailored to when you are aim training. The two most common FOV scales to use in aim trainers are Overwatch FOV and Source (CS:GO, TF2, etc.) FOV. Overwatch FOV has a more horizontal view, while Source has a more vertical view. Overwatch FOV also displays less view than Source FOV overall, meaning that100 OW FOV is not equalto 100 Source FOV (i.e., you will see more with Source). Agood defaultOverwatch FOVis 103 , 4 and a good default Source FOVis 90. HOW DOES FOV AFFECT AIM TRAINING? As you raise FOV, you gain increased vision, allowing you to see more targets at once. This is particularly usefulfor scenarios where a smaller FOV will cause you to frequently run out of visible targets to shoot because you can’t see as much, particularly in target-switching scenarios like patTargetSwitch or kinTargetSwitch. Fortarget-switching scenarios, using a larger FOV such as 100-110 Source can be very useful. Consequently, more FOV causes targets to appear smaller, which can make precision scenarios harder, and high FOV values also cause distortion around the edges of your screen, similarto a fisheye effect. Finally, something that catches a lot of beginners off-guard is the factthat higher FOV causes sensitivities to feel slower. If you change your FOV, expect your sensitivity to feel different, even though it hasn’t changed. Forlower FOVs,the opposite is true for all ofthese things: you have less vision,targets appear larger,there is less distortion around the edges, and sensitivity willfeelfaster. Rarely should you use a lower FOV, butthere are two notable benefits to low FOV:1) You will be able to see your own movements more clearly, which can help you improve skills such as smoothness, and 2) Sometimes itis very beneficialfortargets to appearlarger, particularly when it comes to precision. The first benefitis a good reason to use a lower FOV when practicing, butthe second 4 We suggest103 OW because it’s a widely accepted and comfortable FOV with sufficient peripheral vision forthe majority of gameplay situations. 3 There is small evidence to suggestthat you can improve more efficiently if you vary your sensitivity, butthis is largely unexplored, and we still do not know whatthe best way to vary your sensitivity is. This is also notto say thatthere aren’t advantages to training on one sensitivity, either. The pointis that without knowing one way or another, you are better off not worrying about unknown implications. Aim Journey by Voltaic 8 Voltaic benefitis often discouraged during aim training. Using a low FOV to make a scenario easieris an example of cheesing. Cheesing is when you do something forthe sole purpose ofimproving your scenario score, even when it won’t help you practice better. 2.3.3 - WHAT ABOUT ALL THESE OTHER SETTINGS? Aim trainers can offer many extra settings fortweaking your practice setting to match your preference. These settings are largely up to you to decide on and will not affectthe quality of your practice to a large extent. Forthe most part,this is because additional settings are typically for aesthetics, such as visual and audio changes. Below is a list of common settings that aimers change in KovaaKs and Aim Lab. WHAT ARE SOME OPTIONAL SETTINGS THAT I CAN CHANGE IN AIM LAB/KOVAAKS (AND OTHER AIM TRAINERS)? ● Wall & floor colors/textures ● Bot colors ● Crosshairs ● Hit/Kill sounds ● UI elements and their placements As said before,these are entirely up to preference, butthey can make aim training feel more engaging once you’ve fine-tuned your settings. You should take some time to experimentto see what works for you and what doesn’t. Similarto FOV and mouse sensitivity,there’s no harm in changing your visual settings regularly. Aim Journey by Voltaic 9 Voltaic 3 - GETTING STARTED 3.1 - HOW DO I DETERMINE MY SKILL LEVEL? At first, it can be overwhelming to figure out where to start. To determine your skill level, we recommend playing ourIntermediate Aimlabs or KovaaKs benchmarks first. Start by playing through each ofthe benchmark scenarios for your chosen aim trainerfor about five runs each (approximately 5 minutes for each scenario). After you're finished, input your highest score from each benchmark scenario into our progression sheet either manually, with our Webapp or Auto 5 Progress Sheet Updater . You willthen see a rank indicator nearthe top ofthe sheet showing your 6 rank. If you’ve happened to place in diamond, you can safely start playing the advanced benchmarks by repeating the same process as before, playing through each ofthe benchmark scenarios. Once completed, you should have an understanding of your skill level. ● You may find up to date resources in our discord in the Resources Channel, leading to updated sheets and benchmarks for Aim Lab / KovaaK’s 3.2 - WHAT SCENARIOS SHOULD I PRACTICE? Now that you have a general idea of your own ability, you might be asking yourself, “What scenarios would be bestfor me?”. It can often be overwhelming for players new to aim training when there are literally thousands of scenarios to play. Luckily, we’ve curated some ofthe best scenarios and created routines catered to your skill level with our Fundamental Routines. Simply play the routine according to yourrank. Alternatively, you can play any of our Game-Specific Routines. Ifthere’s a particular aspect of your aim that you’d like to improve, you can also referto our Weakness-specific routines to correct bad habits. Inevitably,there will come a time when you startto “grow” out of many ofthe pre-made routines, and you’ll wantto do more personalized training targeted more towards your own style and proclivities. Our Recommended Scenarios sheet should prove to be usefulfor such cases, as they can fine-tune your practice furtherto getthe most out ofit. You can find allthe above training in the resources channel in our discord server. 6 Note thatthis tool is only relevantforthe KovaaKs benchmarks 5 Only available for Aimlabs benchmarks Aim Journey by Voltaic 10 Voltaic 4 - PRACTICING EFFECTIVELY 4.1 - AIM THEORY Aim Theory can best be described as both the mechanics behind aiming and the methods used to train optimally. It’s essentialto familiarize yourself with how aiming works if you hope to practice effectively along your aim journey. Ideally, you wantto think about aim training in conjunction with your aim in games. Please note that yourimprovementin aim trainers won’t always yield instant results in your games. You won’t suddenly become a better playerjust because you used an aim trainer. That’s sometimes a harsh reality many new players face when they begin aim training. Aiming can be separated into multiple categories. The core ones are Clicking, Tracking, and Switching. To further expand on the three main categories, a few subcategories can be applied to aim training, which allrightfully deserve to be covered. The subcategories we have are Dynamic and Static for Clicking, Reactive and Precise for Tracking, and lastly, we have Speed and Evasive for Switching. In addition to the core categories,there is another category; movement. Movement aiming is typically known as StrafeAiming. Let’s start by explaining each one and how they should be approached to maximize your practice time. 4.1.1 - CLICKING Clicking is an aiming category thatinvolves eliminating single-click or multi-click targets as quickly as possible. Such scenarios emphasize speed and accuracy to maximize your potential score. You should approach targets efficiently without wasted mouse movement,then micro-correcting onto the targets when needed. This is the general premise behind clicking scenarios, but static and dynamic clicking each differin how they should be played. STATIC CLICKING Static involves scenarios where the targets are not moving;they’re completely static. For static clicking, once you develop a high accuracy during yourruns, say, atleast 95% accuracy or higher, you should increase your speed, eliminating targets even faster. Maintain your pace until you can get at least 95% accuracy consistently once again,then try going even faster. DYNAMIC CLICKING Dynamic scenarios include moving targets. In dynamic clicking scenarios, your shots should be well-timed to where the targets can be killed easily while still being swift. Unlike static, dynamic incorporates reading the movement patterns ofthe bots. Although yourreading skills will naturally improve the more you play, improving your aiming habits should be the focal point of your training. Overall, maintaining a balance between speed and accuracy is essentialfor both types of clicking scenarios. CLICKING PRACTICE TIPS ● Pace your shots. Maintain a good rhythm throughout yourrun and in-game. ● Approach targets smoothly while wasting no mouse movement. Aim Journey by Voltaic 11 Voltaic ● Build up speed while retaining good accuracy. ● Always have the nexttargetin mind. The recommended sensitivity range for clicking scenarios is between 30-60 cm/360°. They’re usually easier with a control mousepad, allowing more friction for proper stopping power. 4.1.2 - TRACKING While clicking is about eliminating as many targets as possible with simple clicks,tracking is about holding down the mouse button and keeping your crosshair on a single, moving target. Tracking requires players to be smooth and reactive to perform well, and both will vary in importance depending on the scenario. REACTIVE TRACKING Reactive scenarios are typically ones with bots that change directions often and have hard-to-read movement. You mustn’t predictthe bot’s movement, especially in the early stages of your aim journey . Instead, you should reactto the bot’s movement and move your crosshair back on target 7 swiftly and fluidly. Focusing more on the botratherthan your crosshair can also help with reacting appropriately to the bot’s sudden changes in movement. Overpredicting can often lead to shaky aim and reacting too early,thus moving your crosshair offthe target. PRECISE TRACKING Precise tracking usually involves tracking a smalltargetthatfollows a predictable but hard-to-hit pattern. Smoothness and precision can be improved by playing small orthin variations of scenarios with relatively higher mouse sensitivities. It can also be improved by moving your mouse in one smooth motion ratherthan multiple small motions. Itrequires deliberate effortto focus on delicate mouse movements with minimal correcting. TRACKING PRACTICE TIPS ● Be reactive to when the bot changes direction. Do not predict. ● Focus more on the bot, notthe crosshair. ● Match and follow the targetin the direction itis going and only ever change direction when the target does, do not chase afterit. ● Improve your smoothness and precision with thin or smalltracking scenarios. Itis recommended to play tracking scenarios at around 25-35 cm/360°, which is generally fasterthan suggested sensitivities for clicking scenarios. Smooth, hard mousepads with lowerfriction are generally betterfortracking, as they will allow for easier micro-corrections and quickerreactions fortargets near your crosshair. 7 Predicting is something you will undoubtedly do without being aware ofit, but while practicing your aim versus bots, itis recommended to focus on reacting instead of predicting. However, predicting (in certain in-game situations) is a necessary skill. Aim Journey by Voltaic 12 Voltaic 4.1.3 - SWITCHING Switching, otherwise known as Target-Switching, is a skillthat utilizes fasttarget changes that require a certain amount oftime before each target can be eliminated. In other words, switching includes both clicking and tracking elements, where a targetis acquired quickly,then tracked for a short amount oftime in orderto killthe target. This time window is known as Time To Kill, or TTK for short. SPEED AND EVASIVE SWITCHING Speed and Evasive scenarios are played similarly, with the biggest difference being that Evasive Switching scenarios involve harder-to-hit bot patterns. In contrast, speed scenarios have easy patterns,thus resulting in a greater emphasis on speed. Much like clicking, you should always be mindful of your nexttarget. So,the moment you eliminate a target, you can immediately switch to the next one. Likewise,turning on spawn sounds for bots will greatly aid you in situations where there are no targets in your field of view. Overall, switching relies heavily on the speed of your flicks, smooth tracking, efficient micro-corrections (again, no wasted movement), and the pathing of your switches (acquiring targets closestto your crosshair). SWITCHING PRACTICE TIPS ● Always have the nexttargetin mind. ● Approach targets smoothly while wasting no mouse movement. ● Turn on spawn sounds to easily acquire targets outside your FOV. ● Maintain a fast but steady pace throughout yourrun. 4.1.4 - STRAFE AIMING Strafe aiming adds complexity to the aforementioned aim categories with movement. Not only do we shoot at moving targets in every FPS, but we also move our player, and a huge part of aim is being able to move to aid your aim, as well as avoid getting hit. The terms you should know are mirroring and anti-mirroring. Mirroring is moving towards the same direction as yourtarget, where you would only need to move your crosshair very little or not at allto track yourtarget. Anti-mirroring is moving in the opposite direction of yourtarget where you would need to move your crosshair more than if you were stationary. When playing scenarios ortasks with movement, be careful of playing for a high score. To getthe most accuracy, players willtend to mirrortargets, making them easierto hit. While this is greatfor doing a lot of damage in most FPS game situations,this could cause the playerto receive a lot of damage from theirtarget. It’s importantto keep this in mind, as it can cause you to develop bad dodging habits while aim training. When you are being targeted in-game, movement should be more focused on avoiding damage. When you are not being targeted, move in orderto do as much damage as possible to your opponent(s). Players need to be able to hittargets while dodging with the purpose of not being hit. Aim Journey by Voltaic 13 Voltaic Strafe aiming practice in aim trainers should make you comfortable moving in any direction while independently moving your crosshair on target. STRAFE AIM PRACTICE TIPS ● Work on Mirroring and Anti-Mirroring during aim training ● Movement should reflectin-game dodging in orderto getthe best practice ● Look for smoothness orreactivity issues that are amplified while practicing strafe aiming, and isolate those problems with stationary aim training 4.1.5 - HOW LONG SHOULD YOU TRAIN YOUR AIM FOR? It’s betterto spend 1to 2 hours max, depending on yourlevel,then spending the restin-game. Longer sessions should have breaks in between to avoid diminishing returns, injuries such as RSI or blurred vision, or zoning-out. Overall, it depends on your goals, but you should never push yourself to the pointthatit affects your well-being and health. 4.2 - HEALTH & POSTURE 4.2.1 - HEALTH Whether you’re a gamer or not, your health is paramountforfunctioning at a high capacity. It’s far too common for gamers to cut back on exercise, sleep, or dietary managementto play a few more matches, if notforgo these basic regimens altogether. Truth be told, skipping out on such things can actually cause more harm than good forthose looking forlong-term growth, not only as a player but as an optimal human. Now, we aren’t asking you to become an Olympic athlete orto count every calorie you intake, but you should still be mindful of your physical activity and the food you putinto your body. Many people often adopt a sedentary lifestyle where they incorporate little to no physical activity in their day-to-day lives, and this is especially true for many gamers. When you’re in this state for extended periods oftime, it can often dampen your motivation to improve yourself. Furthermore, physical activity primes the brain to learn compared to one thatisn’t stimulated by physical activity. So,take some time out of your schedule to go outside and be active; you’ll be glad you did. The active lifestyle people lead is often followed by a healthy diet. While pre-packaged food is convenient,they are often highly processed and loaded with sodium or sugar. They may come in handy every now and then, especially if you’re short on time, butrelying on them as your main source offood isn’t good. Consider adding plenty of whole grains,fresh fruits, and vegetables to your diet. If you find yourself eating too much meat on a daily basis,think about cutting back to about 8 to 9 servings oflean meat per week. Also, be sure you’re drinking plenty of water throughoutthe day. An exact number can’t be placed on how much fluid you should intake, since it depends on your age, sex, lifestyle, and of course, diet. A generalrule would be about15½ cups (~3.7 liters) per day for men and 11½ cups (~2.7 liters)for women. Again, it will depend on the aforementioned factors, butthose guidelines will be suitable for most people. Aim Journey by Voltaic 14 Voltaic Anotherimportant aspect of your health is sleep. Many gamers will often stay up to play forlonger atthe expense oftheir own sleep. A lack of good quality sleep negatively affects theirin-game performance in multiple ways: slowerreaction times, worse aim, poorer decision-making and game sense, and overall worse gameplay that could have been avoided had they simply slept and played at anothertime. It’s essentialto adopt a consistent sleep schedule where you fall asleep and wake up atthe same time each day. By doing so, you will develop a circadian rhythm where you will naturally feel sleepy when approaching bedtime and wake up feeling refreshed. You should also avoid TV screens, monitors,tablets, and phones before bedtime, as these emit blue light, which can interfere with your body’s production of melatonin—the hormone responsible forregulating sleep. Forthose interested in learning more about sleep and how to achieve better sleep, we recommend going to our Sleep Guide, where we coverthe topic in greater detail. We also recommend checking out our Health & Nutrition guide for more information on whatfoods you should eat, generaltips, and additionalresources. 4.2.2 - POSTURE Similarto exercise, diet, and proper sleep, maintaining correct posture is essentialfor warding off potential health problems later on in life. Gamers often get a bad reputation for being slouchers, and those who train their aim are no exception. Bad posture can sometimes be hard to identify since it usually doesn’t cause any noticeable short-term problems. After years of poor posture, it can resultin a significanttoll on your back, and in turn, your comfort and well-being. Additionally, posture also plays a role in our gaming and cognitive performance. Like peripherals,there are entire guides on understanding and achieving proper posture, but we’ll just coverthe basics. WHAT EXACTLY IS THE CORRECT POSTURE? A good posture is one where you’re sitting upright with your chest up, giving your neck and lower back natural curvature. The shoulder blades should be moved back and up, allowing them to be closerto the spine. Yourthighs should remain parallelto the floor, and your knees should be about as wide as your hips. Lastly, yourforearm and wrist should be parallelto the floor, as well. Weight should be distributed evenly with yourforearm across your mousepad or desk, and your wrist should not arc up or down. Utilizing the posture described above sounds fairly straightforward, butthe difficulty lies in maintaining this posture long enough foritto become a habit. It can be fartoo easy to regress subconsciously into your old sitting position due to old habits. This can be remedied by simply reinforcing new habits—in this case, correct posture—on a constant basis. You can set up reminders to check on your posture and correctitif needed. With time and diligence, you will start defaulting to a healthy posture automatically without much thought. For more information about posture and its importance in gaming, we recommend 1HP’s article here. It’s a very good read forthose looking to broaden their knowledge regarding the topic. Aim Journey by Voltaic 15 Voltaic 4.3 - GRIP STYLE & UNITY 4.3.1 - GRIP STYLE Out ofthe three main mouse grips: Fingertip, Claw, and Palm grip,there are subtle but notable differences for each that can affect performance. Please note thatthese differences shouldn’t justify changing your normal mouse grip. You should use the grip thatfeels most naturalto you. Fingertip grip is characterized by only your fingers making contact with the mouse. Aiming is mostly performed with the fingers and wrist. This grip generally has a higher skill ceiling by allowing the playerto make fine micro-adjustments more easily. Usually, players with higher mouse sensitivities will adoptthe fingertip grip, but players across the whole sensitivity spectrum use it. Clawgrip is where the only contact points are the palm and the fingertips;the fingers are arched, so they aren’tlying flat on the mouse. This grip is betterforfaster mouse button actuation compared to fingertip or palm grip, which is idealfor CPS (Clicks Per Second). Claw grippers typically aim with mostly their arm and wrist while allowing for better dexterity for smaller movements. Palmgrip is arguably the most common grip among the vast majority of players. With this grip, your entire hand is making contact with the mouse. Although most players considerthis grip the most comfortable, it offers the least flexibility for adjustments. However, it still provides value fortracking players who utilize more oftheir arm for aiming ratherthan wrist and fingers. The lack of fine adjustments afforded by palm grip should not deter you from using it; it’s still a good grip. Even the pros show its feasibility in the highestlevel of competitive play. During play, you should avoid excessive tensing of your hand, wrist, or arm. It may cause inconsistencies with your aim, and more importantly, potential health issues afterlong-term use. One way to counter over-tensing is to simply be mindful of when it happens. Frequentreminders to relax your grip will help ward off adverse effects or even stop you from over-tensing altogether. As mentioned before, you should use the grip thatfeels most naturalto you. Don’t be compelled to use one grip over another simply because ofthe reasons stated above. There’s no grip that’s objectively the best, and you should notforce yourselfto adopt a specific grip otherwise. Simply go with what works bestfor you. 4.3.2 - UNITY The kinesthetics behind aiming is as far-reaching and comparable to a runner hitting a good stride or a golfer executing a backswing. Like an elite runner or a professional golfer, you need to consider multiple parts of your body in orderto aim optimally. The shoulder, elbow, wrist, fingers; your whole arm needs to work in unison to aim at a high level. Some factors will have a notable influence on your movements, such as grip style and mouse sensitivity. In the previous section, we briefly covered the correlation between the grip styles and the parts ofthe arm that are typically utilized. So, we can safely omit grip style forthis discussion. The main focus we’ll be talking aboutis the relationship sensitivity has with our proprioception. Aim Journey by Voltaic 16 Voltaic Allranges of motion, and the finer details for each, are largely dependent on sensitivity. Let’s contextualize sensitivity in terms of whatthe aiming community currently understands and can logically reason: Higher sensitivities require you to move your mouse less; lower sensitivities require you to move your mouse more. This simple idea, along with a basic understanding ofthe human body, is enough to allow us to come to the following conclusion about how different sensitivities affect aiming. HOW DO DIFFERENT SENSITIVITIES AFFECT AIMING? ● Lower sensitivities require you to use more of your arm to aim. ● Higher sensitivities require you to use more of your wrist and fingers. To achieve proper unity, you need to considerthe roles your wrist, fingers, and arm will play and the effortrequired for each. Low sensitivity players who use more oftheir arm to aim will find thatthey are generally smootherthan high sensitivity players who use more oftheir fingers or wristto aim. This is mainly due to two reasons:1) High sensitivities willregister more of your mouse movement, and consequently, it will scale any inconsistencies of your aim, and 2) The fingers offerfarless control in exchange forin-game mobility. Luckily, fingertip players can improve this deficit by further developing their mouse control, which in turn, will help with smoothness. Aim Journey by Voltaic 17 Voltaic 4.4 - MINDSET AND PROCESS 4.4.1 - GROWTH MINDSET Having the right attitude is arguably just as important, if not more,than anything aim theory or a routine could provide. If you have hopes to improve beyond your current status, you must have the right mindsetto set yourself up for success in your aim journey, and furthermore, your success in life. Understandably, it’s easy to succumb to the mental pitfall offeeling inadequate compared to others or embracing the idea that you’ll neverimprove. It’s not always raw mechanics or game-sense that’s holding you back from improving. Sometimes, your greatest obstacle just might be yourself. We can start by illustrating the distinction between a fixed mindset and a growth mindset. Fixed Mindset Growth Mindset Avoids challenge Embraces challenge Doesn’tlearn from mistakes Learns from mistakes Gives little to no effort Gives 100% effort Easily gives up Persistentin the face of difficulty Only plays to win Plays to improve “I’m a failure” “I will learn from my failures” A person with a growth mindset does not shy away from adversity;they look for ways to overcome it. Growth-minded players will often go out oftheir way to seek challenges forthe sake of improving. A fixed mindset, on the other hand, usually results in stagnation, as you’re not seeking ways to improve. Players with this mindsettypically only play to win without firsttaking the time to understand their shortcomings. We’ll cover self-reflection and reviewing later, but you should first possess the correct attitude before learning the specifics of analyzing your own plays. Anotherimportant aspect of mindsetis developing confidence by believing you can perform well. If you believe you can’t do something, you’ll likely perform worse or even quit altogether. This usually stems from a fear offailure or mediocrity, which can ultimately hold you back from improving. Being open to the possibility of mistakes will allow you to recognize your own flaws so thatthey can be addressed. Atthe same time, being overconfident can be just as dangerous. Egotism often gives people an exaggerated perception oftheir strengths while making them oblivious to their weaknesses. You need to make an accurate assessment of yourself so you can see exactly what you’re doing right, and what you’re doing wrong. Being acutely aware of both is crucialfor improvement. Aim Journey by Voltaic 18 Voltaic 4.4.2 - GENETICS This is a fairly debatable topic, so we won’t coveritin great detail. The most notable element relevantto aim training, and gaming as a whole, is Visual Reaction Time (VRT). Essentially, your VRT is how quickly you can reactto a singular event. Ideally, you wantto have an average reaction time of under180ms. For comparison,the average reaction time among the general population is 284ms. VRT is determined by genetics and age, butit’s also influenced by environmentalfactors such as diet, sleep, exercise, and overall general health. Reaction time plays a smallrole in aim training, particularly forreactive tracking and speed clicking scenarios. Despite that, VRT has little importance on your ability to aim, so you shouldn’t be concerned aboutit. A tenacious mentality and good practice habits have a much more significantimpact on your results than anything genetics can do. Besides, you won’t know yourlatent potential until you try to become the best playerthat you can be. In short, hardwork beats talentwhen talent doesn’twork hard. Don’tletthe start of your Aim Journey determine how you’re going to finish, because you can always improve. 4.4.3 - REFLECTING/REVIEWING To improve efficiently, you should make a habit ofreflecting on your gameplay through self-analysis. You may not always fully recognize your flaws in the middle of play. How you think you’re playing in the present moment can sometimes feel very differentthan how you’re actually playing. There may be runs where you feel like you’re performing well atthe time, butlooking back retrospectively, it may not seem as impressive. This is perfectly normal. In fact, it’s actually a good thing; it means you can see room forimprovement. When watching the VoDs (Video On Demand)that you’ve recorded, your mistakes won’t always seem clear, particularly if you’re new to aim training. We suggestreaching outto a Voltaic mentor, coach, or otherwise an experienced playerto have them review yourruns, as they might have a better understanding of your weaknesses. Reviewing your VoDs willrequire a base level of knowledge about aim training, but here are some indicators to keep in mind. WHAT CAN NEGATIVELY AFFECT MY AIM? ● Shakiness ● Slow reactivity ● Lack of speed ● Inaccuracy ● Overprediction ● Doubt ● Slow micro-corrections ● Poortiming/reading skills ● Poor Target Prioritization ● Poor Crosshair Placement Aim Journey by Voltaic 19 Voltaic It’s essentialthat you remain objective when analyzing your own footage. With aim training, it doesn’t pose as much of an issue compared to actual games where feedback isn’t as immediate or apparent given the large number of variables that can impact your overall performance in a match. Aim training is much simplerin thatregard. Still, it’s importantto recognize when there are glaring issues with your aim. We also recommend watching VoDs from high-level players, as they can often highlightthe mistakes you’re making during your own runs. VoDs from our players are accessible through our KovaaKs and Aimlabs Ranking Sheets. Identifying weaknesses and working to improve them is an integral part of deliberate practice. Ratherthan just mindlessly playing scenarios repeatedly, your practice should be focused and purposeful with the goal ofimproving in a certain area. This way, you can improve faster and more efficiently. Our1HP x Voltaic AMA on deliberate practice covers this topic to a great extent, and we’re sure it can help you immensely on your Aim Journey. Aim Journey by Voltaic 20 Voltaic GLOSSARY Aim - The skill of moving your crosshair onto a target or maintaining your crosshair on a target. AimTheory - The mechanics behind aiming and the methods used to train optimally. AimTraining - The practice ofimproving your aim through mouse control either using an aim trainer orin-game training maps. Anti-Mirroring - An element of strafe aiming where you’re moving in the opposite direction of yourtarget. (e.g., The target moves right on your screen, so you move left) Benchmark - A scenario ortask which is used to determine your skill level. Bot - A targetin a specific map or scenario thatis intended to be eliminated or fixated on by the player. Cheesing - The act of changing your settings or setup forthe sole purpose of achieving a higher score. ClawGrip - A mouse grip where the palm and the fingertips are the only contact points, usually characterized by the arching ofthe fingers. Clicking - A category of aiming where the player must eliminate single-click or multi-click targets as accurately and quickly as possible. CM/360° - Also known as CM/Rev, is used to determine sensitivity across all games. Itis the measurementin centimeters needed to perform a full 360° horizontalrotation in-game. The lowerthe cm/360°,the higher the sensitivity. CPI - Also known as DPI, Counts PerInch (Or Dots PerInch)refers to how many “counts” the mouse can read perinch of movement. This determines the mouse’s base level of sensitivity. Deliberate Practice - Highly focused practice that’s structured with specific goals in mind forthe purpose ofimproving. DPI - See CPI. Dynamic Clicking - A subcategory of clicking scenarios where the targets are moving. Field ofView - Commonly shortened to FOV, it is the area ofthe player’s viewing angle at any given time,typically measured in vertical or horizontal degrees. Fingertip Grip - A mouse grip where only the fingertips are making contact with the mouse. Mirroring - An element of strafe aiming where you’re moving in the same direction as your target. (e.g., The target moves right on your screen, so you move right as well) Mouse Control - The level of control you have over your crosshairin relation to your mouse, arm, wrist, and fingers. Micro-correction - A small movement of your crosshairto correct your aim back onto the target. PalmGrip - A mouse grip where the entire hand is making contact with the mouse. The palm and fingers lie flat on the mouse. Aim Journey by Voltaic 21 Voltaic Prediction - Guessing where a target will be and aiming according to that guess. Reactivity - An aspect oftracking that involves quickly reacting to direction changes and correcting your aim accordingly. Reading - The ability to acquire and maintain your aim on a target based on an understanding oftheir movement and what you perceive. Scenario - A map ortask in an aim trainer which is used for practice or benchmarking. Sensitivity - A value that determines how far your crosshair will move when moving your mouse a fixed distance. Itis typically measured in cm/360° Smoothness - The level of control over your mouse movements which are removed of jitters and unneeded adjustments. Movements are purposeful and efficient. See Mouse Control. Speed - How quickly you can move from one targetto another. StrafeAiming - Also known as movement aiming, it’s a subcategory of aiming accompanied with clicking,tracking, or target-switching elements where the player moves while eliminating targets. Static Clicking - A subcategory of clicking scenarios where the targets are stationary. Switching - An aiming category that utilizes fasttarget changes thatrequire a certain amount oftime before each target can be eliminated. Tasks - See Scenario. Tensing - Often referred to as over-tensing, this is the excessive tightening of your arm, wrist, hand, or fingers which can impede aiming or cause health issues afterlong-term practice. Time ToKill - Commonly shortened to TTK, this refers to the time ittakes to eliminate a target after being acquired. Tracking - An aiming category where the crosshairis maintained on the targetfor an extended period oftime while reacting to direction changes. VRT - The time between a visual indicator and an individual’s intentionalresponse to this stimulus. VoD - Otherwise known as Video On Demand, these are typically recorded matches, clips, or scenario runs among the greater aiming community. RESOURCES ● 1HP xVoltaicAMA-Deliberate Practice ○ https://www.youtube.com/watch?v=mN8NzE57SjM ● AimLab Benchmark Progression Sheet ○ See #resources on our discord server(https://discord.gg/voltaic) Aim Journey by Voltaic 22 Voltaic ● AimLab Benchmark Sheet ○ See #resources on our discord server(https://discord.gg/voltaic) ● Advice FAQ ○ See #resources on our discord server(https://discord.gg/voltaic) ● Auto Progress SheetUpdater ○ GitHub - VoltaicHQ/Progress-Sheet-Updater ● Benchmarks Guide (AimLab) ○ See #resources on our discord server(https://discord.gg/voltaic) ● Benchmarks Guide (KovaaKs) ○ See #resources on our discord server(https://discord.gg/voltaic) ● Fundamental Routines ○ See #resources on our discord server(https://discord.gg/voltaic) ● Game-Specific Training Routines ○ See #resources on our discord server(https://discord.gg/voltaic) ● Good Posture, Better Performance: What you need to knowabout Gaming Posture ○ https://www.1-hp.org/blog/healthy-movement/good-posture-better-performance -what-you-need-to-know-about-gaming-posture/ ● Health&Nutrition ○ See #resources on our discord server(https://discord.gg/voltaic) ● Issue-Specific Training Routines ○ See #resources on our discord server(https://discord.gg/voltaic) ● KovaaKs Benchmark Progression Sheet ○ See #resources on our discord server(https://discord.gg/voltaic) ● KovaaKs Benchmark Sheet ○ See #resources on our discord server(https://discord.gg/voltaic) ● Mindset&Attitude ○ See #resources on our discord server(https://discord.gg/voltaic) ● Recommended Scenarios ○ See #resources on our discord server(https://discord.gg/voltaic) ● Sensitivity Randomizer ○ https://github.com/Whisperrr/SensitivityRandomizer Aim Journey by Voltaic 23 Voltaic ● TranslatedVoltaic Resources ○ https://bit.ly/VTtranslations ● Why Muscle Memory is seen as a Meme inAiming ○ See #resources on our discord server(https://discord.gg/voltaic) Aim Journey by Voltaic 24 Voltaic CREDITS This guide was written with the help of our community/staff members: ● BecKz ○ Writing ○ Theory ● Resprit ○ Partial Writing ○ Structure ● Sini ○ Original Writer ○ Formatting ○ Theory ○ Feedback ● HotRodRe ○ Strafe Aiming Section ○ Feedback ● Slappymelvs ○ Feedback ● Hasin ○ Feedback Aim Journey by Voltaic
Advice - FAQ Voltaic Discord | Voltaic Twitter | Support us | Original Creator | Website How should I ask for help? Before asking for help try to read this document to look for answers or do your own research and Google for answers. This can help you understand the issue better or help you find answers more effectively. If you still don’t know the answer or you want to confirm if your research is correct you can do the following: 1. Provide context 2. Formulate your question in a way that makes sense 3. Ask your question 1 - Settings What FOV (Field of View) should I use? We require 103 overwatch as a minimum field of view. We also recommend it as a baseline Field of View, you may however increase it if you so desire. Tip: Increasing your FOV on Switching scenarios/tasks may be helpful due to less targets appearing outside your screen. What is cm/360? ‘CM’ stands for centimeters, cm/360, a universal metric used for describing mouse sensitivity across all games. It means how much cm you need to move your mouse in real life in order to perform a 360 degree turn in game. What sensitivity should I use? Note that there is no such thing as an ideal sensitivity, you can get both good aim and get used to any sensitivity with enough practice (with the exception of extreme sensitivity ranges, such as below 10cm). Guidelines to pick a sensitivity That being said, a recommendation is to pick a sensitivity that works for your game. A good baseline for most shooters is anything between 20-40~ cm/360. There are outliers such as Tac FPS games, but most of the time these are great baselines. If you don’t know what to pick just randomize anything between those values. We typically recommend 25-35 cm/360, because faster sensitivities are more difficult to control and tend to offer better practice. However, practicing with slower sensitivities (especially if you use it in your main game) is still beneficial. Changing your sensitivity for practice in certain scenarios is therefore acceptable. When you’re able to be smooth and precise on a harder (faster sensitivity), you can usually perform better on the slower one. Will I lose my progress if I change my sensitivity? No, changing your sensitivity isn't harmful for practice and likely not harmful at all. ● Type v-musclememory, and read our article on ‘Muscle Memory’ for more information Should I randomise my sensitivity? Sensitivity Randomizer can be useful, but there is no concrete evidence that it will benefit you. However, there is a great deal of anecdotal evidence that does suggest that changing your sensitivity can actually be beneficial. So to summarise it, use it if you think it will benefit you or don’t. ● Type v-randomizer on our discord for more information Why do my Fortnite and aim training sensitivity not feel the same? Fortnite is a 3rd person game and KovaaKs/Aim Lab are first person aim trainers. While there are 3rd person scenarios they are still flawed and won’t feel the same. You can still benefit from using KovaaKs/Aim Lab as a supplement to train fundamentals and learn good aiming drills to apply in-game. What DPI should I use? DPI doesn’t matter enough to play a large factor in your aim as long as you don’t exceed extremes (less than 400 or more than 3200). There’s a theory about angle-skipping (moving the mouse with a DPI that is too low would cause minor skips), but even this doesn’t really matter. You should pick anything between 800 - 3200 ideally. Not every game allows you to set your sensitivity slow enough if your DPI is too high. A DPI that is too high can also cause noise in the sensor. Just pick a DPI that allows you to play the sensitivity you want in-game or just simply one that is comfortable on desktop. It really doesn’t matter. TL DR: doesn’t matter enough to worry about - if looking for a baseline: 1600 is good Hipfire versus ADS Sensitivity for Aim Training Most scenarios/tasks are designed to be played on your hipfire sensitivity, so generally you want to be playing on your hipfire sensitivity. This also tends to offer better practice, because a faster sensitivity is considered more difficult to control. It may be worth it to train two different sens values if your ADS sensitivity deviates a lot from your hipfire. Since you will be using different parts of your body to aim. Similarly, if you are playing on a very slow sensitivity in-game, but using a faster sensitivity to practice, then it could be useful to train both. In the event the above is the case for you, then you can simply split the amount of time spent on each scenario/task with both sens values or follow a routine that instructs you to use different sens values for practice. 2 - Routines Routines for game? While different games lean towards certain aiming styles or scenarios, we still recommend playing a routine that is beneficial for overall improvement. For this reason we recommend using our Aim Guide & routines (see #resources). Alternatively take a look at our recommended scenarios in the resources channel to create a routine for yourself. Routines for weapons? Weapon control should be trained inside the game with whatever resources the game has available. The purpose of aim trainers isn’t to simulate the game 1:1, its job is to challenge you to help you improve your mouse control. There are scenarios that could apply to certain weapons in the game, but that is only because it falls under a certain aiming style. Shotgun scenarios for instance fall under clicking. This means if you want to get better ‘shotgun aim’, you would benefit from playing click scenarios and on top of that practice it in-game. What about recoil? Recoil falls under weapon control and that means it should also be trained in-game. Which routine is best? Try to refrain from asking which routines are better—we simply don't know. However, we can vouch for the Voltaic routines as we and the community approve of it. There are frequent updates and feedback to ensure that they're high quality. This is why we recommend them over other routines. Otherwise, most routines are solid, so pick one you prefer and stick to it. Which routine should I play, the issue-specific, fundamental or game-specific one? If you only care about the game you’re grinding for, pick the game-specific one. If you care about overall improvement then go for the fundamental routine. It’s highly recommended to be at least above intermediate before attempting most of the game-specific routines, because the scenarios are quite challenging. You can add one of the issue-specific routines before your game or fundamental routine (not recommended for beginners). Why are there no movement aiming scenarios in the fundamental routines? Currently we have no strafe aim routines, but we are planning to add these at some point in time. Why are the benchmarks and fundamental routines different? The benchmarks are meant to measure your skill and the fundamental routines are meant for improvement, hence why there are no score targets for them. I couldn 't get a certain rank, but the current playlist I’ m playing feels too easy The benchmarks are merely an indication of your true skill level. Make sure that you are playing at least 5-10 runs of each scenario/task to determine your level. An even more accurate measurement of your skill level is taking an average of the 5-10 runs you did. However, this is not a necessity for our Fundamental routines. The Routines are not one-size-fits-all, so if you feel like your current playlist is too easy, attempt the next level or swap out certain scenarios/tasks that you excel at for higher level ones. However, do not insist on playing scenarios/tasks that are too difficult for you as this may develop bad habits. Tip: Try to make sure you are always challenging just enough to spark improvement. 3 - Practice How long should my aim practice be? This heavily depends on your goals. If you play games and can afford to spend at least more than twice the amount of time in-game, then train for 1 hour minimum for effective training and 2 hours at max. If you don’t play games at all, then you can train as much as you want to, but try to divide it over the day rather than playing one long session without breaks, as you will be more prone to injury and may build bad habits subconsciously. When should I train my aim? Generally it is recommended to train before you play your game. This will warm you up as well. However, if you notice that you are using up too much energy while training, then doing it afterwards might be better for you. Is it worth warming-up? You warm-up during your training, no need to worry about that. Otherwise you can do stretches for your fingers, hand, arm, wrist and shoulders (check resources). When should I benchmark myself? This once again depends on your goals. But if you play games and you don’t care so much for a rank, then we suggest once a week through the progression sheet (check resources). Make sure to play each scenario/task for at least 5 runs when benchmarking (preferably 10) I’ m not consistent/I had awful day today You are not a machine, this means that you can’t be perfect. As a result, our performance differs each day. There are numerous variables that can affect your performance: your sleep, diet, health, time of day, fatigue etc. What separates highest level players from lower levels is consistency: they train to perform close to their peak every day and it should be your main goal too. Try as hard as you can to make your worst day today better than your worst day a week ago and try even harder to make the difference between “worst” and “best” smaller. I’ ve become worse in games since I started aim training Becoming better takes time, your brain needs time to process all the things you’ve learnt and practiced. Furthermore, focusing too much on your aim in-game could cause adverse effects. Focus on your aim during practice and let it be near-subconscious while playing games. Additionally, many 1 people tend to blame their aim while their gamesense is what is actually holding them back. 1 While you don't want to shift focus away from all the in-game mechanics, you still need to ensure that you are executing the correct aiming technique. 4 - Grip & Tension What’ s the best grip? There isn’t a grip that is objectively the best, you can get good and get used to any mouse grip as long as you practice your aim consistently. Fingertip has the highest skill ceiling and allows for fine micro adjusting, claw is easy to learn and is most commonly used in aim communities. Palm is the most common grip overall, but may hold you back the most. Therefore we recommend either claw or fingertip or use the grip that comes natural to you. Do not force a grip if it hurts. How do I stop tensing so much? This is one of the hardest problems to self-diagnose, but one that most people have. Try swapping your shoot-bind to the spacebar and notice how much “lighter” the mouse feels while aiming. You should focus on trying to put as little tension as you can in both shooting and moving your mouse. Furthermore, there’s no quick fix for this, as it’s a really bad habit that can cause a few long term issues with your wrist/arm. You have to be patient and spend 5-10 minutes per day trying to play any scenario while mainly focusing on reducing your tension as much as possible. 5 - Peripherals What mouse should I use? You can be good with any mouse as long you put in sufficient practice. Guidelines to help you pick a mouse ● Pick a mouse that fits your needs (compare specifications), pick a mouse that has a good shape and pick a mouse that could potentially fit your hand size. ● The latter determines how the mouse will fit your grip style. If you get a mouse that is too big, you will naturally try to palm it. If it fits your size you can grip it anyway you want. If it’s too small you can only fingertip it. While picking a mouse for your hand size doesn’t matter that much, it can still be a nice baseline. Typing v-mouse in the Voltaic discord will bring up some helpful links to get you started. What mousepad should I use? You can be good with any mouse as long you put in sufficient practice. Guidelines to help you pick a mousepad Pick a mousepad that fits your needs (compare quirks). Pick a mousepad that is big enough but also fits on your desk. You should pick a pad that has a glide that you like. Typing v-mousepad in the Voltaic discord will bring up some helpful links to get you started. 6 - Reaction Time & Reactivity How do I improve my reaction time? There’s some natural ways to improve reaction time. The easiest way to describe it is by adopting a healthy lifestyle. This means you get enough sleep, eat healthy, nutritious food and exercise regularly. Ideally you would get 8-9 hours of sleep depending on your age, take naps of 20 minutes max. You’d eat blueberries, you’d move at least 10.000 steps a day and do sports like tennis, badminton or pingpong. In theory that would work well, but in practice it requires a lot of discipline to do the above, especially if the only goal is to improve reaction time. Instead try to be aware of what you eat (make conscious healthy decisions), exercise regularly and get enough sleep. There may be exercises you can do digitally that may improve reaction time slightly. However it isn’t proven to work scientifically. It’s likely that you would get more consistent results, but it could also mean you know how to abuse the test better. Should I be worried about my reaction time? The answer is no. You can’t do much about your reaction time other than the above, and any other methods wouldn’t be effective. Does reaction time matter? Yes and no. Reaction time does matter to an extent, it’s a genetic factor that comes into play in certain tasks. This means that you are limited to perform in certain areas. However you don’t really know what that limit is, and most people give up so early on that they’d never figure it out. Our advice is to not care about reaction time much and just work on improving yourself. People attribute it to their improvement rate, claiming that their reaction time holds them back in achieving their goals. This is almost never the case for aim training. What is the difference between visual reaction time and reactivity? VRT is the speed you can react to a singular instance, whereas reactivity is how fast you can constantly react to motion. VRT & Reactivity in aiming The former can be applied to clicking and target switching. The latter can be applied to tracking tasks. 7 - Aim Tips Help, I spent XYZ amount of hours in Aim Training or Games and I do not improve at all! If you're plateaued then there's likely something you're doing fundamentally wrong. Whether it's your setup, your posture, grip, settings or the way you try to aim, until you find out what you're doing wrong, you're not going to improve. Try to identify what it is you’re doing wrong and practice to fix it. Tip: Worrying about how long you play, or how good you are compared to others won't help you figure out how to improve. At worst, worrying about these things can be demotivating, or cause you to focus on performative measures rather than your own process. - ReSPRIT I need help with reactive tracking Try to match the target's movement instead of chasing after it. Try to be smooth and focus on reading the target's movement, so you can react asap to any direction change. Be reactive not predictive. Track the target assuming that it will never change directions and when it does simply react to it and smoothly return back to target. You can try using our issue-specific reactivity playlist to work on your reactivity as well. Tip: Focus on the target and ensure that your visual settings have a good contrast so that it is easy to stay focused on the target. If you can’t keep up with fast strafes, focus on moments where your target starts to do long strafes. I need help with precision or smooth tracking Focus on keeping your hand as relaxed as you can while moving your mouse as steady as possible. Avoid any jitter or unnecessary movements. You can try our issue-specific precision playlist to work on your precision as well. Tip: For precision, being more mindful of your crosshair may help. 8 - Miscellaneous Questions 1. Q: Is ground plaza bugged, it gives me 99xxx, “guess I’m cracked”? a. For Ground Plaza no ufo only look at the last 3 digits. b. Ignore the 99 prefix. c. We are well aware that Ground Plaza easy does not have 99 prefix, but we are asking for the original Ground Plaza no ufo NOT the easy version. 2. Q: Do I really have to play air / ground plaza / thin gauntlet for 15/16 minutes? a. Air, ground plaza and thin gauntlet end after you kill all the (8) bots, it does not actually last that long. 3. Q: Why do some scenarios feel like they’re longer than 1 minute? a. Some scenarios like pasu, b180, b180t are timescaled to make the bot patterns slightly easier, this also affects the challenge timer (for instance pasu is 1 minute and 25 seconds instead of 1 minute) 4. Q: Why is Bounce 180 Sparky, 51 seconds? a. It isn’t, it’s exactly 1 minute, but the time-scaling affected the timer, so to compensate the challenge timer had to be reduced.
VOLTAIC AIM LAB BENCHMARKS Voltaic Discord | Voltaic Twitter | Support us | Original Creator | Website CLICK TO VIEW OUR AIM LAB BENCHMARKS Introduction This document serves as a source of info on everything you need to know about the Voltaic Benchmarks in Aim Lab. We will go over the benchmarks, the different categories, subcategories and how to play each scenario. Quick Start 1. Read from our Knowledge Base a. Read the Aim Journey & Advice FAQ 2. Benchmark Yourself a. Fetch the Progression Sheet (Recommended) b. Use our Benchmarks (Link above) 3. Play Appropriate scenarios / routines a. Play Fundamentals if you want overall aim improvement (Benchmarks are solid to play for improvement too, but may not cover everything) b. Play Game-specific if you want to improve only for one specific game c. Add an Issue-specific routine to your daily routine if you lack in a specific area (Identified through vodreviews & benchmarks) d. Avoid Injury, read the Health Improvement Routine & Wrist Stretching & Posture Guide (consult the #health channel on our discord for more help) Brief Explanation To make our categories more visible, we color code Clicking in red , Tracking in blue , and Switching in purple. Beyond this we also have assigned colors to the subcategories for your convenience, all of which can be seen below. ● For Clicking we have Dynamic in yellow and Static in salmon . ● For Tracking we have Precise in teal and Reactive in light blue . ● For Switching we have Speed in rosewood pink and Evasive in light purple . ● Strafe scenarios under both Clicking and Tracking are colored in faux-pink flamingo . In order to submit for a benchmark rank you need to meet a certain energy threshold, the specifics of which can be seen in our benchmarks sheet. Energy is a brand new system created for the second season of our Aim Lab benchmarks, designed to better represent players with specific strengths. This means that even if a player isn’t equally proficient in all subcategories, their associated rank should still somewhat reflect their abilities as a whole. There are still score targets assigned for each benchmark rank but now hitting these exact targets or more, in a certain quantity is no longer required and an energy value is bound to each score. There is a single energy value for each subcategory, and that value is taken from the highest scenario energy value for that subcategory. Even though this single score is the only one accounted for in the energy system, you can still earn a complete role by passing your specified ranks score targets for every benchmark scenario. The sum of all the subcategory energy values will be the primary energy value used to determine your rank. This sum will be compared against specific energy target values given to each rank, and pushing scenario scores by any amount will award you an associated amount of energy. Lastly, strafe scenarios do not count towards a base rank even though they are still required for achieving a complete rank. Advanced Energy Targets Grandmaster Nova Astra Celestial 900 1000 1100 1110 Intermediate Energy Targets Platinum Diamond Jade Master 500 600 700 800 Novice Energy Targets Iron Bronze Silver Gold 100 200 300 400 Once you meet the requirements, apply through this form. Upload screenshots of your score for each scenario required for the rank. Screenshots should include your name, and the name should match your Steam username. We will additionally check the leaderboards, and if you do not have a said score, you will be denied the role. Note: We require video evidence for Grandmaster+ (and non-Grandmaster scores if they are used for your application) (at least 720p and 60 FPS, Head-Up Display enabled, and uploaded to YouTube and compiled into a single playlist). After applying for Grandmaster+, you must submit your VODs to the #leaderboards channel. Frequently Asked Questions 1. How often are the benchmarks changed? a. Scoring and Energy thresholds will be balanced to keep the benchmarks challenging and ranking up rewarded, while also remaining accessible. b. Scenarios are changed at the Voltaic Benchmark Team’s discretion, or when better benchmark scenarios are created, there will be grace periods for any major changes to the benchmarks. 2. What settings should I use? a. We require 103 overwatch as a minimum field of view. We also recommend it as a baseline field of view during your practice outside of the benchmarks. However it’s common for players to increase this value to 115-125OW for switching scenarios that have bots placed beyond the camera's peripheral vision. b. We typically recommend 25-35 cm/360, because faster sensitivities are more difficult to control and tend to offer better practice. However, practicing with slower sensitivities (especially if you use it in your main game) is still beneficial. With this considered, changing your sensitivity for practice in certain scenarios isn’t just acceptable, it’s beneficial to your training and mouse control development. c. When you’re able to be smooth and precise on a difficult to control (or faster) sensitivity, this usually translates to being able to perform better on the slower one Benchmarks by Voltaic Table of Contents Voltaic Benchmarks Explained What are Aim Training Benchmarks? Why are benchmarks useful? How frequently should you benchmark yourself? How to obtain a rank role? Why are there multiple difficulties for the benchmarks? How to use the Voltaic Benchmarks Finding the Scenarios in the Workshop Recommended and Required Settings Using Playlists How to play each Scenario How to use the Voltaic Progression Sheet Make a copy of the sheet Select your difficulty Entering your scores Interpreting the Progression Sheet Final Thoughts Benchmarks by Voltaic Voltaic Benchmarks Explained What are Aim Training Benchmarks? Aim Training Benchmarks are used as a tool to measure your overall mouse control skill with the applied use of third party aim training software. In Aim Lab players play our tailor made scenarios and their scores on these scenarios determines their rank. Why are benchmarks useful? Benchmarks help you identify your weaknesses, so you can focus on developing aspects of mouse control that you struggle the most with. In addition to this the score targets serve as premade small achievable goals, which is a foundational principle of building momentum and discipline towards accomplishing a larger goal. How frequently should you benchmark yourself? Even though we recommend our users to benchmark themselves at least once a week to keep track of their progression, you may play more at your own discretion. The scenarios are optimized to have consistent scoring so that they can serve as optimal mouse control assessments, meaning that they aren’t intended to function as practice. How to obtain a rank role? Once you meet the requirements for a rank, apply through this form. Upload screenshots of your score for each scenario required for the rank. Screenshots should include your name, and the name should match your Steam username. We will additionally check the leaderboards, and if you do not have a said score, you will be denied the role. Please note that you only need to compile an album with your scores for Platinum, Diamond, Jade and Master. We only require video evidence for Grandmaster+ scores (with at least 60 FPS, Head-Up Display enabled, and uploaded to YouTube and compiled into a single playlist). After applying for Grandmaster+, you must submit your VODs to the #leaderboards channel. Why are there multiple difficulties for the benchmarks? There are multiple difficulties to our benchmarks to ensure that players are able to play the benchmarks best appropriate for their skill level to offer the best results. Severe jumps in difficulty raises the potential of complicated an otherwise simple learning process, which is much more manageable with a slow and steady progression. Benchmarks by Voltaic How to use the Voltaic Benchmarks Finding the Scenarios in the Workshop Play Button next to each scenario 1. Simply open up our progression spreadsheet and click the play button next to the scenario you want to play to boot it up directly in Aim Lab. 2. If Aim Lab isn’t booted yet, clicking the link will open up Aim Lab for you. Fastsearch Function 1. Open Aim Lab and click on the search bar at the top-left corner. Type in ‘’Voltaic’’ and select the scenario or playlist appropriate for you. 2. Continue with Step 2. Event tab Our benchmarks for Season 1 are actually integrated into Aim Lab and are available to be played directly into the game. The event tab will automatically determine and calculate your rank, so you don’t have to worry about spreadsheets. 1. Open Aim Lab, click on the events tab, go to ‘’benchmarks’’ and click on Voltaic benchmarks. Note: Season 2 of our benchmarks isn’t available in Aim Lab yet, so to play you have to use the above or below methods. Normal Method 1. Open Aim Lab and click on the “Workshop” button on the home page. Alternatively, you can go to the “Custom” tab at the top, then go to “Workshop.” Be sure to have our Benchmark or Progression Sheet open, as well. 2. Once you’re at the Workshop, go to the search bar and type the scenario name, then press enter. 3. There, you will be greeted with a list of all the corresponding benchmark scenarios. Refer to the benchmark sheet to know which ones to download. Use the search bar to narrow down your search. 4. There will be a download button at the bottom right corner of the scenario’s thumbnail. Click the button to begin the download. Each benchmark scenario will have to be downloaded individually. 5. Once you have finished downloading all the benchmark scenarios, click on “My Downloads” near the top of the page. All of our benchmarks should be there ready to play! Recommended and Required Settings When playing our benchmarks and applying for a rank role, you have to meet a few set of requirements. You can read about it below. Benchmarks by Voltaic Requirements We require everyone to use at least 103 Overwatch Field of View for all the benchmark scenarios. Anything lower than that field of view will not be accepted. In case you are applying for a rank role in our discord, then you must know the following: ● All submissions for Grandmaster and above require video evidence, recorded at 720p or higher and 60 FPS with the Head-Up Display enabled ● All submissions must be clear of visual clutter & excessive overlays and will be reviewed at the mod/helper’s discretion Recommendations ● For Switching Tasks we recommend using 110 source Field of View as it makes it easier to have all targets within your peripheral view. ● All our tasks have greybox customization enabled, we recommend our users to tune their settings to match their preference. Using Playlists Simply press CTRL + F in-game and type Voltaic, our Playlists will then show up at the top, click and play the version that matches your skill level. Tip: beginners will have to play the intermediate benchmarks. Playlist button/link You can find deeplinks in our spreadsheet as well which will directly boot up the playlist in Aim Lab for you. Benchmarks by Voltaic How to play each Scenario Clicking Scenarios DYNAMIC 1. VT Angleshot - 5 runs a. Description: Single-click bots travel in straight lines at various angles on a square X/Y Plane, while making unpredictable directional changes and colliding with one of the scenario’s four edges. b. How: Track each bot for a short period of time in order to confirm you’ll hit it, while avoiding being misdirected by a sudden direction change. Make sure your transitions between targets are smooth so that you can effectively read the next bots movements. c. Why: Helps with target reading, timing your clicks, and smoothness. d. Most applicable Games: Overwatch, Apex, CS:GO, Valorant 2. VT Waveshot - 5 runs a. Description: Single-click bots move in long horizontal, low angle arcs while making slow and easy to read directional changes. The bots are placed at multiple different height levels, and make smooth yet subtle vertical transitions. b. How: Track each bot for a short period of time in order to confirm you’ll hit it, while attempting to time your click with the apex of the bots jump. Make sure your transitions between targets are smooth so that you can effectively read the next bots movements. c. Why: Helps with target reading, timing your clicks, and smoothness. d. Most applicable Games: Overwatch, Apex, CS:GO, Valorant 3. VT Arcshot - 5 runs a. Description: Single-click bots leap in mid-high arcs on top of a flat surface confined close to the player while vertically being affected by gravity. The bots change depths as they traverse, and may horizontally change directions when they bounce. b. How: Track each bot for a short period of time in order to confirm you’ll hit it, while attempting to time your click with the apex of the bots jump. Make sure your transitions between targets are smooth so that you can effectively read the next bots movements. c. Why: Helps with target reading, timing your clicks, and smoothness. d. Most applicable Games: Overwatch, Apex, Quake Benchmarks by Voltaic STATIC 4. VT Fourshot Wide - 5 runs a. Description: Four medium sized bots are placed randomly on a horizontally elongated X/Y plane, moderately distanced from the player. Bots are eliminated with a single click, and will remain stationary for the duration of the scenario. b. How: Since the targets are slightly on the larger side and closer together, you want to try to directly land your initial flick as often as possible. Identify if either your accuracy or speed is holding you back and then adjust your practice to account for this. c. Why: Builds speed in static flicking by presenting a partial cluster situation where rapid eliminations with slightly diminished accuracy is favored. d. Most applicable Games: CS:GO, VALORANT 5. VT Threeshot / Fiveshot / Sixshot - 5 runs a. Description: Small stationary bots spawn in random locations on a square X/Y plane. The target surface is relatively close to the player, and the bots placed upon it are eliminated with a single click. b. How: Do your best to keep clean lines on your initial flicks and follow them up with micro-corrections that land directly on the bot. Identify if either your accuracy or speed is holding you back and then adjust your practice to account for this. c. Why: Static flicks are a common mouse control scenario that arises in all sorts of competitive fps games. Being able to keep these motions controlled and deliberate will favor you heavily in these situations. d. Most applicable Games: CS:GO, VALORANT 6. VT Multishot 120/180 - 5 runs a. Description: Several medium to small sized bots spawn randomly within the horizontal field of view outlined by the scenario name, being either 120° or 180°. The bots are stationary, single-click elimination, and will appear on the three walls in front of the player as well as the floor. b. How: Since the targets are slightly on the larger side and closer together, you want to try to directly land your initial flick as often as possible. Identify if either your accuracy or speed is holding you back and then adjust your practice to account for this. c. Why: Builds speed in static flicking by presenting a partial cluster situation where rapid eliminations with slightly diminished accuracy is favored. d. Most applicable Games: CS:GO, VALORANT Benchmarks by Voltaic Tracking Scenarios PRECISE 7. VT Suavetrack - 5 runs a. Description: One thin invincible bot makes long, moderately fast strafes in a rectangular prism with the player placed at the center of its 360° movement pattern. The bot will change directions at various frequencies with smooth transitions between them. b. How: Smoothness at its core, players need to be able to manage large sweeping strafes alongside smaller changes in direction and speed. Limit physical aspects of mouse movement that impose any limit on stability and specificity in control. c. Why: In addition to assessing good tracking fundamentals this scenario exposes any weakness related to smoothness. d. Most applicable games: Overwatch, Apex Legends, Fortnite 8. VT Steadytrack - 5 runs a. Description: One invincible spherical bot makes wide circular-esque motions on a rectangular X/Y plane at varied speeds. b. How: Try to keep your mouse steady as you accelerate to keep up with its speed. Stay smooth and account for the unique adjustments that need to be made as a result of the bots verticality. c. Why: Builds a player’s understanding of awkward angles with mixed verticality, while also continuing to assess smoothness. d. Most applicable games: Overwatch, Apex Legends 9. VT Minitrack - 5 runs a. Description: One small invincible spherical bot makes tall and fast leaps around the player, while traveling at a constant speed, and makes predictable direction changes at either the apex of its jump or at the end of its descent. b. How: Learn to optimize one component of the bots arc at a time whether it’s the ascent, descent, or the apex. Stay smooth and account for the unique adjustments that need to be made as a result of the bots verticality. c. Why: Builds a player’s understanding of awkward angles with extreme verticality, while also continuing to assess smoothness. d. Most applicable games: Overwatch, Apex Legends Benchmarks by Voltaic REACTIVE 10. VT Blinktrack - 5 runs a. Description: One invincible spherical bot makes medium to small erratic strafes vertically and horizontally, while occasionally making a single imperceptibly fast strafe to force a sudden adjustment. The bot is placed on a rectangular X/Y plane. b. How: Focus on not overreacting to changes in direction to optimize your time on target, while also attempting to center your crosshair within the bot as you track it. c. Why: Establishes under-tracking fundamentals and makes smoothness a part of reactivity gameplay. d. Most Applicable Games: Apex Legends, Overwatch, Quake 11. VT Pilltrack - 5 runs a. Description: One invincible pill-shaped bot makes erratic horizontal strafes, both long and short, around the player’s 360° view. The bot will remain anchored to the floor shared with the player for the duration of the scenario. b. How: Avoid attempting to predict the bot’s erratic movements, and instead trust each strafe completely until it changes. Strictly reacting to visual information exclusively will build good habits that translate well to certain game scenarios. c. Why: Exposes poor prediction habits and acts as a more strenuous version of the horizontal strafes you may see in some movement shooters. d. Most Applicable Games: Apex Legends, Overwatch, Quake, Fortnite 12. VT Axitrack - 5 runs a. Description: One invincible spherical bot makes various vertical and horizontal strafes with different levels of consistency, ranging from long and predictable to short and erratic. The bot will execute these movements around the player, making use of the full 360° horizontal view space. b. How: Focus on not overreacting to changes in direction to optimize your time on target, while also attempting to center your crosshair within the bot as you track it. c. Why: Establishes under-tracking fundamentals and makes smoothness a part of reactivity gameplay. d. Most Applicable Games: Apex Legends, Overwatch, Quake, Fortnite Benchmarks by Voltaic Switching Scenarios SPEED 13. VT Swayswitch - 5 runs a. Description: Several spherical bots make long horizontal strafes with subtle vertical wave movements, occasionally changing height levels and direction. Each bot needs to be tracked for a short period to be eliminated. b. How: Attempt to land your initial flick directly on the bot with no micro-correction and keep this action consistent on both small and large switches. The vertical motions are slow and smooth, so they shouldn’t detract from speed in any significant way. c. Why: Forces extremely refined target switches with minimal wasted movements. d. Most Applicable Games: Call of Duty, Battlefield, Warzone 14. VT Sphereswitch - 5 runs a. Description: Several spherical bots make long and fast horizontal strafes while making relatively sparse direction changes. The bots are placed at extremely distinct elevations, making verticality a core aspect of this scenario. Every bot needs to be tracked for a short period in order to be eliminated. b. How: Attempt to land your initial flick directly on the bot with no micro-correction and keep this action consistent on both small and large switches. The vertical motions are slow and smooth, so they shouldn’t detract from speed in any significant way. c. Why: Forces extremely refined target switches with minimal wasted movements. d. Most Applicable Games: Call of Duty, Battlefield, Warzone 15. VT Skyswitch - 5 runs a. Description: Bots move in slow, long horizontal lines in a deep rectangular prism at various depths and heights. Horizontal direction changes are very slow and predictable and the bots need to be tracked for a short period to be eliminated. b. How: Make sure to force full kills as much as possible, leaving as little partials up as possible. Attempt to land your initial flick directly on the bot with no micro-correction and keep this action consistent on both small and large switches. c. Why: Forces extremely refined target switches with minimal wasted movements. d. Most Applicable Games: Call of Duty, Battlefield, Warzone Benchmarks by Voltaic EVASIVE 16. VT Dodgeswitch - 5 runs a. Description: Bots move back and forth horizontally within a rectangular prism, with sizable vertical space given between each bot height. Each bot needs to be tracked for a short period to be eliminated. b. How: While not required, a larger FOV than normal is especially recommended here given the space between all bots both horizontally and vertically. Being smooth is as crucial as ever here given the bots’ continuous attempts at evading throughout a given run. c. Why: Combines well executed target switching with smooth tracking fundamentals. d. Most Applicable Games: Call of Duty, Battlefield, Warzone, Overwatch 17. VT Angleswitch - 5 runs a. Description: Several bots travel in straight lines at various angles on a square X/Y plane, while making unpredictable directional changes and colliding with one of the scenario’s four edges. Each bot needs to be tracked for a short period to be eliminated. b. How: While not required, a larger FOV than normal is especially recommended here given the space between all bots both horizontally and vertically. Being smooth is as crucial as ever here given the bots’ continuous attempts at evading throughout a given run. c. Why: Combines well executed target switching with smooth tracking fundamentals. d. Most Applicable Games: Call of Duty, Battlefield, Warzone, Overwatch 18. VT Arcswitch - 5 runs a. Description: Several bots leap in mid-high arcs on top of a flat surface confined close to the player while vertically being affected by gravity. The bots change depths as they traverse, and may horizontally change directions when they bounce. Each bot needs to be tracked for a short period to be eliminated. b. How: Land your initial flick directly on each bot and smoothly track each bot to completion. Time your switches to close the margin between the bots elimination and the start of your flick. Smooth transitions from bot to bot will make reading their movements much easier. c. Why: Combines well executed target switching with smooth tracking fundamentals. d. Most Applicable Games: Call of Duty, Battlefield, Warzone, Overwatch Benchmarks by Voltaic How to use the Voltaic Progression Sheet Using the Voltaic Progress sheet is rather simple, use the steps below to make use of the sheet and understand the bars presented on the spreadsheet. Make a copy of the sheet 1. Simply navigate to the top-left corner of the spreadsheet 2. Click on ‘’File’’ 3. Click on ‘’Make a copy’’ 4. Name it to whatever you want 5. Click ‘’Ok’’ 6. Read more below Select your difficulty Once you’ve successfully copied the sheet, you should land on the correct sheet tab from the start. If you are a beginner player then play the ‘’Novice’’ versions of our scenarios. Traverse categories at your own discretion as you continue to see improvement and positive results. Enter your scores After copying the sheet you should be able to manually enter your score for each scenario. Enter your high scores for all benchmark scenarios as they appear on the leaderboard and the progression sheet will calculate your energy and subsequently your rank. You can also enter your averages by heading over to the Average Input tab and entering your scores there. Simply enter 1-10 scores and the averages will be automatically calculated and displayed in the corresponding difficulty tab. Interpreting the Progression Sheet The progress bars measure how close your score is to the next highest associated rank, which the energy column shows the value you’re getting out of each subcategory. The high scores are used to determine your final rank, however the average tab is a better indication of your true skill level. Benchmarks by Voltaic Final Thoughts Voltaic benchmarks are a very useful tool to track your progress. They can also help with motivation thanks to the Discord ranks and the social aspect. The benchmarks should be seen as a tool to naturally analyze yourself and your performance over time, and they can be very useful to compare changes in your setup & peripherals. A key component of analyzing yourself is finding your weaknesses, and the categories for each benchmark cover all the most popular aiming movements FPS games have, allowing you to figure out what you are lacking, so that you can improve more efficiently by focusing on your weakest areas. Benchmarks by Voltaic Credits These benchmarks are brought to you by Voltaic, visit our discord to participate in the skill progression system with role incentive. All these benchmarks were determined based on constant feedback from our community, comparing results from previous seasons, lots of testing and the current leaderboards on Aim Lab. Benchmarks assisted by: ● Voltaic: @VoltaicHQ ● sini: @sinizap ● Empyrean: @Empyrean ● Whisper: @whispperr ● Lowgravity 56: @Lowgravity56 ● Zac ● Canner ● Slapped ● aRandomDeadDude ● Lorys ● Cartoon ● Ins ● Yams ● Hauntr ● Arnovoston ● HotRodRe ● Scenario Creators ● The Voltaic Benchmark Team Document Written/Edited by: ● Grissom: @Grissom Leaderboard & Progress Sheet and Auto Updater: ● Knar: @notknar ● Yondaime: @zyondaime Benchmarks by Voltaic
Revosect Benchmarks Guide for Aimlabs Created by Revosect Discord | Twitter Table of Contents Understanding the Benchmarks Where can I find the benchmarks? Different Difficulties Rankings and roles Sections and Subsections Upgrading your rank Increasing Difficulties Common Questions Using Aimlabs Finding the scenarios in the Workshop Color settings Playlists Using the Progression Sheet To Track Scores Make a copy of the sheet Using the right difficulty Inputting scores Understanding other outputs Final Rank Links Conclusion Introduction Aim training and benchmarking can be initially challenging if you are new, there are many words and phrases that you might not be familiar with, you might have trouble finding the custom scenarios or keeping track of your scores using spreadsheets. This is a beginner friendly guide to help you get up and running and training using the Revosect benchmarks made specially for Aimlabs. Understanding the Benchmarks What exactly is a benchmark? A benchmark is a test of some sort that is designed to give you an understanding of where you are at skillswise. The rA benchmarks divides the concept of raw aim into 6 subcategories and uses the scores you get from tasks inside of Aimlabs to accurately rank you. Benchmarks allow you to clearly see your progress in each subsection and allows you to easily follow your progress and improvement. Benchmarks can also be quite rewarding, as each rank upgrade comes with a new role and color inside the Revosect Discord so chasing ranks will not only make you better, but will award you for it. How can the benchmarks help me improve my aim? Since the benchmarks divide aiming into 6 categories, you will be practicing every range of your mouse control rather than just an individual aspect of it. This allows you to be a well rounded player with overall good aim rather than being really good at one part and hopeless at another. Benchmark tasks are also designed to not only be competitive, but also to excel at training and improvement. The combination of this allows the tasks to be accurate benchmarks and also great training tasks. Setting Up and Using the Benchmarks Where can I find the benchmarks? Revosect (rA) benchmarks are located in this link: http://bit.ly/ALbenchmarks It will redirect you to a Google Sheets page and you will be met with this screen (the values/rankings might be different for you, make sure to use the document that we linked rather than following through images). This sheet shows you every task that is featured in the benchmarks, the score targets for achieving each rank and the separation of the different difficulties. Initially, it might seem very daunting as there is an abundance of different sections and numbers all around. But fear not, it is a lot easier than it looks and we will go over everything step by step. Different Difficulties The benchmarks are split into 3 different difficulties, Easy, Medium and Hard. As the community encapsulates people with a wide range of skills, the benchmarks need to accurately represent both the floor, ceiling and everything in between. For this reason, we split the benchmarks into different difficulties with their own unique tasks for each section and different rankings. If you are just starting your aim training journey, we recommend you start from Easy no matter your background in FPS games. You can graduate to the next section of the benchmarks once you achieve the top rank for the requirement. Rankings and roles The Revosect benchmarks currently have 13 rankings, 4 in each Difficulty section except for Hard with 5. Ranks allow you to see where your aim would end up against other players and to help pinpoint weaknesses. Once you achieve an overall rank, you can apply for a role in the Revosect Discord and get announced for reaching that rank in the promotions channel. Your score in each task will be ranked. This will allow you to get ranked in each task which will combine into an overall rank based on your performance. Sections and Subsections The benchmarks are divided into 3 sections (Clicking, Tracking, Switching) which are then further divided into 2 subsections. Each section covers an important element in aiming. There are 3 tasks in each subsection that you can pick from. Clicking Clicking is divided into 2 subcategories, Static and Dynamic. Static clicking is where the task is to eliminate as many stationary dots as possible in the given time, this is beneficial for training your flicking, micro adjustments and stopping power. Static allows you to clear angles faster and more efficiently and also land more headshots after flicking in tac-fps games. Dynamic clicking is where you track and click on dots that are moving around with a one shot kill weapon. Dynamic is beneficial for training your shot on targets that are moving around in scenarios like sniping. Tracking Tracking is divided into 2 subcategories, Precise and Reactive. Precise tracking emphasizes staying on the target more than reacting to its movement. It can also be called Smoothness as it forces the player to be as smooth as possible and stay on the target at all times. Precise tracking is beneficial for tracking targets that have a more predictable path like a player falling down from a height. Reactive tracking uses unpredictable bot patterns to force the player to read the movements and react accordingly. This is very instrumental for games where the player movements are erratic or hard to hit. Reactive allows you to read target movements more easily and track them regardless of how erratic their movement is. Target Switching Switching or Target Switching (TS) is divided into 2 subcategories, Flick TS and Track TS. All target switching scenarios require you to HOLD down Mouse1 at all times (keep firing). Flick TS is where you are required to consecutively kill floating targets as fast as possible. Flick TS pushes you to your speed limits and allows you to get faster at flicking and efficiently switching from one target to the other when there are multiple on screen. Track TS requires you to also switch from one target to another but the targets have more health and are sometimes harder to hit which emphasizes staying on target and accuracy rather than going as fast as possible. Ranking Up The benchmark system makes use of a points based system. In this system, achieving the base rank scoring for each scenario grants you a certain amount of points. You are also granted extra points depending on how close you are to the next rank. The amount of points you get for each score are listed above the progression sheet with the total amount of required points to get ranked are listed below the points per score. The points per each subsection is calculated by adding up the points of your 2 best scores. Total points are then calculated by adding up all of the scores in the 6 subsections. This system requires at least 2 scores in each subsection to accurately measure your rank (so it requires you to play at least 2 out of the 3 tasks in each subsection). Having a 2 score per subsection requirement ensures the player has completed more benchmark tasks and can be ranked more accurately. Your lowest total subsection point should also be higher than the rank you are going to get or you won’t be eligible to rank up. This is to force players to play at least 2 tasks in each subsection and to not get away with having very disparate sections with 2 bad scores and rank up due to total points Increasing Difficulties You should look to progress to a higher difficulty section when you have achieved the highest rank in your current division. These are Platinum for Easy, Valour for Medium and Divine for Hard (you can’t progress further than Divine). If you start off at Easy and find that the tasks are unchallenging and you are consistently getting Platinum scores, you should move to Medium. Common Questions What if I can’t even get ranked for Bronze? This is totally fine! While Bronze is the lowest rank possible, beginners might struggle to hit this level on their first week of play, don’t give up and keep pushing, you will get to higher ranks in no time. It may take time getting used to how the task plays and understanding everything, it is vital to not get discouraged as this doesn’t automatically indicate that you have subpar aim. On my first time playing, which task should I start off with, which one should I play first? We usually recommend first timers to go through each one of the 18 tasks at least once to get an idea of how each one plays out. Then you can pick your top 6 favorites (1 from each subsection) and push for a score on each. Remember to play the other remaining scenarios once in a while as they are also very beneficial and will accelerate your improvement rate. Can I aimtrain only using the benchmarks? The Revosect benchmarks are designed to be a great training source as well, only using the benchmarks is a viable way to train however it’s not recommended as you might get better at the tasks rather than improve mechanically. Make sure to shake things up once a while by playing other scenarios, rA has many more high quality scenarios in the workshop so make sure to try them out. How often should I benchmark myself? You should benchmark yourself every time you feel like you have improved or every 4 to 5 days to track your improvement. If you are using the benchmarks as a training tool then this won’t really apply to you as you will be benchmarking yourself every time you practice. Why am I getting a very low score for Switching tasks? Switching tasks require you to hold mouse 1 down for the entirety of the run. You aren’t penalized for inaccuracy in these tasks so it is vital that you constantly hold down your mouse button to keep firing. Using Aimlabs Finding the scenarios in the Workshop Now that you know how the benchmarks work and are ready to take a crack at them, you need to find the tasks in Aimlabs itself. Thankfully, it is quite simple. Once you open up Aimlabs and enter the start menu, you will find a large button with the text “Workshop” under it on the bottom left of your screen. You can also press Custom and then find Workshop through there. Clicking it will take you into the Workshop. The Workshop is tasks that are created by other users and groups such as Revosect. They are different from the Core Aimlabs tasks like Gridshot because they are custom made. Once you are in the Workshop menu, there will be a search bar at the top left. The search bar is where we will type our task names into. First, find the name of the task you want to play from the benchmark sheet. We will be using “rA Speedflick” as an example. Type the task’s name into the search bar as shown in the image below. You can also copy paste it. The task should appear in the first place, make sure the names of the tasks match up. Press subscribe to download the scenario and then play. If your play button doesn’t work, restart Aimlabs and be certain that Steam has downloaded the workshop file properly. Play the scenario as much as you like, once the time is up you will be greeted with a screen that will show you the score that you got. It will look something like this. So looking back at the benchmarks, a score of 121 on rA Wideflick would be ranked Divine You can add this score to your progression sheet which we will shortly get to. This is how you can use Aimlabs to find the Revosect benchmark scenarios and find out where you rank on them. Make sure to bookmark the benchmarks sheet for easy access whenever you need to check your scores and to see where you rank. The FastSearch feature also speeds this process up quite a bit and you can swap to another benchmark task by just pressing the search button in the main menu or after completing a task. Optimizing Your Settings Graphics settings These are the best graphics settings for Aimlabs, as this is an aim trainer, any visual effect will be unnecessary clutter that you will want to avoid. Set Graphics Quality to Fastest and turn off every setting under. Make sure to also set Max Queued Frames to “1 - Low Latency” as this will provide you with the best input/remove any input lag and set Display Mode to Fullscreen Exclusive for better performance and input lag. Visual settings Visual settings are up to your personal taste, find one where you can clearly see the target. Make sure to set Shadows to Off and Override Workshop to On. For tracking scenarios, utilize textured walls for better depth perception and for static scenarios, use a blank gray wall for the best visuals. Sound settings Make sure to fully turn off Weapon Volume in the Audio menu. This won’t turn off the hit sound but eliminate the annoying weapon shoot sound that is completely unnecessary. Playlists Here are quick access links to playlists that will go through each benchmark task once. Easy Benchmarks Playlist Medium Benchmarks Playlist Hard Benchmark Tasks These are playlists featuring every single Revosect benchmark task in order. If you are looking for more playlists for different skill levels or games, make sure to check #resources in discord.gg/Revosect Using the Progression Sheet To Track Scores The progression sheet is a very handy tool that will allow you to keep track of your scores, automatically rank you and show how close you are off a rank. It can be a bit daunting at first but once you get a hang of it, it will be a game changer. Make a copy of the sheet Link to the Aimlabs benchmark progression sheet: http://bit.ly/ALprogressionsheet Once you open up the progression sheet, you will notice that you won’t be able to input any values or change anything. This is because you need to make a personal copy of the sheet. To do this, Go to File > Make a Copy and name the file appropriately. Starting off with the right difficulty Due to the benchmarking having 3 different difficulties with its own unique scenarios and scoring, the progression sheet is also split up into 3. Make sure you are on the right page, you can change the difficulty by switching tabs on the bottom of the page. Inputting scores After you get a score on a scenario, you can input it into the “Personal Best” column. We will reuse the rA Wideflick example and score to show you how it would look. The box where the score went in has turned the same shade of red as Archon to indicate that it’s an Archon score. Understanding other outputs Progress Bar From the previous GIF, you may also notice that the Progress bar has filled partially with black. This is because the progress bar shows you how close you are to ranking up in that task, with the color inside it being the same as the next rank. Not close at all: Very close: Points You are granted points based on the rank you get in each task. The total of these points are displayed at the top of the sheet and is used to calculate your rank. There is also a leaderboard for the players with the most points. (Points for each rank) Final Rank After filling up the full sheet, your rank should be displayed at the top of the sheet as shown in the image below. Using the principles explained in the previous sections, the spreadsheet will automatically rank you based on the values you inputted. As you can see with the example, we have at minimum 2 Grandmasters in each section so our rank will be Grandmaster II. To increase this to Immortal, we must get at least 1 Immortal score in each section. Links All the links to current Revosect Benchmark Resources: Aimlabs Benchmarks: https://bit.ly/ALbenchmarks Aimlabs Progression Sheet: https://bit.ly/ALprogressionsheet Guide to Aimlabs benchmarks: https://bit.ly/2ULCuN8 Apply for a rank (Aimlabs): https://bit.ly/36dpnHe Conclusion The Revosect benchmarks are a powerful way to train your aim and also record your progress, with many resources to help you on your aiming journey. If you have any questions about this guide make sure to join discord.gg/Revosect and don’t hesitate to ask for help! We are always willing to do our best to help out our community.
1 Feel free to ask me questions or make suggestion, my discord handle is Tammas#3731 There is an early release of the v2 of this guide that you can find here The v2 has been updated and now includes routines for Intermediate and Advanced! I will leave this guide up, which you can still access below so that people who are contempt with sticking to it can do so. I would strongly recommend moving to the v2 now though. 2 Score Targets are subject to change but should remain mostly the same Aimer7 Routine Addendum By Tammas You can skip this first page if you either don’t care or you haven’t looked at Aimer7’s guide before - What is this? - It is widely accepted at this point that the guide made by Aimer7 is outdated, given that it was made at the start of 2019 this isn’t surprising. Because of this I have taken up the task of creating an updated version of Aimer7’s workout routines. I made this guide with the intention of keeping it similar to Aimer7’s guide so that it would be familiar to anyone who was following his guide. - Why doesn’t Aimer7 update the guide then? - Aimer7 is a professional coach who earns money from teaching people how to improve their aim - producing an extensive guide takes a lot of time and effort that could be put into earning an income. These are obviously conflicting interests and as such he hasn’t bothered to update his guide, which is entirely within his right. - If it was a good guide how is it bad now? - When Aimer7 made his guide there was not much more than 400 scenarios, as of the end of May 2020 there are over 3700 scenarios. A lot of the scenarios included in Aimer7’s guide were simply the best scenarios available at the time even though they were functionally flawed. These flaws can range from scenarios with a heavy element of RNG such as Air to scenarios with scoring systems that encourage bad technique such as Popcorn. Air has an issue known as “sky botting” which is where a flying target can get ‘stuck’ above the player jeopardizing a run. Popcorn uses the accuracy as a multiplier for score; on a scenario with a median accuracy as low as Popcorn has, this encourages the player to stop shooting so they don’t ruin the score of a run. - Why should I trust your judgement? - Admittedly I’m not nearly as impressive at aiming as some of the top aimers on the KovaaKs/Sparky discord servers. However, I have been aim-training for the past year and in that time, I have improved significantly, and I have learnt a lot about the improvement process. I do not expect, nor do I want you to take my opinion as gospel over other members of the Aim community. I am just a guy with a passion for helping others and creating tools/resources for the community. - What are some key differences between your guide and Aimer7’s? - For one, this guide lacks a lot of the strong theory that went into the introduction of Aimer7’s guide. I am not going to copy what he wrote verbatim, instead I would recommend you go and read the first few pages of his guide. It covers a lot of important information regarding the usefulness of aim training as well as motivational advice. In terms of formatting, I have significantly streamlined the process of determining where you should start, which you will see soon. Aimer7 highlights scenarios based on category like this: Close Long Strafes Invincible, 1wall6targets TE, Bounce 180 Tracking. I instead will just colour text like this: Close Long Strafes Invincible, 1wall6targets TE, Bounce 180 Tracking. Where Red is Click Timing, Purple is Target Switching and Blue is Tracking. Aimer7 suggests alternative scenarios that you can do like this: 1wall6targets TE (1wall9000targets) I use the C programming notation for OR which is two vertical lines || For example: 1wall6targets TE || 1wall9000targets This guide’s routines are also organized into tables, with scenarios on the left and durations on the right. There are other things I will point out or restate as they become relevant further down. 3 Score Targets are subject to change but should remain mostly the same - Where should I start? - To determine what skill level you should start at I would recommend doing 5 to 10 attempts of the following scenarios; 1wall6targets TE, Bounce 180 Tracking, and Close Long Strafes Invincible. Complete Beginner; <120 1wall6targets TE, <45 Bounce 180 Tracking, <11500 Close Long Strafes Invincible Intermediate Beginner; 120 to 130 1wall6targets TE, 45 to 50 Bounce 180 Tracking, 11500 to 12800 Close Long Strafes Invincible Advanced Beginner; 130 to 140 1wall6targets TE, 50 to 56 Bounce 180 Tracking, 12800 to 14000 Close Long Strafes Invincible Sub-Intermediate; 140 to 150 1wall6targets TE, 56 to 63 Bounce 180 Tracking, 14000 to 14800 Close Long Strafes Invincible Intermediate; 150 to 165 1wall6targets TE, 63 to 73 Bounce 180 Tracking, 14800 to 16100 Close Long Strafes Invincible Advanced; 165 to 180 1wall6targets TE, 73 to 85 Bounce 180 Tracking, 16100 to 16800 Close Long Strafes Invincible Sub-Aimbeast 180+ 1wall6targets TE, 85+ Bounce 180 Tracking, 16800+ Close Long Strafes Invincible You should meet at least one target score for a given level to warrant starting at that point. If you almost beat one of the score targets then feel free to keep trying or to come back after a few days and try again. If for example your best scores were 135 in 1wall6targets TE, 48 in Bounce 180 Tracking, and 12400 Close Long Strafes Invincible, then you should start at Advanced Beginner. You might also want to consider doing the routine that corelates to which score you beat, Click Timing for 1wall6targets TE for example. If you do noticeably better at one of these scenarios than the other two, I would recommend starting on the complete routine a level or two below the scenario you were best at so you can develop your skills in the scenarios you weren’t as good at. - Should I do Tracking, Click-Timing or Complete routines? - Which type of routine you do depends entirely on what you want to focus on. Whether that is a particular game you want to improve at, a type of weapon you want to improve at, or just whatever you feel you aren’t good at. As a general guide; Tracking = sustained rate of fire = Soldier76(OW)/Spitfire(Apex)/Lightning gun(Quake) Complete = short duration tracking = Any AR in COD/R6/PUBG… Click-Timing = Semi-auto / Very low TTK = Shotguns/Snipers… Tracking can apply to Class shooters (OW/Paladins) or Battle royals (not PUBG) Complete can apply to Same as tracking but including PUBG and most TDMs (COD) Click-Timing can apply to Any sniper/shotgun and most of CS/Valorant For most games, unless there is a very heavy focus on either low or high TTK (time to kill) it is hard to pin a specific routine type to that game. Just go with something similar to your playstyle. Also ‘Complete’ doesn’t have to mean exclusively short duration tracking, a ‘complete’ routine is also a balanced routine, a jack of all trades. There is extra information you might find useful on page 12, including progress tracking advice and advice for scenarios. Instead of downloading this guide I would recommend making a shortcut and giving it the link to this document so that you can always have an up to date version. 4 You don’t have to do these routines in the order given, the given order is just a suggestion. Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do the scenarios for longer if you want to practice for more time. Complete Beginner Routines; Welcome to the beginner routines! Remember to do the benchmarks at the start of the previous page to determine what level you should start at. The scenarios marked with an asterisk * at the bottom are optional ‘challenges’ for you to try out, or if you want to make your routine longer. Don’t worry about how well you perform at this stage, just focus on getting a feel for the scenarios and your mouse. At this stage it doesn’t matter much but you should be doing challenge mode instead of free play. Scores are usually a good indication of performance; a challenge run is normally 1 minute so you would do 10 challenge to make up the 10 minutes of a routine. Do this stage for 10 to 20 days. Feel free to try the benchmark again if you think you are good enough to move on earlier. You don’t have to do 5-10 runs of all of the benchmark scenarios, just try to beat one of the score targets. Beating the benchmarks is not a requirement to move on. Tracking routine Time Midrange Long Strafes Invincible 10 mins air far long strafes 10 mins Vertical Long Strafes 10 mins Bounce 180 Tracking Large 10 mins 1wall6targets TE 10 mins Tile Frenzy – Strafing – 01 (you can keep doing patTargetShotgun if you liked it) 10 mins *Air Invincible 10 mins Click-Timing routine Time 1wall6targets TE 10 mins Tile Frenzy – Strafing – 02 (you can keep doing patTargetShotgun if you liked it) 10 mins 5 Sphere Hipfire small 10 mins Tile Frenzy Flick 10 mins Midrange Long Strafes Invincible 10 mins Vertical Long Strafes 10 mins *Tile Frenzy 180 Strafing 10 mins Complete routine Time Midrange Long Strafes Invincible 10 mins 1wall6targets TE 10 mins air far long strafes 10 mins Tile Frenzy – Strafing – 01 (you can keep doing patTargetShotgun if you liked it) 10 mins Vertical Long Strafes 10 mins Target Switching 90 10 mins *Tile Frenzy 180 Strafing 200 Percent Tracking 10 mins 5 You don’t have to do these routines in the order given, the given order is just a suggestion. Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do the scenarios for longer if you want to practice for more time. Intermediate Beginner Routines; For Click-Timing and Complete you are going to do your first ‘Pasu’ variant. Something very important to know about ‘Pasu’ is that unlike the vast majority of scenarios, it uses the “time-scale” function that exists in KovaaKs. What time scale does is slow down time to make the scenario easier, this has the unfortunate side effect of also slowing down the challenge timer. What this means is even though the challenge timer says the challenge run lasts 1 minute, it actually lasts longer. The only major scenarios that use Time scale are ‘1wall5targets_pasu’ variants and ‘Bounce 180’ variants. Fortunately for you, as of the making of this guide alongside the recent changes to UI; the session timer was changed to not be affected by time-scale so you can use that to tell how long you have practiced for. Pasu has a time scale of 0.7 which means 7 challenge runs will take 10 minutes. Bounce 180 has a time scale of 0.85 which means 8.5 challenge runs takes 10 minutes (do 8 or 9 for bounce 180). As a side note, I generally wouldn’t recommend doing your entire routine in one sitting, fatigue will impact your ability to improve and learn. Taking a break mid routine is good, you might even want to split up your routine into small chunks you do throughout the day (there is some good advice about fatigue on page 13). If you are struggling with either Click-Timing or Tracking, I would recommend adding that categories *extra scenario to your routine to help you improve at it faster. Feel free to have a crack at the benchmarks whenever if you want. Otherwise stick with this level for 2 to 3 weeks. Beating the benchmarks is not a requirement to move on. Tracking routine Time Close Long Strafes Invincible 10 mins Smoothness Trainer 10 mins Vertical Long Strafes 10 mins Tile Frenzy 180 Strafing 200 Percent Tracking 10 mins 1wall9000targets 10 mins Tile Frenzy 180 10 mins *gp 2 invincible 10 mins *1wall5targets_pasu slow 10 mins Click-Timing routine Time 1w2ts reload (you can keep doing 1wall6targets small if you liked it) 10 mins Tile Frenzy 180 10 mins 1wall5targets_pasu slow 10 mins patTargetSwitch easy 10 mins fuglaaXYLongstrafes 10 mins Vertical Long Strafes 10 mins *Bounce 180 Reload 10 mins *Close Long Strafes 10 mins Complete routine Time Close Long Strafes Invincible 10 mins 1w2ts reload (you can keep doing 1wall6targets small if you liked it) 10 mins gp far long strafes 10 mins 1wall9000targets 10 mins patTargetSwitch easy 10 mins 1wall5targets_pasu slow 10 mins *Air Invincible 10 mins *Tile Frenzy 180 Strafing 10 mins 6 You don’t have to do these routines in the order given, the given order is just a suggestion. Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do the scenarios for longer if you want to practice for more time. Advanced Beginner Routines; Time to pick things up a bit, I would recommend reading the fast strafes explanation at the bottom of page 7 on Aimer7's Guide first. TL;DR fast targets are fast and you don’t know what’s going on because you haven’t learned to read the movements of anything that is fast. Developing the ability to track the motions of a fast target is one of the most ever-present aspects of aim training and in a lot of ways is a key difference between a great aimer and an average aimer. A general piece of advice I can give is to take it slow, by flicking around rapidly trying to get back on target you are going to make the bots movements look far more erratic and impossible to track. Even if it costs you score at first it is best to intentionally under aim so that you can get a feel for how far you need to move to get back to the target. With practice you can speed up and get into the groove of snapping back to the target concisely (extra advice on fast tracking on page 12). Other than that I am going to start giving you more options. You will notice the || alternative scenarios, feel free to do these instead of the first scenario in their row. And I mean that, it really does not matter which one you do. Just do whichever feels more enjoyable or is better suited to what you want to improve at. After 3 to 5 weeks you can move on to Sub-Intermediate. Or give the benchmarks another shot whenever you think you are ready for the next level. Tracking routine || alternatives Time RexStrafesCata Invincible || Air Invincible 6 13 mins Close Long Strafes Invincible || gp 1 Invincible 10 mins LG Pin Practice 360 || Bounce 180 Tracking 10 mins 1wall6Targets TE || 1wall9000targets 10 mins Thin Aiming Long Invincible 7 mins 1w2ts reload || 1w6ts reload 10 mins *Vertical Long Strafes || *Air invincible 4 10 mins 1wall5targets_pasu slow 10 mins Click-Timing routine || alternatives Time 1wall6targets TE || 1wall9000targets 10 mins 1w2ts reload || 1w6ts reload 10 mins Bounce 180 Reload || Reflex Flick – Easy Reload 10 mins patTargetSwitch easy 10 mins 1wall5targets_pasu slow 10 mins gp 2 invincible || Air Invincible 10 mins *1wall5targets_pasu Reload 10 mins *gp close long strafes 10 mins Complete routine || alternatives Time RexStrafesCata Invincible || Air Invincible 6 10 mins 1wall6targets TE || 1wall9000targets 10 mins Air Target Switching 360 || Target Switching 360 10 mins 1wall5targets_pasu slow 10 mins Close Long Strafes Invincible || Thin Aiming Long Invincible 10 mins 5 Sphere Hipfire small || 1wall20targets small 10 mins *Vertical Long Strafes 10 mins *1wall5targets_pasu Reload 10 mins *patTargetSwitch No Reload 10 mins 7 You don’t have to do these routines in the order given, the given order is just a suggestion. Also note that each routine is designed to take an hour to complete, feel free to do the alternatives and/or extras or just do the scenarios for longer if you want to practice for more time. Sub-Intermediate Routines; At this point you should feel a bit more confident in your ability to track a fast target, but you still have a lot of progress to make. Remember that you are completely free to do the || alternative scenarios, don’t just do the first scenario in each row just because it’s the first scenario in each row. I am also going to start giving you ‘Plaza’ style scenarios. Unlike your average scenario which lasts for a specific amount of time and rewards you based on performance; a ‘Plaza’ style scenario ends when you have killed all of the targets. Your score is how much time you have left when you kill the last target. These scenarios can be confusing since it will say you have a very large amount of time to complete the scenario which often scares newbies off who don’t want to do a scenario for 16 minutes in the case of Ground Plaza Easy. Don’t worry though, as the scenario will end after you have killed the 9th target. Since these scenarios don’t last for a specific amount of time, I will ask you to do a number of “runs”, which is just playing the scenario until you kill the last target. At this level that should take 4 or so minutes. You should be ready to move on after 5 to 8 weeks. Or try the benchmarks again whenever you want. Like before, don’t force yourself to move on if the intermediate routines feel too difficult. You will make far more progress when your routine is just fairly challenging. Tracking routine || alternatives Time Midrange Fast Strafes V2 || Air Invincible 4 10 mins Close Fast Strafes Easy || gp 1 invincible 10 mins Vertical Long Strafes || Close Long Strafes Invincible 10 mins Tile Frenzy 180 Strafing 300 Percent Tracking || LG Pin Practice 360 10 mins Bounce 180 Tracking 10 mins Ground Plaza Easy 2 to 3 runs *Vertical Fast Strafes 10 mins *1wall5targets_pasu Reload 10 mins *patTargetSwitch No Reload 10 mins Click-Timing routine || alternatives Time Bounce 180 Reload || Reflex Flick – Easy Reload 10 mins 1w6ts reload || Microshot Speed || 1w6 flick 10 mins 1wall5targets_pasu Reload 10 mins Air Invincible 6 || RexStrafesCata Invincible 10 mins Wide Wall 6Targets || 1wall9000Targets 10 mins Ground Plaza Easy || air nuns easy 2 to 3 runs *Popcorn Sparky Easy 10 mins *patTargetSwitch No Reload 10 mins *Close Fast Strafes Easy || *gp 1 invincible 10 mins Complete routine || alternatives Time Midrange Fast Strafes V2 || Air Invincible 4 10 mins Close Fast Strafes Easy || gp 1 invincible 10 mins Bounce 180 Reload || Bounce 180 Tracking 10 mins 1wall5targets_pasu Reload || Reflex Flick – Easy Reload 10 mins Tile Frenzy 180 Strafing 300 Percent Tracking || voxTargetSwitch 10 mins Vertical Long Strafes 10 mins *Ground Plaza Easy 2 to 3 runs *Popcorn Sparky Easy 10 mins *patTargetSwitch No Reload 10 mins 8 Score Targets are subject to change but should remain mostly the same Intermediate Routines; A lot is going to change at this point, to begin with you are going to have a lot more || alternative scenarios to choose from. Remember that you should definitely try each scenario and pick the ones that work the best for you. You might not even want to do any from a specific row or do multiple from one row. You can also do different scenarios each day, or alternate scenarios weekly. There are a lot of ways you can structure your routine, find what works best for you. At this point I am also going to add Dodge scenarios - which can be identified by the underline - to the extra scenarios section. A large portion of aim training scenarios are done as a stationary character, and unless you like dying you probably aren’t going to be stopping and standing still to channel your kovaaks skills mid fight in an actual game. So you want to learn to aim and move at the same time, that’s what a dodge scenario is for. They are scenarios that score the player based on both moving and shooting. This is very useful as the skills you develop doing so are more transferable to actual games. Dodge scenarios will contain one or both of these scoring mechanics; “Movement Score” and “Distance Travelled”. “Distance Travelled” is based entirely on how far you travelled during the challenge run, the more you move the more score you get. “Movement Score” on the other hand is a bit more involved, in a scenario that uses movement score you will have a bar that fills up while you are strafing, you gain score constantly but only while that bar is being filled. When you change directions it empties, when it fills it turns yellow and you stop gaining score until you change direction. So keep moving and changing directions before it fills up. I’m not going to put any dodge scenarios in the main routine section yet but I would strongly recommend you try some of them. Either as extra or you can replace some of your main routine with them if you want, or do them on alternating days etc. Since you are going to be doing this level for a lot longer than the previous levels, I’m going to give you score targets to meet. You Don’t need to meet all of the score targets, but you should try for a good handful. At least 5 would be good with 1 minimum from each category. The categories being Tracking, Target-Switching, and ClickTiming. This level should take you 2-4 months, it took me 70 days to be confident enough to move on to advanced. Tracking routine || alternatives Time Close Fast Strafes Invincible || Pasu Track Invincible v2 || Thin Aiming Long Invincible 10 mins Vertical Fast Strafes || Vertical Long Strafes || 1wall6 flick 10 mins Bounce 180 Tracking || patTargetSwitch No Reload || kinTargetSwitch No Reload 10 mins 1wall5targets_pasu Reload || Popcorn Sparky || Wide Wall 6Targets 10 mins Ground Plaza Easy 3 runs Air no UFO no SKYBOTS || Tile Frenzy 180 Strafing 400Prct Track 3 runs || 10 mins *Pole Long Dodge || *Close LS Easy Dodge || *lgc3 Reborn Easy *Ground Plaza NO UFO || *Plaza High Ground Easy || *Plaza Low Ground Easy *Pasu Dodge Easy || *McCoy 1v1 *patTargetSwitch Dodge 360 || *psalmflick Strafing Tracking Score Targets: Close Fast Strafes Invincible: 9800+ Pasu Track Invincible v2: 5600+ Thin Aiming Long Invincible: 2800+ Vertical Fast Strafes: 8500+ Vertical Long Strafes: 15800+ Ground Plaza Easy: 894+ Air no UFO no SKYBOTS: 835+ 1wall6 flick: 108+ Bounce 180 Tracking: 74+ patTargetSwitch No Reload: 6200+ kinTargetSwitch No Reload: 19000+ Tile Frenzy 180 Strafing 400Prct Track: 73+ 1wall5targets_pasu Reload: 103+ Popcorn Sparky: 150+ Wide Wall 6Targets: 115+ 9 Score Targets are subject to change but should remain mostly the same Click-Timing routine || alternatives Time 1wall5targets_pasu Reload || Popcorn Sparky || Pokeball Frenzy Auto Small 10 mins 1wall 6targets small || Microshot Speed || 1Wall6Targets TE 10 mins Target Acquisition Flick Easy || Reflex Flick – Easy || 1wall6 flick 10 mins Close Fast Strafes Easy Invincible || Pasu Track Invincible v2 || Thin Aiming Long Invincible 10 mins Wide Wall 6Targets ||1wall9000 targets || 1w2ts reload 10 mins Bounce 180 || Bounce 180 Tracking 10 mins *Pole Long Dodge || *Ground Plaza Easy || *Air no UFO no SKYBOTS *Pasu Dodge Easy || *McCoy 1v1 *patTargetSwitch Dodge 360 || *patTargetSwitch No Reload || *devTargetSwitch Goated Score Targets: Close Fast Strafes Easy Invincible: 13000+ Pasu Track Invincible v2: 5500+ Thin Aiming Long Invincible: 2700+ Pokeball Frenzy Auto Small: 44+ 1wall6 flick: 109+ Bounce 180 Tracking: 71+ 1wall5targets_pasu Reload: 105+ Popcorn Sparky: 150+ 1wall 6targets small: 1025+ 1wall6targets TE: 165+ Target Acquisition Flick Easy: 92+ Microshot Speed: 173+ Reflex Flick – Easy: 5200+ Wide Wall 6Targets: 117+ 1wall9000targets: 230+ 1w2ts reload: 84+ Bounce 180: 70+ Complete routine || alternatives Time Close Fast Strafes Invincible || Pasu Track Invincible v2 || Thin Aiming Long Invincible 10 mins Vertical Fast Strafes || Vertical Long Strafes 10 mins Bounce 180 Tracking || patTargetSwitch No Reload || kinTargetSwitch No Reload 10 mins 1wall5targets_pasu Reload || Popcorn Sparky 10 mins Ground Plaza Easy || Air no UFO no SKYBOTS || Tile Frenzy 180 Strafing 400Prct Track 3 runs || 10 mins Bounce 180 || Wide Wall 6Targets 10 mins Target Acquisition Flick Easy || Microshot Speed || 1wall6 flick 10 mins *Pole Long Dodge || *Air no UFO no SKYBOTS || *Ground Plaza NO UFO *Pasu Dodge Easy || *McCoy 1v1 *patTargetSwitch Dodge 360 || *devTargetSwitch Goated || *psalmflick Strafing Tracking Score Targets: Close Fast Strafes Invincible: 9400+ Pasu Track Invincible v2: 5500+ Thin Aiming Long Invincible: 2700+ Vertical Fast Strafes: 8300+ Vertical Long Strafes: 15500+ Ground Plaza Easy: 892+ Air no UFO no SKYBOTS: 830+ Bounce 180 Tracking: 73+ patTargetSwitch No Reload: 6300+ kinTargetSwitch No Reload: 19000+ Tile Frenzy 180 Strafing 400Prct Track: 76+ 1wall6 flick: 110+ 1wall5targets_pasu Reload: 103+ Popcorn Sparky: 150+ Bounce 180: 65+ Target Acquisition Flick Easy: 90+ Microshot Speed: 170+ Wide Wall 6Targets: 115+ 10 Score Targets are subject to change but should remain mostly the same Advanced Routines; This is where things really get serious. I am going to be honest with you, most people will have given up by this point due to the commitment required. But here you are, if you can get past this level you should be proud. I am going to start by restating what I said at the beginning of Intermediate, ”you should definitely try each scenario and pick the ones that work the best for you.” This applies even more now than it did before. At this point I’m not going to give you times and I’m not going to refer to any of the scenarios as “alternatives”. If you don’t want to do any of the scenarios from a row then don’t, if you want to do multiple from one row then go for it. Personally for advanced I did 16 scenarios total, 4 each day for 20 minutes each, doing different scenarios each day until I had done all 16 after 4 days and rinse repeated. That is just what I did as an example, you can make up your own system that works for you. I am going to add Dodge scenarios to the main scenario list, I would heavily recommend incorporating some of these into your routine if you want your improvements to be transferable. The extra scenarios don’t have score targets since (except for the dodge scenarios) they aren’t as important to the core skill development that category is focusing on (I also don’t want to make score targets for THAT many scenarios ;). You should still consider adding them to your routine if you think they apply to what you are trying to improve on. As with Intermediate you do not need to meet all the score targets, but you should get a good amount of them. Personally I didn’t move on until meeting 10 of the 16 score targets that I had set for myself. You should aim to beat around half a dozen to a full dozen score targets depending on how many scenarios you want to include in your routine. You should probably do 8 or more different scenarios total (the more the merrier as they say). This stage will likely take you 3 to 6 months, it took me 103 days, can you do better? Tracking routine Close Fast Strafes Invincible Close FS Easy Dodge Vertical Fast Strafes Air no UFO no SKYBOTS Air Dodge Pasu Track Invincible v2 Ground Plaza NO UFO lcg3 Reborn Varied Popcorn Goated Tracking Invincible Thin Gauntlet V2 Bounce 180 Tracking Small Invincible Fixed kinTargetSwitch small no reload Bounce 180 Tracking Small psalmflick Strafing Tracking patTargetSwitch Dodge 360 Bounce 180 Tracking kinTargetSwitch No Reload 1wall5targets_pasu Reload Popcorn Sparky Bounce 180 Wide Wall 6Targets *Thin Aiming Long Invincible *XY Tracking Dodge *Rhombus Vertical Dodge *Target Acquisition Flick Easy *Reflex Flick - Easy *1wall9000targets *patTargetClick 1shot *patTargetSwitch Small No Reload *devTargetSwitch Goated *patTargetSwitch No Reload Score Targets: Close Fast Strafes Invincible: 11000+ Close FS Easy Dodge: 17400+ Vertical Fast Strafes: 10000+ Air no UFO no SKYBOTS: 857+ Air Dodge: 110+ Pasu Track Invincible v2: 6300+ Ground Plaza NO UFO: 99913+ lcg3 Reborn Varied: 28000+ Popcorn Goated Tracking Invincible: 1100+ Thin Gauntlet V2: 872+ Bounce 180 Tracking Small Invincible Fixed: 4000+ kinTargetSwitch small no reload: 16300+ Bounce 180 Tracking Small: 60+ psalmflick Strafing Tracking: 64+ patTargetSwitch Dodge 360: 11600+ Bounce 180 Tracking: 83+ kinTargetSwitch No Reload: 21000+ 1wall5targets_pasu Reload: 118+ Popcorn Sparky: 200+ Bounce 180: 80+ Wide Wall 6Targets: 124+ 11 Score Targets are subject to change but should remain mostly the same Click-Timing routine Popcorn Sparky Reflex Flick – Fair Close Fast Strafes Shotgun patTargetClick 1shot 1wall5targets_pasu Reload Pasu Dodge Easy Bounce 180 1wall 6targets small Ground Plaza Easy Pasu Track Invincible v2 Air no UFO no SKYBOTS Air Dodge Target Acquisition Flick Reflex Flick - Mini Pokeball Frenzy Auto Small 1wall6 flick devTargetSwitch Goated patTargetSwitch Dodge 360 Bounce 180 Tracking patTargetSwitch No Reload 1wall9000targets Wide Wall 6Targets 1w2ts reload Microshot Speed 1wall6targets TE *Vertical Fast Strafes *Vertical Long Strafes *Air no UFO no SKYBOTS *lcg3 Reborn Varied *XY Tracking Dodge *Rhombus Vertical Dodge *pasu small reload *Pistol Strafe Gallery Sparky *McCoy 1v1 *patTargetSwitch Small No Reload *voxTargetSwitch small *kinTargetSwitch Score Targets: Ground Plaza Easy: 903+ Pasu Track Invincible v2: 6200+ Air no UFO no SKYBOTS: 852+ Air Dodge: 108+ Pokeball Frenzy Auto Small: 48+ 1wall6 flick: 118+ devTargetSwitch Goated: 530+ patTargetSwitch Dodge 360: 11600+ Bounce 180 Tracking: 82+ patTargetSwitch No Reload: 6800+ Popcorn Sparky: 210+ Reflex Flick – Fair: 5000+ Close Fast Strafes Shotgun: 14200+ patTargetClick 1shot: 6000+ 1wall5targets_pasu Reload: 122+ Pasu Dodge Easy: 380000+ Bounce 180: 85+ 1wall 6targets small: 1150+ Target Acquisition Flick: 65+ Reflex Flick – Mini: 4800+ 1wall9000targets: 250+ Wide Wall 6Targets: 127+ 1w2ts reload: 92+ Microshot Speed: 185+ 1wall6targets TE: 180+ Complete routine Close Fast Strafes Invincible Close FS Easy Dodge Vertical Fast Strafes Pasu Track Invincible v2 Air no UFO no SKYBOTS Air Dodge psalmflick Strafing Tracking kinTargetSwitch small no reload kinTargetSwitch No Reload patTargetSwitch Dodge 360 patTargetSwitch No Reload Bounce 180 Tracking Popcorn Sparky Reflex Flick – Fair Close Fast Strafes Shotgun patTargetClick 1shot 1wall6 flick 1wall5targets_pasu Reload Pasu Dodge Easy Bounce 180 1w2ts reload 1wall9000targets Wide Wall 6Targets 1wall 6targets small Microshot Speed *Ground Plaza NO UFO *Thin Gauntlet V2 *Popcorn Goated Tracking Invincible *lcg3 Reborn Varied *XY Tracking Dodge *Rhombus Vertical Dodge *Target Acquisition Flick *McCoy 1v1 *Reflex Flick - Mini *devTargetSwitch Goated *voxTargetSwitch *patTargetSwitch Small No Reload Score Targets: Close Fast Strafes Invincible: 10700+ Close FS Easy Dodge: 17000+ Vertical Fast Strafes: 9750+ Pasu Track Invincible v2: 6200+ Air no UFO no SKYBOTS: 854+ Air Dodge: 109+ psalmflick Strafing Tracking: 65+ kinTargetSwitch small no reload: 16500+ kinTargetSwitch No Reload: 21000+ patTargetSwitch Dodge 360: 12000+ patTargetSwitch No Reload: 7000+ Bounce 180 Tracking: 85+ 1wall6 flick: 120+ Popcorn Sparky: 200+ Reflex Flick – Fair: 4700+ Close Fast Strafes Shotgun: 13800+ patTargetClick 1shot: 5850+ 1wall5targets_pasu Reload: 118+ Pasu Dodge Easy: 370000+ Bounce 180: 80+ 1w2ts reload: 90+ 1wall9000targets: 243+ Wide Wall 6Targets: 124+ 1wall 6targets small: 1100+ Microshot Speed: 182+ 12 Sub-Aimbeast; At this point I am in no real position to tell you what to do. Below is a list of all the scenarios from the Advanced routines as well as a link to a long list of recommended scenarios compiled by Sini/Sparky. You should be able to make your own routine at this point; these two lists are just a starting point for scenarios you can use. Remember to include a good handful of Dodge scenarios if you want your skills to be as transferable to real games as possible. A True Sub-Aimbeast should have a solid collection of 99.5 to 99.7 or higher percentile scores. If you want to go even further a full blown Aimbeast should aim for 99.9 percentile scores or higher. It is worth noting that the correlation between performance and percentile is not the same for every scenario. Scenarios with fewer entries and scenarios with a reputation for being difficult will be harder to get a ‘good’ percentile in. If you don’t know the equation for percentiles it is: 𝑝𝑒𝑟𝑐𝑒𝑛𝑡𝑖𝑙𝑒 (%𝑖𝑙𝑒) = 100 − (𝑅𝑎𝑛𝑘−1)∗100 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1 ‘Top percentage’ i.e. top 1% or top 0.1% is: 𝑡𝑜𝑝 𝑝𝑒𝑟𝑐𝑒𝑛𝑡𝑎𝑔𝑒 (%𝑎𝑔𝑒) = (𝑅𝑎𝑛𝑘−1)∗100 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1 As fractions instead of percentages: 1 − 𝑅𝑎𝑛𝑘−1 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1 & 𝑅𝑎𝑛𝑘−1 𝐸𝑛𝑡𝑟𝑖𝑒𝑠−1 Tracking; Horizontal - Bounce 180 Tracking Small Invincible Fixed Close Fast Strafes Invincible Ground Plaza Easy Ground Plaza NO UFO Thin - Thin Aiming Long Invincible Thin Gauntlet V2 Vertical/Horizontal Mix – Air no UFO no SKYBOTS Pasu Track Invincible v2 Plaza High Ground Easy Plaza Low Ground Easy Popcorn Goated Tracking Invincible Vertical – Vertical Fast Strafes Vertical Long Strafes Target Switching; Tracking - Bounce 180 Tracking devTargetSwitch Goated kinTargetSwitch psalmflick Strafing Tracking Control – Bounce 180 Tracking Small kinTargetSwitch small no reload patTargetSwitch Small No Reload patTargetSwitch No Reload voxTargetSwitch small voxTargetSwitch Flick – 1wall6 flick Pokeball Frenzy Auto Small Track clicking; Small – pasu small reload Popcorn Sparky Medium – 1wall5targets_pasu Reload Bounce 180 Close Fast Strafes Shotgun Headshots – McCoy 1v1 patTargetClick 1shot 13 Static Clicking; Flick – Reflex Flick – Easy Reflex Flick – Fair Target Acquisition Flick Target Acquisition Flick Easy Sustain – 1wall6targets TE 1wall9000targets Microshot Speed Wide Wall 6Targets Small – 1w2ts reload 1wall 6targets small Reflex Flick – Mini Dodge; Tracking - Air Dodge Close FS Easy Dodge lcg3 Reborn Varied Rhombus Vertical Dodge XY Tracking Dodge Target Switching - patTargetSwitch Dodge 360 Clicking - Pasu Dodge Easy Pistol Strafe Gallery Sparky Sparky: The sparky community is a very large part of the aim training community, here is a link to the scenario list I mentioned earlier. Sparky recommended scenarios. I would recommend joining the sparky discord as well as investigating the sparky benchmarks and ranking system if you have not yet, especially if you want the motivation to keep improving past this point. Tracking your progress: Keeping track of how well you are doing can be a great way to motivate yourself to keep improving. You can track your own progress manually in a word/excel document if you want, doing so is very common. Here are some templates you can use, or you can figure out your own system. This word document is just an example to reference. This Spreadsheet can be downloaded for you to use by clicking the on the far right of the Dropbox preview. If you don’t have Excel Here is a version that works on google sheets (the first version doesn’t work on excel properly). You can download the file and upload it to google sheets. You can also use fat dash to make cool graphs. Here is a guide on how to use fat dash. Tracking fast targets: Tracking a fast target is a very hard and timely skill to develop, I gave some advice at the start of advanced beginner about slowing down so that the bot’s movements don’t look as erratic but there is a lot more to improving at fast tracking than just pacing yourself. A very important thing to understand is that in any situation where a target changes direction frequently you WILL feel compelled to just start guessing/predicting when it will change direction. This is does not make for good practice, guessing does not improve your reaction time; it distracts you from being consistent and undermines your ability to improve. I would strongly recommend watching this video by user christmasiscancelled https://youtu.be/KGRfy25ngSM That video will teach you more about tracking a fast target than anything I can say to you here. 14 Motivational fatigue: It is important that aim training doesn't feel like a chore otherwise you won’t improve much during the time you spend aim training. It is very easy to become jaded and complacent due to the effort and repetitiveness of aim training; this is a common cause of plateaus in improvement. There are a few pieces of advice I can give you; 1) Re assess what aim training means to you and what your goals are. You very well might just not have the drive or find enough enjoyment in the improvement process for aim training to feel worthwhile. 2) Try changing the way you divvy up your routine over the course of a day. You might enjoy the process more if you practice for periods of 20 minutes or so multiple times over the course of the day until you finish however much you set for yourself to do in a day. You could bounce back and forth between the scenarios you set for yourself to do, like 5 minutes of one, 5 of another etc and repeat until you have done however much you set out to do for each scenario. 3) Try different scenarios, You may find that what you are currently training on is stale or you are so familiar with the process of those scenarios that it doesn't interest you. This is a large part of why alternating scenarios daily or however often you like can be a good idea, keeping your routine engaging is an effective way to maintain interest. 4) It is worth understanding that a big part of becoming really good at any skill is overcoming the weight of your own expectations. Any success will make you feel good, failing to see that success repeatedly fills you with doubt. This doubt can lead you to become demotivated due to the lack of consistent reinforcement. You CAN however become very good at anything you put your mind to, and that is the truth. Believing it and having faith in your ability to improve is the best motivator you could hope for. Health and physical fatigue: If you are sick or tired then feel free to take the day off aim training, you need to be able to concentrate and act with intention in order to be able to improve efficiently. If you are feeling out of it then just take the day off, its not worth the hassle of forcing yourself through your routine if you aren’t up for it. There is plenty of anecdotal evidence of people who have come back after a break and benefited from it, similarly you won’t suddenly become worse because you stopped practicing for a bit.
P a g e | 1 If you have any questions feel free to join the Kovaaks/Sparky Discord servers and send me a message v1.9.2 Tammas’ Aim Training Routine Addendum Index – please consult pages 2-3 & 12-14 before dm-ing me with questions <3 Page 1: Introduction Page 2: Guide structure Page 3: Benchmarks Page 4: Complete Beginner Routines Page 5: Intermediate Beginner Routines Page 6: Advanced Beginner Routines Page 7: Sub-Intermediate Routines Page 8-9: Intermediate Routines Page 10-11: Advanced Routines Page 12-14: FAQ, Advice & Theoretics You can find playlist files for the Complete beginner and intermediate beginner routines here. I won’t make playlist files for the later routines because I would rather you pick and choose with the alternative scenarios. There is also now a patch notes document you can look at to see what changes have been made to the guide. (The version number of this document is in the bottom right hand corner of this page). P a g e | 2 Guide structure Categories There are three major categories and one semi-major category of scenarios in Kovaaks, these are Tracking, Target Switching, Click Timing and Movement Aiming. These will be colour coded as such; blue is Tracking, red is Click Timing and purple is Target Switching. Movement Aiming scenarios still occupy one of these three major categories and will instead be marked by an underline. For example; gp 1 Invincible is a Tracking scenario, Wide Wall 6 Targets is a Click Timing Scenario, kinTargetSwitch is a Target Switching scenario and Pasu Dodge Easy is a Click Timing Movement scenario. Routine Categories Much like scenarios there are also categories for the routines themselves, these can be seen as contemporaries to the scenario categories, and as such there are routines for Tracking, Click Timing and Balanced. Do note that a Balanced routine is not explicitly a Target Switching routine even though they share the same colour. That being said someone following a Balanced routine will likely be better at Target Switching over other categories and will likely have more Target Switching scenarios in their routine. Extras and alternatives At the bottom of each routine are extra scenarios, these are scenarios you can add to the routine if you want to train for longer or want an extra challenge or to work on something you feel you are lacking in. If for example if you were doing a Click Timing routine but you feel you underperform in Tracking you might want to add extra Tracking scenarios to your routine. In the later stages of this guide the extra scenarios will focus more on skills not covered in the main routine. The Alternatives are scenarios you can choose to do instead of the first scenario in their row. The routines are set up so that if you picked the first scenario in each row it would be an acceptable routine, but you should pick the scenarios that you feel apply the most to what you want to improve at. That might be scenarios similar to the games you play, or scenarios you aren’t very good at, or whatever motivating factor you might have. This could just be the scenarios you find the most enjoyable. This structure will continue to be used further into the guide, although more alternatives will be offered. As you progress further into the guide feel free to experiment with how you structure your routine, whether that is doing multiple scenarios from one row, skipping a row entirely if you feel it isn’t applicable to you, and especially changing which scenarios you do on some cycle, be that daily or weekly etc. Duration / Time It is assumed that you are playing in challenge mode and not free play, where you would do enough challenge runs to take the specified amount of time. Most scenarios have a challenge time of 1 minute so for example 10 minutes of play would be 10 challenge runs. To learn more read the “1-minute challenge exceptions” section on page 13. In regard to Plaza style scenarios, just play however many runs is required to take the specified amount of time. If it takes you 3 minutes to finish a run of Ground Plaza Easy and you are asked to play for 10 minutes, just play 3 (or 4) runs. P a g e | 3 Benchmarks Below is a set of target high scores for a scenario in each category. Try each scenario as many times as you want and pick a level and routine based on your performance. Note that the score targets are for your high score, not average. This is just because tracking averages can be unreliable and tedious. Bounce 180 Sparky Bounce 180 Tracking Pasu Track Invincible v2 Complete Beginner <50 <40 <3000 Intermediate Beginner 50 to 55 40 to 45 3000 to 3600 Advanced Beginner 55 to 65 45 to 56 3600 to 4500 Sub-Intermediate 65 to 75 56 to 68 4500 to 5500 Intermediate 75 to 85 68 to 80 5500 to 6200 Advanced 85 to 95 80 to 90 6200 to 6900 Sub-Aimbeast 95+ 90+ 6900+ What level to start at Where you start is up to you but the routines are designed to be appropriate to your skill level. I would generally suggest meeting two of the score targets for a level to justify starting there. If you are lacking a fair bit in some categories compared to others, I would also consider starting on the balanced routines to help you catch up. Should I do the Tracking, Click-Timing or Balanced Routines? Which type of routine you do depends entirely on what you want to focus on. Whether that is a particular game you want to improve at, a type of weapon you want to improve at, or just whatever you feel you aren’t good at. Overwatch is a good example of these variables, even though its one game there are a lot of very different characters. Tracer and Soldier could be considered tracking-based characters, while Ashe, McCree and Widow could be considered click timing. Balanced routines are for if you play a mix of both. As an example; Tracking = sustained rate of fire = Soldier76/Spitfire/Lightning gun Click-Timing = Semi-auto = Shotguns/Snipers // ‘1-tap’ AR’s (AK/VANDAL) balanced routines often put an emphasis on target switching since it incorporates elements of both tracking and clicking. Generally tac shooters like CS/VAL are best practiced with Click-Timing routines. Most Battle royals and Team death match games would be a mix of either balanced or tracking. For most games, unless there is a very heavy focus on either low or high TTK (time to kill) it is hard to pin a specific routine type to that game. Just go with something similar to your playstyle. I should also mention since some people ask… It is only intended for you to do one of these routines, but you can do two a day if you want. Legacy benchmarks Meeting the score target for these qualifies as meeting the score target for that category of aim. At the moment this is 1wall6targets TE and Close Long Strafes Invincible. 1wall6targets TE was replaced since it is very common to just not be very good at static click timing scenarios like this, especially among people who don’t play tactical shooters like CS:GO and Valorant. Close Long Strafes Invincible was replaced since it is favours high refresh rate too much. Legacy benchmarks 1wall6targets TE Close Long Strafes Invincible Complete Beginner <115 <10000 Intermediate Beginner 115 to 128 10000 to 12500 Advanced Beginner 128 to 140 12500 to 13800 Sub-Intermediate 140 to 160 13800 to 15200 Intermediate 160 to 175 15200 to 16400 Advanced 175 to 195 16400 to 17300 Sub-Aimbeast 195+ 17300+ P a g e | 4 Complete Beginner Routines Don’t feel bad for starting here, you will breeze through the first few levels anyway. You also shouldn’t worry about how well you perform at this stage, just focus on getting a feel for the scenarios and your mouse. Do this stage for 1 week. You can also retry the benchmarks at any time if you feel like it, you do not have to beat them to move on though. Tracking Routine Time Midrange Long Strafes Invincible 10 mins Wide Wall 6Targets Jumbo 7 mins air far long strafes 10 mins Tile Frenzy 180 Strafing 4 mins Kindaclose Long Strafes 10 mins Vertical Long Strafes 4 mins Bounce 180 Tracking Large 8 mins 1wall6targets TE 180 7 mins Extras Kindaclose Mid Strafes Click-Timing Routine Time Wide Wall 6Targets Jumbo 10 mins Midrange Long Strafes Invincible 7 mins Tile Frenzy 180 Strafing 8 mins Vertical Long Strafes 4 mins 1wall2targets TE 6 mins patTargetSwitch 90 easy 8 mins Kindaclose Long Strafes 7 mins 5 Sphere Hipfire small 10 mins Extras Pokeball Frenzy Auto 1w6ts Balanced Routine Time Midrange Long Strafes Invincible 10 mins Tile Frenzy 180 Strafing 8 mins Target Switching 90 7 mins Kindaclose Long Strafes 10 mins 5 Sphere Hipfire small 7 mins Vertical Long Strafes 4 mins Tile Frenzy 180 Strafing Tracking 7 mins 1wall6targets TE 180 7 mins Extras patTargetSwitch 90 easy P a g e | 5 Intermediate Beginner Routines I would suggest looking at (if you haven’t yet); 1-minute challenge exceptions on page 13 Do this stage for 1 to 2 weeks or retry the benchmarks whenever you want. Like before doing the benchmarks isn’t a requirement. Tracking Routine Time gp close long strafes 8 mins B180T Sparky Easy 6 mins Wide Wall 6Targets 8 mins Cata IC Long Strafes Invincible 10 mins Tile Frenzy 180 Strafing 200Prct Tracking 8 mins Smoothness Trainer 6 mins FuglaaXYVert Easy 4 mins Tile Frenzy 180 Strafing Mixed 10 mins Extras Close Evasive 1 Vertical Long Strafes CIC2LS 1wall5targets_pasu slow Click-Timing Routine Time Wide Wall 6Targets 10 mins FuglaaXYVert Easy 4 mins 1w6ts reload 8 mins patTargetSwitch easy 8 mins Tile Frenzy 180 Strafing Mixed 8 mins fuglaaXYLongstrafes 8 mins 1wall5targets_pasu slow 10 mins Smoothness Trainer 4 mins Extras gp close long strafes Vertical Long Strafes devTS Goated Easy Bounce 180 Sparky Easy Balanced Routine Time gp close long strafes 8 mins 1w6ts reload 7 mins FuglaaXYVert Easy 4 mins devTS Goated Easy 8 mins Microshot Speed 2targets 5 mins B180T Sparky Easy 6 mins 1wall2targets TE 5 mins Cata IC Long Strafes Invincible 10 mins 1wall5targets_pasu slow 7 mins Extras Close Evasive 1 Vertical Long Strafes Tile Frenzy 180 Strafing 300Prct Tracking Bounce 180 Sparky Easy P a g e | 6 Advanced Beginner Routines If you haven’t yet, I would suggest looking at; 1-minute challenge exceptions on page 13 Extras and alternatives on page 2 After 3 to 4 weeks you can move on to sub-intermediate. Or give the benchmarks another shot whenever you think you are ready for the next level. As long as the next level doesn’t feel too difficult you will be fine. Tracking Routine || Alternatives Time RexStrafesCata Invincible || air nuns easy 10 mins 1wall 6targets small || Microshot Speed 2targets 7 mins Thin aiming long invincible || B180TI Sparky 7 mins CIC2LS || LG Pin Practice 360 10 mins Close Evasive 1 || Air NUNS AIO Easy 10 runs 1wall5targets_pasu slow 8 mins Kindaclose Mid Strafes || VSS Close Long 8 mins Extras Ground Plaza Easy FuglaaXYVert Bounce 180 Sparky Easy Bounce 360 Tracking voxTargetSwitch 250% more hp Click-Timing Routine || Alternatives Time Wide Wall 6Targets || Pokeball Frenzy Auto TE Wide 10 mins Cata IC Long Strafes Invincible || B180TI Sparky 8 mins 1wall 6targets small || Tamspeed 2bp 8 mins patTargetSwitch No Reload || devTS Goated Easy 8 mins Bounce 180 Sparky Easy || 1w2t smallflicks 60s 8 mins Air NUNS AIO Easy 8 mins 1wall5targets_pasu slow 10 mins Extras Reflex Flick – Easy Reload 1wall5targets_pasu reload Close Evasive 1 FuglaaXYVert voxTargetSwitch 1wall6 Flick Balanced Routine || Alternatives Time RexStrafesCata Invincible || Kindaclose Mid Strafes 8 mins Bounce 180 Sparky Easy || Wide Wall 6Targets 7 mins CIC2LS || tamTargetSwitch Easy 8 mins Thin aiming long invincible || B180TI Sparky 6 mins 1wall 6targets small || Tamspeed 2bp 7 mins patTargetSwitch No Reload || 1wall6 flick 8 mins 1wall5targets_pasu slow 8 mins Close Evasive 1 || air nuns easy 8 mins Extras Ground Plaza Easy FuglaaXYVert 1wall5targets_pasu reload voxTargetSwitch Target Switching 360 P a g e | 7 Sub-Intermediate Routines If you haven’t yet, I would suggest looking at; Extras and alternatives on page 2 After 5 to 8 weeks you should try the intermediate routine. If they feel too difficult then don’t feel forced to move on Tracking Routine || Alternatives Time Close Evasive 2 || Midrange Fast Strafes Invincible 10 mins B180TSI Sparky || Fountain Tracking - Easy 8 mins Bounce 180 Sparky Easy || Wide wall 6Targets 6 mins Thin Gauntlet || Ground Plaza Easy 10 mins Air NUNS AIO Medium || Fortnite Gliders 360 10 mins 1wall5targets_pasu Reload || 1wall 6targets small 6 mins LG Pin Practice 360 || kinTS NR 10 mins Extras Close Evasive 3 Pasu Vert Track Tamspeed 2bps Reflex Flick – Easy Reload Reflex Flick – Mini Reload patTargetSwitch No Reload Cube Whoosh Easy Click-Timing Routine || Alternatives Time Wide Wall 6Targets || psalmflick 10 mins Kindaclose Mid Strafes || B180TI Sparky 6 mins 1wall 6targets small || 1wall6flick 10 mins patTargetSwitch 360 || Tamspeed 2bps 10 mins Bounce 180 Sparky || voxTargetSwitch 10 mins Air nuns easy || Thin Gauntlet 6 mins 1wall5targets_pasu Reload || Popcorn sparky easy 8 mins Extras Reflex Flick – Fair Reload Reflex Flick – Mini Reload Close Evasive 2 B180TSI Sparky Pasu Vert Track Pokeball Frenzy Auto 1w6ts devTargetSwitch Goated Balanced Routine || Alternatives Time Air NUNS AIO Medium || Ground Plaza Easy 10 mins voxTargetSwitch 250% more hp || 1wall6flick 8 mins Bounce 180 Sparky || psalmflick strafing SR 10 mins Close Evasive 2 || 1wall5targets_pasu Reload 10 mins Cube Whoosh Easy || Thin Gauntlet 8 mins Popcorn sparky easy || B180TSI Sparky 6 mins Pokeball Frenzy Auto TE Wide || 1wall 6targets small 8 mins Extras Fortnite Gliders 360 Pasu Vert Track Close Evasive 3 Tamspeed 2bps Reflex Flick – Easy Reload Reflex Flick – Mini Reload devTargetSwitch Goated Air Target Switching 360 tamTargetSwitch LR P a g e | 8 Intermediate Routines If you haven’t yet, I would suggest looking at; Movement/Dodge Scenarios on page 14 Since you are going to be doing this level for longer than the previous levels, I’m going to give you score targets to meet. You Don’t need to meet all of the score targets, but you should try for a good handful, around four to eight scores should be a good target. Tracking Routine || Alternatives Close Fast Strafes Invincible || Close Evasive 3 Ground Plaza No UFO Thin Gauntlet || tamTargetSwitch Smooth Fortnite Gliders 360 Air II || Pasu Track Invincible v2 B180TSI Sparky 1wall5targets_Pasu Reload || patTargetClick Popcorn Sparky kinTS NR || Bounce 180 Sparky Bounce 360 Tracking voxTargetSwitch 250% more hp || psalmflick Strafing Tracking Skeet Tracking Goated Extras Air Dodge Sparky lgc3 Reborn Varied Easy LG Plaza Dodge Easy Arc Dodge Bounce 360 Tracking Dodge Pistol Strafe Gallery Sparky tamTargetSwitch Smooth Ground Plaza Sparky Quake Smoothbot Invincible Goated 1wall 6targets small Microshot Speed 2targets psalmflick Strafing SSR tamTargetSwitch LR patTargetSwitch V2 Cube Whoosh Tracking Tracking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Close Fast Strafes Invincible: 9600+ Close Evasive 3: 10000+ Ground Plaza No UFO: 99908+ Thin Gauntlet: 865+ Fortnite Gliders 360: 3500+ Air II: 810+ Pasu Track Invincible v2: 6200+ B180TSI Sparky: 3200+ Skeet Tracking Goated: 2800+ 1wall5targets_Pasu Reload: 120+ patTargetClick: 6000+ Popcorn Sparky: 200+ Bounce 180 Sparky: 83+ tamTargetSwitch Smooth: 27+ kinTS NR: 20500+ Bounce 360 Tracking: 64+ voxTargetSwitch 250% more hp: 138+ psalmflick Strafing Tracking: 60+ Click-Timing Routine || Alternatives 1wall 6targets small || Wide Wall 6Targets 1w2t smallflicks 60s voxTargetSwitch Click || patTargetClick Tamspeed 2bpes 1wall5targets_Pasu Reload || Bounce 180 Sparky psalmflick Strafing SSR Thin Gauntlet || tamTargetSwitch Smooth Ground Plaza Sparky Quake patTargetSwitch 360 || 1wall6 Flick Air II voxTargetSwitch || Popcorn Sparky Pokeball Frenzy Auto 1w6ts Extras Bounce 180 Dodge Pistol Strafe Gallery Sparky Pasu Dodge Easy Air Dodge Sparky Bounce 360 Tracking Dodge patTargetSwitch Dodge 360 v2 B180TSI Sparky Fortnite Gliders 360 Close Evasive 3 Reflex Flick – Fair Reload Wide Wall 6Targets Pasu Reload Microshot Speed 2targets ValTargetSwitch devTargetSwitch goated xenTargetSwitch P a g e | 9 Clicking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Thin Gauntlet: 863+ Ground Plaza Sparky Quake: 872+ Air II: 807+ 1wall 6targets small: 1100+ Wide Wall 6Targets: 127+ 1w2t smallflicks 60s: 1400+ voxTargetSwitch Click: 93+ patTargetClick: 6100+ Tamspeed 2bpes: 87+ 1wall5targets_Pasu Reload: 122+ Bounce 180 Sparky: 85+ psalmflick Strafing SSR: 82+ Popcorn Sparky: 210+ tamTargetSwitch Smooth: 27+ patTargetSwitch 360: 5550+ 1wall6 Flick: 117+ voxTargetSwitch: 97+ Pokeball Frenzy Auto 1w6ts: 110+ Balanced Routine || Alternatives Ground Plaza Sparky Quake || Air II Thin Gauntlet 1wall5targets_Pasu Reload || 1wall 6targets small voxTargetSwitch Click Psalmflick Strafing Tracking || tamTargetSwitch LR voxTargetSwitch Close Fast Strafes Invincible || psalmflick Strafing SSR Bounce 360 Tracking patTargetClick || 1wall6 flick Pasu Track Invincible v2 kinTS NR || B180TSI Sparky Microshot Speed 2targets Extras Bounce 360 Tracking Dodge Arc Dodge Switch patTargetSwitch Dodge 360 v2 Bounce 180 Dodge lgc3 Reborn Varied Easy Arc Dodge Skeet Tracking Goated Fortnite Gliders 360 Close Evasive 3 Tamspeed 2bps Reflex Flick – Fair Reload Bounce 180 Sparky patTargetSwitch V2 Cube Whoosh Pokeball Frenzy Auto 1w6ts Balanced Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Ground Plaza Sparky Quake: 874+ Air II: 810+ Thin Gauntlet: 863+ Close Fast Strafes Invincible: 9500+ Pasu Track Invincible v2: 6200+ B180TSI Sparky: 3200+ 1wall5targets_Pasu Reload: 120+ 1wall 6targets small: 1075+ voxTargetSwitch Click: 92+ psalmflick Strafing SSR: 82+ patTargetClick: 6000+ Microshot Speed 2targets: 244+ psalmflick Strafing Tracking: 60+ tamTargetSwitch LR: 35+ voxTargetSwitch: 97+ Bounce 360 Tracking: 64+ 1wall6 Flick: 117+ kinTS NR: 20500+ P a g e | 10 Advanced Routines If you haven’t yet, I would suggest looking at; Movement/Dodge Scenarios on page 14 As with Intermediate you do not need to meet all the score targets, but you should try to get a good amount of them, around a half to a full dozen is a good goal to set. Tracking Routine || Alternatives Close Fast Strafes Invincible - Thin || Close Evasive 4 VSS GPAIO Flicker Plaza Smoothbot Invincible Goated || tamTargetSwitch Smooth Hard Thin Gauntlet v2 5678 Air Angelic+ II || Popcorn Goated Tracking Invincible Bounce 180 Tracking Small lgc3 Reborn Varied || Air Dodge II LG Plaza Dodge Close FS Dodge Bounce TS Dodge Park || Ground Plaza patTargetClick PSGS Small Leap 180 Tracking || psalmflick Strafing Tracking kinTS NR kinTargetSwitch small no reload Extras Lgc3 Reborn Varied Hard LG Plaza Dodge Hard XY Tracking Dodge Hard patTargetSwitch Dodge 360 v2 Fountain Tracking Air Angelic II Close Evasive 5 Pasu Track Invincible v2 Close Fast Strafes Shotgun patTargetClick Small 1shot Tamspeed 2bpes pasu small reload tamTargetSwitch Smooth Small kinTargetSwitch 360 Small No Reload Cube Whoosh Tracking 360 Tracking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Close Fast Strafes Invincible - Thin: 8400+ Close Evasive 4: 8600+ VSS GPAIO: 9400+ Flicker Plaza: 870+ Smoothbot Invincible Goated: 3550+ Thin Gauntlet v2 5678: ??? Air Angelic+ II: 850+ Popcorn Goated Tracking Invincible: 1300+ lgc3 Reborn Varied: 28700+ Air Dodge II: 135+ LG Plaza Dodge: ??? Close FS Dodge: 14800+ Ground Plaza: 865+ patTargetClick: 6600+ PSGS Small: 192000+ tamTargetSwitch Smooth Hard: 25+ Bounce 180 Tracking Small: 64+ Bounce TS Dodge Park: 7400+ Leap 180 Tracking: 47+ psalmflick Strafing Tracking: 64+ kinTS NR: 22300+ kinTargetSwitch small no reload: 15800+ Click-Timing Routine || Alternatives 1wall 6targets small || Wide Wall 6Targets Wide Wall 10 Extra Small 1wall2targets TE Popcorn Sparky || pasu small reload Leap 180 Reload Tamspeed 2bpes patTargetClick Small 1shot || Floating Heads Timing 400% PSGS Small Bounce CT Dodge Park Floating Heads 50% HP 400% || Popcorn Goated Tracking Invincible centering I tamTargetSwitch Smooth Small 1wall6 Flick Small+ || Reflex Micro++ Flick Reflex Flick – Hard Reload Microshot Speed Small 2 Targets devTargetSwitch Goated Small || Bounce 180 Tracking Small voxTargetSwitch Small patTargetSwitch Dodge 360 v2 Extras Pasu Dodge patTargetClick Dodge Air Dodge II Bounce TS Dodge Park Thin Gauntlet v2 5678 Popcorn Goated Tracking Invincible Flicker Plaza Psalmflick strafing ESSR 1w2tes Target Acquisition Flick Jumbo 1wall6Targets TE devTargetSwitch 360 voxTargetSwitch tamTargetSwitch Control 1wall6 Flick P a g e | 11 Clicking Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Popcorn Goated Tracking Invincible: 1250+ centering I: 9800+ 1wall 6targets small: 1200+ Wide Wall 6Targets: 140+ Wide Wall 10 Extra Small: 85+ 1wall2targets TE: 146+ Popcorn Sparky: 260+ pasu small reload: 74+ Leap 180 Reload; 55+ Tamspeed 2bpes: 94+ patTargetClick Small 1shot: 4400+ Floating Heads Timing 400%: 2650+ PSGS Small: 195000+ Bounce CT Dodge Park: 8000+ Floating Heads 50% HP 400%: 2100+ tamTargetSwitch Smooth Small: 14+ 1wall6 flick small+: 99+ devTargetSwitch Goated Small: 325+ Bounce 180 Tracking Small: 63+ voxTargetSwitch Small: 76+ patTargetSwitch Dodge 360 v2: 7900+ Balanced Routine || Alternatives Air Angelic+ II || Ground Plaza Smoothbot Invincible Goated Bounce 180 Tracking Small pasu small reload || Floating Heads Timing 400% Popcorn Sparky patTargetClick psalmflick Strafing Tracking || 1wall6 Flick Small+ KinTS NR Cube Whoosh Close Fast Strafes Invincible - Thin || Psalmflick strafing SSR Flicker Plaza voxTargetSwitch patTargetSwitch Dodge 360 v2 || Bounce TS Dodge Park lgc3 Reborn Varied PSGS Small voxTargetSwitch 250% || tamTargetSwitch Smooth Hard Air Dodge II Wide Wall 6Targets Extras LG Plaza Dodge Close FS Dodge Pasu Track Dodge patTargetClick Dodge Popcorn Goated Tracking Invincible Thin Gauntlet v2 5678 Close Evasive 4 Fountain Tracking Microshot Speed Small 2 Targets Target Acquisition Flick Psalmflick strafing ESSR Jumbo 1wall6Targets TE devTargetSwitch 360 kinTargetSwitch 360 Small No Reload Cube Whoosh Tracking 360 Balanced Routine Score Targets: Not all of the scenarios have score targets yet, the score targets set are also subject to change. Air Angelic+ II: 850+ Ground Plaza: 864+ Smoothbot Invincible Goated: 3500+ Close Fast Strafes Invincible - Thin: 8300+ Flicker Plaza: 868+ lgc3 Reborn Varied: 28700+ Air Dodge II: 133+ pasu small reload: 73+ Floating Heads Timing 400%: 2600+ Popcorn Sparky: 250+ patTargetClick: 6600+ psalmflick Strafing SSR: ??? PSGS Small: 195000+ Wide Wall 6Targets: 137+ Bounce 180 Tracking Small: 64+ psalmflick Strafing Tracking: 64+ 1wall6 flick small+: 99+ kinTS NR: 22500+ Cube Whoosh: ??? voxTargetSwitch: 107+ patTargetSwitch Dodge 360 v2: 8000+ Bounce TS Dodge Park: 7400+ voxTargetSwitch 250%: 88+ tamTargetSwitch Smooth Hard: 25+ P a g e | 12 FAQ, Advice & Theoretics How do I get my Fortnite sense into Kovaaks? / Why does my Fortnite sense feel too fast? Your Fortnite sense won’t feel the same in Kovaaks due to most scenarios being in first person. Your sense feels faster the lower FOV you are on, and while setting your FOV to 80 Fortnite is technically the same angle of FOV, the different perspective still results in seeing less of your surroundings. So it is generally recommended that you just play on 103 overwatch FOV since it is a more appropriate FOV for first person play (third person games usually have much lower FOV to compensate for the perspective). After that just set your sense scale to Fortnite percent and copy your sense from Fortnite. You can tweak it in kovaaks if it still doesn’t feel right but don’t stress too much about it. The way aim training works doesn’t rely on your sense being exact or identical. Why is Edpi bad? / what is cm/360? While Edpi (effective DPI, Sense * DPI) might work when talking to someone about a specific game, it is not very useful when talking about sensitivity in general since it is not the same for all games. Instead of Edpi you should learn what your sensitivity is in terms of cm/360 (inch/360, deg/mm, cm/rev). cm/360 is a measurement of how many centimetres of horizontal mouse movement is required to rotate a full 360-degrees in game. You can find out what your sense is in terms of cm/360 by using any of a number of sensitivity calculators, the best one I have found is this. Just choose your game, enter your in-game sense and the DPI of your mouse and it will tell you what that is in cm/360. Whatever website you used to find your cm/360 will (almost) always offer the ability to convert it to another game by telling you what sense you would use in that game. Why are the ratings bad for some of these scenarios? Kovaaks uses Steam’s workshop ratings which are heavily biased towards scenarios with a high play count. Because of this, well established scenarios that have been around for ages have much higher ratings than they deserve. This also causes a lot of new players to come into Kovaaks and grind scenarios like Tile Frenzy and Ascended Tracking v3 regardless of flaws with those scenarios. Basically the rating system is more a measure of popularity rather than quality. How much of my arm should be on my desk? / Should I hover my arm above the pad? As a starting point you should put your arm on the desk, at least your wrist and half your forearm, and lift your elbow enough that you aren’t putting unnecessary weight near your point of rotation as doing so will hinder your ability to turn smoothly. From there you can adjust as you see fit and figure out what works for you. Ideally only put enough of your arm’s weight down that it doesn’t stop you from sliding your arm across the pad. Your elbow and the forearm near your elbow can touch the pad, you just don’t want it to be too much weight or it will make it harder to move around smoothly. In general; More arm weight = more stability, too much arm weight = Too much resistance when turning. Less arm weight = easier to move, Too little arm weight = shoulder fatigue and a lack of control / stability. Feel free to play around with having your arm further forwards or back, how far from your side your elbow is, how much arm you use, etc… This is a pretty subjective part of aim training and what I have above is just a starting point to work from. P a g e | 13 1-minute challenge exceptions When following a guide it is generally expected that you would be playing the scenarios in challenge mode, which usually last one minute. Here is a list of ways and reasons a scenario might not just last one minute. 1. Time scale is a mechanic where the scenario runs slower (or faster) based on a multiplier set by the creator. So even if the challenge timer says 1 minute it will be longer anyway. The two main scenarios that use this are 1wall5targets_pasu and Bounce 180 which take 1:26 and 1:10 minutes respectively. Fortunately for you, the session timer was updated to not be affected by time scale in early 2020 so it will accurately reflect the amount of time you have spent playing the scenario, although it will not tick back time if you reset a challenge run part way through. You can also multiply the desired amount of time by the scenarios time scale, e.g. 8 mins * 0.7 = 5.6 or ~6 complete runs, (pasu is 0.7, bounce is 0.85). 2. The next reason a scenario might not take 1 minute is because of defined duration itself. Some scenarios were set to have a different amount of time by their creator, this one is pretty easy to figure out for yourself though, since the duration is right there in your face. Some examples are, tile frenzy at 30 seconds, pressure aiming at 2 minutes, ascended tracking at 1.5 minutes just to name a few. 3. The third reason why is because of what some would call a 'Plaza style' scenario. A Plaza style scenario is one where instead of playing the scenario for a specific amount of time, you are against a bot that changes each time you kill it, and the scenario ends once you have taken out all of the variants of the bot. The titular scenario here is called ground Plaza, other scenarios that fit this description include Air and thin gauntlet. It is important to note that these scenarios will trick you by saying you have a massive amount of time left in the challenge run, something like 16 minutes or even multiple hours, however these scenarios will usually only take somewhere from 2 to 5 minutes depending on which scenario specifically, and how good you are at them. Like I said, these end when you have taken out the last version of the bot, and they score you based on remaining time (most plaza style scenarios have 8 or 9 bots for you to take out). Motivational fatigue It is important that aim training doesn't feel like a chore otherwise you won’t improve much during the time you spend aim training. It is very easy to become jaded and complacent due to the effort and repetitiveness of aim training; this is a common cause of plateaus in improvement. There are a few pieces of advice I can give you; 1) Re assess what aim training means to you and what your goals are. You very well might just not have the drive or find enough enjoyment in the improvement process for aim training to feel worthwhile. 2) Try changing the way you divvy up your routine over the course of a day. You might enjoy the process more if you practice for periods of 20 minutes or so multiple times over the course of the day until you finish however much you set for yourself to do in a day. You could bounce back and forth between the scenarios you set for yourself to do, like 5 minutes of one, 5 of another etc and repeat until you have done however much you set out to do for each scenario. 3) Try different scenarios, You may find that what you are currently training on is stale or you are so familiar with the process of those scenarios that it doesn't interest you. This is a large part of why alternating scenarios daily or however often you like can be a good idea, keeping your routine engaging is an effective way to maintain interest. 4) It is worth understanding that a big part of becoming really good at any skill is overcoming the weight of your own expectations. Any success will make you feel good, failing to see that success repeatedly fills you with doubt. This doubt can lead you to become demotivated due to the lack of consistent reinforcement. You CAN however become very good at anything you put your mind to, and that is the truth. Believing it and having faith in your ability to improve is the best motivator you could hope for. P a g e | 14 Movement/Dodge Scenarios Dodge scenarios can be identified by an Underline and will first show up in the Extra scenarios in Intermediate and then the main routine in Advanced. Dodge scenarios will contain one or both of these scoring mechanics; Movement Score and Distance Travelled. “Distance Travelled” is based entirely on how far you travelled during the challenge run, the more you move the more score you get, so focus most of your attention on shooting while subconsciously strafing within the space given to you. “Movement Score” on the other hand is a bit more involved, in a scenario that uses movement score you will have a bar that fills up while you are strafing, when you changed directions you get given score equal to the time spent filling the bar multiplied by a specified value. Note that the strafing durations and multipliers are decided by the scenario’s creator. If the bar fills completely changing direction only gives you score based on the maximum time required to fill the bar so change directions before it fills up. Changing too early will usually result in you getting a lower multiplier. As long as you change directions while the bar is in the “good” section (green by default but you can change the colour in the UI settings) you will get the maximum score, so don’t stress about when exactly you change direction as long as it’s not immediately (i.e. don’t ADAD spam) and not while the bar is full. A good piece of advice I can give you is to go to the sound settings and add a sound to the “MBS – Good” field near the bottom, I personally like bodyShot02 and headshot02 for this. That way you get audible feedback for when you changed directions at the right time, this helps with avoiding the need to pay visual attention to the bar (you can even just turn the bar off in the UI settings). Aimer7 also made this strafe aiming guide that has a truly impressive amount of technical information in it that you should definitely consider reading. It also has some routines for learning how to strafe aim which are also worth trying. Tracking your progress while aim training Keeping track of your performance and improvement while aim training can be a great way to motivate yourself to keep going. Using a word/excel document to keep logs of your daily scores and your high scores is very common. Here are some resources you can use for tracking your progress. This excel spreadsheet that I made can be downloaded and used to track your progress. This document is macro-enabled so you will need to accept the macro when you open the spreadsheet. The macro is just for adjusting the ranges on the graphs automatically. This Google sheet is the same and does not require excel ,however it does not adjust the ranges on the graphs automatically. In order to edit the document just make a copy of it. You can also use fat dash to make graphs of your progress. Here is a video of how to use fat dash, and here is a pdf of how to use it.
AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER AIMER7 January 13, 2019 Contents What’s the purpose of this guide? 1 Why should we trust you rather than some Fortnite pro with no aim? 1 How to use this guide? 1 1. Introduction 1 What aim trainers do for sure 3 What aim trainer might do 3 What aim trainer won’t do 3 2. How to train properly? 4 3. Aim workout routines in KovaaK’s FPS aim trainer for everyone 5 3.1. For complete beginners 6 3.2. For intermediate beginners 6 3.3. For advanced beginners 7 3.4. For sub-intermediate players 9 3.5. For intermediate players 10 3.6. For advanced players 11 3.7. Sub aim beasts 13 4. Some videos of scenarios 14 What’s the purpose of this guide? To help people of low, moderate, and advanced skill level to improve their aiming skills. More precisely, since aim trainers are becoming trendy (and in particular KovaaK’s one, which is the one I’m going to use), to give some useful, simple and bullshit-free aim workout routines for them. To be a bit more blunt, I am tired (and so are many good players) of seeing newbies wasting their time on garbage scenarios such as Tile Frenzy and Ascended Tracking V57, expecting their aim to improve after 3 consecutive days of training to then realize that it did not (no shit?). This guide will (I hope) solve this problem, at least for now. Why should we trust you rather than some Fortnite pro with no aim? I mean, just read my twitch bio there? How to use this guide? The introduction is very general and motivates the use of daily workout routines in aim trainers so as to improve your aiming-skills. I suggest you read it, even if you’re already convinced that aim-trainers are good tools for this purpose. The second part explains good training habits while the third one deals with the routines themselves. In the fourth and last part, I made some compilation of good scores for the most popular scenarios involved in the routines. This should help newcomers to see how to play them, and the skill level they could expect to reach with enough time and training. 1. Introduction Thanks to Overwatch and Fortnite1 , the First-Person Shooter (FPS) genre has recently seen an increase in popularity. While the genre is more than 20 years old, it is still quite 1TPS but whatever, shooters are generally labelled as FPS 1 2 AIMER7 young compared to games like chess or go. Still, 20 years is more than enough for veterans like myself to establish (some) theories and good practices to follow in order to get good at them. The first thing to understand is that being good at a FPS is not the same as having good aim. An important distinction has to be made between the mechanics (aiming skills, movement skills, dodging skills, ...) and the game-sense skills (decision making, positioning, what to do when, ...). Of course, this distinction between mechanics and game-sense skills should not be taken too strictly: in order to have good aim in a FPS, one has to understand positioning, when to engage or when to disengage, weapons selection, or more simply to know the position of the opponent so as to not be surprised and to maximize damage output. This above distinction should not be taken too laxly either: some FPS players are recognized for their amazing mechanics, and are able to do things others can’t. Good mechanics allows to do more things, and can turn bad decisions into good ones, thus giving more freedom in playstyles. Playing fast and aggressively efficiently requires great mechanics, while defensive and passive play is more game-sense-oriented. Now, is it better to train your mechanics more than your game-sense skills in order to win at a FPS game? There is no universal answer for that. On the one hand, most popular games and rule-sets (like duel in quake or Overwatch 6v6) seem to minimize the impact of mechanics at high skill level: it is better to invest your time in game-sense skills rather than trying to be the god of aim in order to win. Fortnite seems to value building and editing skills more than aiming skills too, but in all of these cases, having a better aim than your opponent increases (from slightly to moderately) your chance of winning. On the other hand, aiming skills are like any other mechanical skills. They are universal and therefore translate from games to games, or can be trained and pushed for their own sake (like sprinting, weight-lifting, ...). Becoming better mechanically can therefore be a good investment if you expect future games to be mechanics-heavy, or if you enjoy the improvement process itself. As we pointed out, mechanics and especially aiming skills2 are universal parts of all FPS. That is, they translate from games to games and it therefore makes sense to explain how to improve at them generally. How to train your aiming skills? Until recently, people were forced to play their respective game to do so. Let us list some advantages and drawbacks of this method before we continue. For the advantages of playing your game in order to improve your aiming skills, we can think of this non-exhaustive list: • the movements (speed and acceleration) are the good ones, • the resolution, the field of view (fov), and other graphic settings are the good ones, • the mouse input is the one you care about. It’s indeed pathetic, but not all games have raw input, • the maps and their associated strong and weak positions are the ones you care about, • the weapon models, enemy models, sounds, and all the psychological effects associated to them are the good ones, • by playing a game, you increase your reading skills in it and can therefore take better decisions involving your aiming skills, • everything comes at once which forces your aiming skills to be efficient by taking into account the decision making part of the game, the movement (your and enemy’s one), and the map geometry. We call those aiming skills effective. For the drawbacks: • lots of down-time: not all games have good rule-sets (or mods) allowing for an efficient aim training. When you don’t aim, you don’t train. • no isolation possible: you cannot simulate the scenarios that would be the most beneficial for you and hence hardly improve on your weaknesses. • everything comes at once: you have to handle decision making, movement (your and enemy’s one), and aiming skills all at the same time. This is hard, and will often make you adopt a play-style that avoids your mechanical weaknesses rather than one 2 in plural because there is not one type of aim but many AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 3 which eventually makes you improve at them. We call the skill associated to the isolation of mouse-motion from everything else the mouse-control. The latter is not the same as effective aiming skills, but is nonetheless an important component of them. Thanks to the emergence of aim-trainers (aim-hero, aimlab, aimtastic, KovaaK’s, ...), the problems of down-time and isolation are semi-solved. They are only “semi-solved” because aim-trainers are so far mostly helping with the mouse-control part of aiming skills. The best aim trainer on the market is KovaaK’s FPS aim trainer because it runs smoothly, it offers a variety of customization for the graphic settings, and it allows its users to create their own scenarios (correct movement values, good weapons, ...) and even to build maps to isolate specific mouse-control weaknesses. Using aim trainers as a way to train your aiming skills is for sure useful, but to what extent? What aim trainers do for sure. : No down-time because all you do is shooting bots, which can be done whenever you want to. It also removes the fear or the frustration of losing while training your aim (hence preserving your ego if you care about that). Isolation of mousecontrol is supposedly perfect if you don’t move while practicing and are able to create any kind of scenarios. In practice, you don’t have infinite freedom in the movement patterns of the bots: the relative motion of a dodging guy from the perspective of a dodging player is hard to simulate while standing still. Isolation can be pushed so far that you might even create scenarios that are much harder than any situations you would encounter in practice3 . Your progress over time is measured thanks to statistics and scoring systems4 . The latter come naturally with leaderboards too, which makes your training competitive and will certainly motivate some people to train more. What aim trainer might do. : As just stated, you usually stand still in aim trainers. As a result, not every relative motion (from “real” games) is easily simulated. If you’re really serious about your aiming skills, you can always force yourself to move in a given scenario. By doing so, you’re going to reduce your score, and it might not be easy to stay motivated over long periods of time without the competitive aspect. Finding good scoring systems that give a strong incentive to move properly5 against a given dodge pattern is not easy. We can still expect some aspects of the interaction between movement and aim to be incorporated nicely (just give it time). What aim trainer won’t do. : They are not going to teach you dodging skills. They are not going to teach you all the game-sense skills associated with effective aiming skills. They are not going to teach you how to win at your “real” game. I hope that this (necessary) part is enough to convince people that aim trainers are actually useful to improve their aiming skills. I would like to add a final remark to it: in any competitive field (let it be a sport, a game, or a science), the skill level increases over long period of time. That is, the younger generations are better than the older ones. This is trivial, considering that the field is usually known and understood better, and this is shared to new generations. The understanding of the training methods themselves plays a significant part to this process. Aim trainers are new tools that FPS veterans didn’t have back then, and as a result they couldn’t isolate some of their weaknesses and improve them. It is now possible to do it in a relatively straightforward way, and even to do more than necessary. I therefore expect the best aimer of all times to be a young motivated talented aim trainer player that also trains his aim in “real” games (which is still necessary to have great effective aiming skills). It might be you, so what are you waiting to train? 3 this is a good point, he who can do more can do less 4 only for long periods of time. Locally, this is completely wrong and I’ll explain why in the next part 5you can always mirror the bot movement, which contributes to zero to your mouse-control 4 AIMER7 2. How to train properly? The goal of this section is to explain how to train properly. I’m just going to give well established facts, so you either believe me or not. To begin, the total number of hours is not a good measure of mechanics training. The latter will saturate (due to exhaustion) after a certain number of hours during the same day. As an example, it might be useful to train 2 or 3 hours a day6 , but adding hours to this scheme wouldn’t be very productive if not counter productive (you might burn out over long timescales, or get injured, especially if you play another “real” game in parallel). As a result, being consistent and playing every day of the week is more rewarding than playing 10 hours today and none for the next 3, that is, the number of consecutive days is a better measure of training than the number of hours7 . Improvement happens on a daily basis and during sleep. It is therefore very important, especially for aiming skills that rely on your reaction time and awareness, to sleep well. If you’re a try hard, you should split your mechanics training: play 1 hour now, and 1 hour later in the day. If you’re even more of a try hard, you can take naps between training sessions if you feel the need to. You shouldn’t neglect physical activity either, the latter makes you more alert and improves reaction time. I have no theory about nutrition and aiming skills, but some do, so feel free to ask on KovaaK’s discord. Stimulants like coffee, energy drinks, or drugs will of course improve your aiming skills and allow you to train more, but I wouldn’t recommend using them. Do not overtrain. You should be able to differentiate between a sane muscle pain (development of fine motor muscles) from others type of pain (tendon pain, ...). If you start experiencing a suspicious pain, train less and take some rest. You don’t want to get RSI. Again, the number of consecutive days of training is what matters for improvement: you won’t improve if you can’t play because you’re injured, so try to avoid it. If you feel tired of training your mechanics every day, you can take one or two weeks break. You can improve after such a break because your fine motor muscles are still developing while not training actively. Moreover, you will come back with a fresh mind and will be more motivated. Aim trainers have scoring systems and high-scores based leaderboards. Do not judge your daily (nor weekly) improvement by them. The latter are strongly influenced by luck (your own variability, the randomness of the bot patterns, respawns,...). Average performance is a better indicator of improvement than high-scores. The best indicator of daily or weekly improvement is by the mouse-feel: your mouse motion is becoming more solid (straight and clean movements are easier), smoother8 (no ugly and unwanted discontinuities), and feels more reactive because your nervous system is becoming faster at making your mouse move when you decide to (as if your arm or wrist had less “input lag”)9 . Now, suppose that you want to improve your aiming skills in order to be a better Overwatch or Fortnite player. Assuming your settings (fov, sensitivity, resolution, ...) are good for the game you care about, you should stick to them while playing an aim trainer. Do not cheese, that is, do not change your settings to increase your score in an aim trainer, it does not make you better. More generally, good settings are hard to be good with but have a much better return on invest than bad settings which are instantly rewarding, especially if you are not very skilled. Just be confident in the time invested into training and do not assist your lack of skill with bad settings, there is a price to pay for that once you become good enough. Do not hesitate to complement your aim trainer workout with a “real” game one. Some hard situations you encounter in real games are complementary to situations you encounter in aim trainers. As funny as it sounds, the other way around works too: if your main game 6know yourself and experiment, it might be 1h30 or 4h00 for you 7 even if you only play 30 min one day, which is barely enough for you to not lose skill when you’re good 8 smoothness is synonymous of skill for tracking skills 9 a theory I have is that some bad days are a consequence of your lack of control over your newly gained physical abilities. As in, you have better muscles, better reactivity, but you don’t know yet how to use them properly. That is, it is perfectly normal to fluctuate from good to bad periods during improvement. AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 5 is an aim trainer and your will is to be the best at it, do not hesitate to play a game like Overwatch (on hitscan heroes in ladder or ffa, ...) or Quake (lg duel, ffa, ...) to complement your aim trainer skills. As a last remark, let me recall some triviality: not everyone can be great. Aiming is no different than any other field (sports, sciences, or anything really), your genetics matters at the end of the skill distribution. Fortunately for you, most people are not trying to be great, so even with an average genetics10, training hard will pay off. Don’t hesitate to join KovaaK’s discord to discuss about more specific training methods (changing sensitivity, holding, ...) with experienced players. 3. Aim workout routines in KovaaK’s FPS aim trainer for everyone If the last parts convinced you that aim trainers are useful to train your aiming skills, then you must now wonder how to do it concretely. This is exactly the goal of this section to present some aim workout routines for all skill level. KovaaK’s FPS aim trainer being the best aim trainer on the market, all routines will use it. Up to this day (12/01/1911), there exists more than 400 scenarios in KovaaK. A considerable amount of them, while fun or perfectly fine to play if your main game is an aim trainer, won’t help your effective aiming skills in “real” games. Note that the game is growing, and new and better scenarios are being created every day. As a result, the aim workout routines are going to be updated and complemented in the future. For each skill level, routines will be decomposed into three classes: • tracking dominated routines: if you care more about tracking than “clicking heads”, then you should play this one. In particular, the best sensitivity range for tracking is 20 to 25cm/360◦ , and micro-corrections are made easier with hard and low friction mouse-pads. • click-timing dominated routines: if you care more about “clicking heads” rather than tracking you should play this one. This routine is not called a flick routine because flicking is a small part of this type of aim. If someone tells you that he has a flick aiming style, then he is definitely a retard and you should ignore him12. In particular, the best sensitivity range for click-timing aim is above 30cm/360◦ . Flicks are easier with cloth and high friction mouse-pads because it is easier to stop your mouse where you want to. • complete routines: it contains both tracking and click-timing aiming styles, for complete players. Good sensitivity range for versatility is from 21 to 27cm/360◦ for modern games. To make the reading of the routines easier, a color-code will be used: tracking scenarios will be written in blue, click-timing ones in red and target-switching ones in purple because they contain both a flick and tracking part. For try harders that want to train more, a star will be added in front of scenarios, say, ?Ground Plaza . The starred scenarios are therefore not mandatory. Some scenarios can be entirely replaced or complemented by similar ones that are put in parenthesis. We encourage everyone to explore different scenarios than the ones presented in the routines. The more situations you encounter, the better you will be. As an example, an aim workout routine is looking like this: • Air (ground plaza, plaza high ground, plaza low ground) 15 min. good to train vertical angles and offers a variety of different dodge patterns at both close and mid range, 10which you can’t really know until you really try anyway 11French format, who cares about non-users of the international system of units? 12The average accuracy of flicks is lower than anything else. It can of course be useful to switch (or lock a) target, which means that after the first flick your crosshair is supposedly close to the target. At this point, it is almost always better to micro-correct slowly and to time your shots to boost your accuracy rather than doing some idiotic flick to show off 6 AIMER7 • Tile Frenzy 180 Strafing 200% 15 min. 180◦ with moving targets of decent speed, • ?PatTargetSwitch 10 min. train your flick to track aiming skills. In this case, you can play Air for 15 minutes, or replace it with either ground plaza, plaza high ground, or plaza low ground. Feel free to split the 15 minutes into a combination of all of those too (for example playing 4 minutes of each ones). Do not hesitate to check the last part of this PDF, I selected some videos of top scores of the scenarios of the routines. 3.1. For complete beginners. If your mechanics are bottom 50%, you should consider yourself a complete beginner. It doesn’t hurt to start here, even with some FPS experience. Moreover, because complete beginners are bad at almost everything, there isn’t a lot of difference between the tracking dominated routine and the click-timing one. Before starting your workout journey, play Cata IC Long Strafes for 5 minutes (do not move while aiming). You can consider yourself an intermediate beginner after 10 to 15 days of consecutive training of the next routine. Tracking dominated routine: • Close Long Strafes 15 min. the invincible version is a better alternative for better players, • FuglaaXYLongStrafe 10 min. harder to hit so good for precision, and introduces a little verticality, • Vertical Long Strafes 15 min. isolate simple vertical tracking perfectly, • 1wall6targets TE 10 min. a classic one, • Tile Frenzy - Strafing - 01 10 min. effective click timing is only useful if targets are moving, • ?LG Pin Practice 360 10 min. maybe too hard but you’re a try harder, right? Click-timing dominated routine: • 1wall6targets TE 15 min. a classic one, • Tile Frenzy - Strafing - 01 10 min. effective click timing is only useful if targets are moving, • 1wall 1target 15 min. this is a completely useless scenario at high skill because it only test visual reaction time, very good for you right now still, • Close Long Strafes 10 min. the invincible version is a better alternative for better players, • Vertical Long Strafes 10 min. isolate simple vertical tracking perfectly, • ?Tile Frenzy - Strafing - 02 10 min. a more precise version of the above one. Complete routine: • Close Long Strafes 10 min. the invincible version is a better alternative for better players, • 1wall6targets TE 10 min. a classic one, • FuglaaXYLongStrafe 10 min. harder to hit so good for precision, and introduces a little verticality, • Tile Frenzy - Strafing - 01 10 min. effective click timing is only useful if targets are moving, • Vertical Long Strafes 10 min. isolate simple vertical tracking perfectly, • 1wall 1target 10 min. this is a completely useless scenario at high skill because it only test visual reaction time, very good for you right now still. 3.2. For intermediate beginners. Before starting your intermediate beginner journey, reserve one day of training to have fun with other scenarios and to set a high score in Cata IC Long Strafes (without moving, again) and 1wall6target TE . If you did the AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 7 complete beginner routine, enjoy the improvement. You can consider yourself an advanced beginner after 10 to 15 days of the following program. Tracking dominated routine: • Close Long Strafes Invincible 15 min. a classic, • Thin Aiming Long Invincible 10 min. very good for precision, try to be as smooth as you can, • Vertical Long Strafes 15 min. isolate simple vertical tracking perfectly, • 1wall9000targets 10 min. this one is pure click-timing and will also improve your tracking. Do not reposition your mouse once, • Tile Frenzy - Strafing - 02 10 min. a more precise version of the 01 one, • ?RexStrafesCata 10 min. this one will prepare you for fast strafes scenarios, you might struggle. The bot shots at you with knockback but you want to aim at it without moving, so press forward + right strafe during all the scenario. Click-timing dominated routine: • 1wall 6targets small 15 min. working on your precision, • Tile Frenzy - Strafing - 02 10 min. effective click timing is only useful if targets are moving, • Tile Frenzy 180 15 min. will improve your large angle flicks, • Thin Aiming Long Invincible 10 min. very good for precision, try to be as smooth as you can, • Vertical Long Strafes 10 min. isolate simple vertical tracking perfectly, • ?Tile Frenzy - Strafing - 03 10 min. a yet again more precise version of the 02 one. Complete routine: • Close Long Strafes Invincible 10 min. a classic, • 1wall 6targets small 10 min. working on your precision, • Thin Aiming Long Invincible 10 min. very good for precision, try to be as smooth as you can, • 1wall9000targets 10 min. this one is pure click-timing and will also improve your tracking. Do not reposition your mouse once, • Vertical Long Strafes 10 min. isolate simple vertical tracking perfectly, • Tile Frenzy 180 10 min. will improve your large angle flicks, 3.3. For advanced beginners. As before, take one day to have fun with other scenarios and to set a high score in Cata IC Long Strafes and 1wall6target TE . Until now, everything you did was easy and straightforward. It’s time to make you understand how bad you are: play one run of Close Fast Strafes even if you’re a click-timing player. You should experience two problems: • you’re completely flooded by the bot movement: you don’t understand where the bot is with respect to your crosshair. You therefore can’t correct because you don’t know what to do. Your reading skills are bad and it’ll be long for them to get good. • you’re very slow at reacting to change of direction and at aiming properly then. Your reactivity (a form of continuous reaction time related to reading skills) is bad. We call reaction part the time between a failure of proper tracking and the very beginning of a correction (say, when the bot changed direction). It can be improved and is probably related to your (discrete) reaction time too. We call correcting part the time it takes for you to track the bot properly after you just started to move the mouse in order to correct. The correcting part is related to your flick to track skills: ideally, you should flick instantly toward the bot so your reactivity is exactly your continuous reaction time. The thing is, the faster the correcting flick, the harder it is to track properly 8 AIMER7 then. At your skill level you don’t want to flick fast, try to have a smooth aim even if you’re losing time during the correcting part (say, when the bot changes directions). Note that even if you’re a click-timing player, you have to be able to read this kind of movement properly to hit it. You will therefore have to play some tracking scenarios still because it seems to be the most efficient way to improve reading skills. As an example, I never train projectiles and I have the world record on Cata Orb Fast Strafes (12500+) because I can read the movement better than projectile only players. Let me now present a theory that seems true, but I suggest that you check it for yourself too. Theory: Aiming by focusing directly at the target (the bot in our case) increases your reading skills, and therefore improves reactivity. Aiming by focusing at the crosshair makes you smoother, more precise, and more aware of your crosshair position with respect to the target. If we believe this theory, then focusing at the enemy model is better for close-range situations and against (good) dodgers. Focusing on the crosshair is better at long-range situations, against bad dodgers, and will increase your click-timing accuracy13 because you’re more aware of the exact crosshair position. Feel free to experiment, and to try to adapt your aiming-style (model-focused against crosshair-focused) depending on the scenarios. It’s now time to give the routines. Note that you can consider yourself a sub-intermediate after three to five weeks of consecutive training. At this point, you should not hesitate to play the weekly competition (just search for “week”). Tracking dominated routine: • RexStrafesCata (fuglaaXYShortStrafes) 15 min. two classic to choose from, • Close Long Strafes Invincible (Thin Aiming Long Invincible) 10 min. I suggest that you train both but not the same day, • LG Pin Practice 360 15 min. your first target switch scenario, a very good and simple one with verticality, • 1wall6Targets TE (1wall9000targets) 10 min. play 1wall6Targets TE a bit more. Do not reposition your mouse, • 1wall 6targets small 10 min. work on your precision, • ?Vertical Long Strafes 10 min. it never hurts to play this old friend, • ?Ground Plaza Easy 1 or 2 runs have fun, Click-timing dominated routine: • 1wall6Targets TE (1wall9000targets) 15 min. play 1wall6Targets TE twice more. Do not reposition your mouse, • 1wall 6targets small (Pokeball Frenzy Auto Small, 1wall2targets small flicks)10 min. work on your precision and speed, • LG Pin Practice 360 15 min. your first target switch scenario, a very good and simple one with verticality, • Tile Frenzy 180 Strafing a very good 180◦ scenario. Focus on what you lack the most between speed and accuracy. The minimum accuracy to achieve is 85%, the maximum before you have to improve on speed is 95%, • RexStrafesCata (fuglaaXYShortStrafes) 10 min. two classic to choose from, • ?1wall5targets pasu 10 min. much better than the 1w6t ones but much harder too, • ?Ground Plaza Easy 1 or 2 runs have fun, Complete routine: • RexStrafesCata (fuglaaXYShortStrafes) 10 min. two classic to choose from, • 1wall6Targets TE (1wall9000targets) 10 min. play 1wall6Targets a bit more. Do not reposition your mouse, 13but not necessarily flicks because it’s slow to “check” that your crosshair is, or will be soon, on the target AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 9 • LG Pin Practice 360 10 min. your first target switch scenario, a very good and simple one with verticality, • Tile Frenzy 180 Strafing a very good 180◦ scenario. Focus on what you lack the most between speed and accuracy. The minimum accuracy to achieve is 85%, the maximum before you have to improve on speed is 95%, • Close Long Strafes Invincible (Thin Aiming Long Invincible) 10 min. I suggest that you train both but not the same day, • 1wall 6targets small (Pokeball Frenzy Auto Small, 1wall2targets small flicks)10 min. work on your precision and speed, • ?Vertical Long Strafes 10 min. it never hurts to play this old friend, • ?1wall5targets pasu 10 min. much better than the 1w6t ones but much harder too, • ?Ground Plaza Easy 1 or 2 runs have fun, 3.4. For sub-intermediate players. The serious things are starting, and this is only the beginning. Do this for at least 3 to 5 consecutive weeks, then try the intermediate routine. If the latter feels too hard and counter-productive, do not insist. Tracking dominated routine: • RexStrafesCata (fuglaaXYShortStrafes) 15 min. two classic to choose from, • Close Fast Strafes Easy (Cata IC FastStrafes)10 min. I suggest that you train both but not the same day, • Vertical Long Strafes (Close Long Strafes Invincible) 10 min. two old friends that will follow you all of your life-time, • Tile Frenzy 180 Strafing Tracking (LG Pin Practice 360, Target Switching 360) 10 min. play all of them equally, • Bounce 180 Tracking 10 min. a very good target switch scenario that will work on your precision, • Ground Plaza Easy 1 or 2 runs have fun, • ?Vertical Fast Strafes 15 min. this one is hard for everyone but is a necessary evil, so better start early, • ?1wall5targets pasu 10 min. much better than the 1w6t ones but much harder too, Click-timing dominated routine: • Bounce 180 15 min. a very good scenario you want to play, as usual, 85% accuracy is the worst you are allowed to have (reduce speed if it’s lower) and 95% the maximum one (increase speed if it’s higher), • 1wall 6targets small (Pokeball Frenzy Auto Small, 1wall2targets small flicks, 1wall 1target)10 min. work on your precision and speed, • 1wall5targets pasu 10 min. much better than the 1w6t ones but much harder too, • RexStrafesCata (fuglaaXYShortStrafes) 10 min. two classic to choose from, • Tile Frenzy 180 Strafing 200% a very good 180◦ scenario. Focus on what you lack the most between speed and accuracy. The minimum accuracy to achieve is 85%, the maximum before you have to improve on speed is 95%, • Ground Plaza Easy 1 or 2 runs have fun, • ?Close Fast Strafes Easy (Cata IC FastStrafes)10 min. I suggest that you train both but not the same day. As I said before, even if you’re a click-timing player, you need to work on your reading skills, so don’t hesitate to play those if you have time. Complete routine: • RexStrafesCata (fuglaaXYShortStrafes) 10 min. two classic to choose from, 10 AIMER7 • Close Fast Strafes Easy (Cata IC FastStrafes)10 min. I suggest that you train both but not the same day, • Bounce 180 or Bounce 180 Tracking 10 min. play both equally, • 1wall5targets pasu 10 min. much better than the 1w6t ones but much harder too, • Tile Frenzy 180 Strafing Tracking (LG Pin Practice 360, Target Switching 360) 10 min. play all of them equally, • Ground Plaza Easy 1 or 2 runs have fun, • Vertical Long Strafes 10 min. it never hurts to play this old friend, 3.5. For intermediate players. You’re going to play this a lot, and it might therefore be interesting to give you some score to achieve before starting the advanced routine. Tracking dominated routine: • Close Fast Strafes Invincible (Cata IC FastStrafes, RexStrafesCata, fuglaaXYShortStrafes)15 min. you’re not a child anymore, so I’ll let you decide what to play when, • Vertical Fast Strafes (Vertical Long Strafes) 15 min. to train the reactivity and the smoothness of your vertical angles, • Tile Frenzy 180 Strafing 200% Tracking (PatTargetSwitch, Bounce 180 Tracking) 10 min. the three best target switch scenarios, • 1wall5targets pasu 10 min. try to aim at the targets directly, do not wait for them to pass over your crosshair, • Ground Plaza Easy 2 to 3 complete runs to prepare yourself for Air, • Air 1 to 3 complete runs you have the right to abandon a run if the bot is stuck at 90◦ above you for too long. Enjoy the ufo, • ?Ground Plaza (Plaza High Ground Easy, Plaza Low Ground Easy) 2 to 3 complete runs enjoy the two ufos. Some good goals to achieve for this skill-level are the following (you don’t need to achieve all of them before going to the next level): • get a couple of 42%+ average accuracy at Close Fast Strafe Invincible without accu-whoring, that is, while shooting for the whole scenario duration, • Get 38% to 40% average accuracy at Vertical Fast Strafes without accu-whoring, • get 99820+ as highscore at Air , • Get 6500+ as highscore at PatTargetSwitch , and 75+ as highscore at Bounce 180 Tracking , Click-timing dominated routine: • 1wall5targets pasu (1wall5targets pasu small) 10 min. try to aim at the targets directly, do not wait for them to pass over your crosshair, • Pressure Aiming - 7 targets (Pressure Aiming - 10 targets, 1wall6Targets TE, 1wall 6targets small) 10 min. you’re not a child anymore, so I’ll let you decide what to play when, • Target Acquisition Flick Easy 10 min. to begin your journey with useful flicks, • Close Fast Strafes Invincible (Cata IC FastStrafes, RexStrafesCata, fuglaaXYShortStrafes)10 min. a necessary evil for you, • Tile Frenzy 180 Strafing 200% (Bounce 180) 10 min. the two classic that you already know, • • Vertical Hand Warmup 10. min very good scenario to train your vertical clicktiming, made by the famous scenario creator of KovaaKs social skills trainer, • ?Ground Plaza Easy 2 to 3 complete runs to prepare yourself for Ground Plaza in your case, • ?Target Acquisition Flick 10 min. the adult version of the above one. AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 11 Some good goals to achieve for this skill-level are the following (you don’t need to achieve all of them before going to the next level): • get 1100+ as highscore at 1wall 6targets small , 12000+ at Pressure Aiming - 7 targets and 165+ at 1wall6Targets TE , • get 80+ as highscore at 1wall5targets pasu • get a couple of 38%+ average accuracy at Close Fast Strafe Invincible without accu-whoring, that is, while shooting for the whole scenario duration, • get 70+ as highscore at Bounce 180 . Complete routine: • Close Fast Strafes Invincible (Cata IC FastStrafes, RexStrafesCata, fuglaaXYShortStrafes)10 min. you’re not a child anymore, so I’ll let you decide what to play when, • Vertical Fast Strafes (Vertical Long Strafes) 10 min. to train the reactivity and the smoothness of your vertical angles, • Tile Frenzy 180 Strafing 200% Tracking (PatTargetSwitch, Bounce 180 Tracking) 10 min. the three best target switch scenarios, • 1wall5targets pasu (1wall5targets pasu small) 10 min. try to aim at the targets directly, do not wait for them to pass over your crosshair, • Ground Plaza Easy 2 to 3 complete runs to prepare yourself for Air, • • Vertical Hand Warmup (Bounce 180) 10. min very good scenario to train your vertical click-timing, made by the famous scenario creator of KovaaKs social skills trainer, • Target Acquisition Flick Easy 10 min. to begin your journey with useful flicks, • ?Ground Plaza (Plaza High Ground Easy, Plaza Low Ground Easy) 2 to 3 complete runs enjoy the two ufos. • ?Air 2 to 3 complete runs you have the right to abandon a run if the bot is stuck at 90◦ above you for too long. Enjoy the ufo, Some good goals to achieve for this skill-level are the following (you don’t need to achieve all of them before going to the next level): • get a couple of 40%+ average accuracy at Close Fast Strafe Invincible without accu-whoring, that is, while shooting for the whole scenario duration, • get 38%+ average accuracy at Vertical Fast Strafes without accu-whoring, • get 6500+ as highscore at PatTargetSwitch , and 70+ as highscore at Bounce 180 Tracking , • get 75+ as highscore at 1wall5targets pasu 3.6. For advanced players. This is the level that discriminates amateurs from serious players. You might improve very slowly by now, but don’t get discouraged. Recall that improvement is not judged by scores but by the mouse-feel. There is therefore no reason to panic if your scores hit a plateau but you are improving (by the mouse-feel). At this point, you can replace one or two (at most) scenarios of the routines by the ones of your will. You know better than me what you care about and are now good enough to decide what you want to improve at. There is no indication of time in these routines: you might want to play one or two scenarios per session (or even for an entire week) and rotate them the next. Tracking dominated routine: • Close Fast Strafes Invincible (Vertical Fast Strafes) very important to play a bit of both, do not drop those, • Air the famous one, no right to drop it, • Ground Plaza (Plaza High Ground Easy, Plaza Low Ground Easy) I suggest that you do 3 full runs of each, 12 AIMER7 • PatTargetSwitch (Bounce 180 Tracking, Target Switching 360, Target Switching 360 Thin, LG Pin Practice 360) you can ignore the Target Switching 360 ones if you dislike them unless you’re a Tracer player, • 1wall5targets pasu (Tile Frenzy 180 Strafing 200%, Vertical Hand Warmup, Bounce 180) try to aim at the targets directly, do not wait for them to pass over your crosshair, • ? T1 Drop Punish 1 Side (Catalyst IC) you have to move to dodge the rockets in both of these scenarios, • ? Thin Long Strafe Invincible any thin variation really. You can considered an accomplished advanced KovaaK-tracking player if you manage to get the following highscores: • 11000+ at Close Fast Strafes Invincible and 10500+ at Vertical Fast Strafes , • 99875+ at Ground Plaza , 99835+ at Air , • 7200+ at PatTargetSwitch , 85+ at Bounce 180 Tracking , 16000+ at Target Switching 360 , 3700+ at LG Pin Practice 360 , • 90+ at 1wall5targets pasu , 80+ at Bounce 180 , • 8000+ at T1 Drop Punish 1 Side , • 5800+ at Thin Long Strafe Invincible , 3300 at Thin Aiming Long Invincible . Click-timing dominated routine: • POPCORN (McCoy 1v1, Close Fast Strafes Shotgun) the infamous yet mandatory POPCORN scenario, along with McCoy 1v1 to check if you’re now good at “clicking heads”. Are your reading skills good enough to make a good score at Close Fast Strafes Shotgun? No right to drop those, • 1wall5targets pasu (Tile Frenzy 180 Strafing 200%, Vertical Hand Warmup, Bounce 180) try to be as fast as possible, • Ground Plaza Easy (Plaza High Ground Easy, Plaza Low Ground Easy) 3 run of each Are you struggling on these easy scenarios? • Target Acquisition Flick (1wall2targets small flicks) some flicks for you, • PatTargetSwitch (Bounce 180 Tracking, Target Switching 360, Target Switching 360 Thin, LG Pin Practice 360) 10 min. do you think you can do better than tracking dominant players? You have to try, at the very least, • 1wall9000targets (1wall6targets TE, 1wall 6targets small) these old friends are always good to train, even if the targets are not moving, • ? Vertical Fast Strafes (Vertical Long Strafes) to work on your vertical angles reactivity and smoothness, You can considered an accomplished advanced KovaaK-click-timing player if you manage to get the following highscores: • 1500+ at POPCORN , 3300+ at McCoy 1v1 , • 90+ at Target Acquisition Flick , 5000+ at 1wall2targets small flicks , • 90+ at 1wall5targets pasu , 5k+ at Vertical Hand Warmup , 80+ at Bounce 180 , • 895+ at Ground Plaza Easy , • 7200+ at PatTargetSwitch , 85+ at Bounce 180 , 16000+ at Target Switching 360 , 3700+ at LG Pin Practice 360 , • 250+ at 1wall9000targets , 185+ at 1wall6targets TE , 1200+ at 1wall 6targets smalls . Complete routine: • Close Fast Strafes Invincible (Vertical Fast Strafes) very important to play a bit of both, do not drop those, • Air the famous one, no right to drop it, AIM WORKOUT ROUTINES WITH KOVAAK’S FPS AIM TRAINER 13 • POPCORN (McCoy 1v1, Close Fast Strafes Shotgun) the infamous yet mandatory POPCORN scenario, along with McCoy 1v1 to check if you’re now good at “clicking heads”. Are your reading skills good enough to make a good score at Close Fast Strafes Shotgun? No right to drop those, • 1wall5targets pasu (Tile Frenzy 180 Strafing 200%, Vertical Hand Warmup, Bounce 180) try to be as fast as possible, • PatTargetSwitch (Bounce 180 Tracking, Target Switching 360, Target Switching 360 Thin, LG Pin Practice 360) as a complete player, you should do better than tracking and click-timing dominant players, right? You would be a failure if not, • 1wall9000targets (1wall6targets TE, 1wall 6targets small) these old friends are always good to train, even if the targets are not moving, You can considered an accomplished advanced KovaaK-complete player if you manage to get the following highscores: • 10700+ at Close Fast Strafes Invincible and 10000+ at Vertical Fast Strafes , • 99832+ at Air , • 1300+ at POPCORN , 3200+ at McCoy 1v1 , • 85+ at 1wall5targets pasu , 4k5+ at Vertical Hand Warmup , 75+ at Bounce 180 , • 7200+ at PatTargetSwitch , 85+ at Bounce 180 , 16000+ at Target Switching 360 , 3700+ at LG Pin Practice 360 , • 240+ at 1wall9000targets , 180+ at 1wall6targets TE , 1150+ at 1wall 6targets smalls . 3.7. Sub aim beasts. At this skill level, you have to decide which direction to take so I won’t give any routines. I can still help by giving you good scenarios to train and highscores14 to aim for. All around tracking scenarios: • Air : a good score to aim at is 99845+. This scenario is one of the most popular one, and has lots of variation (Air Precise, Air 10x UFO, ...) so feel free to check for them, • Ground Plaza : 99883+ is starting to be very good, • Plaza High Ground : 880+ is hard and a good goal to aim at, • Plaza Low Ground : 880+ too, • FuglaaXYShortStrafes : not really an all-around one, but it helps for Air and Ground Plaza. 425+ is a good score to aim at, Close-range tracking scenarios: • Close Long Strafes Invincible : 18000+ is good, which is like 78% average accuracy. Feel free to check for all other variations of this one (thin, HS, ...), • Close Fast Strafes Invincible : 12000+ is good, which is like 50% average accuracy. Again, feel free to check for other variations, • Closerange Tracking Training : you have to move. I don’t know what would be a good score but it’s definitely a good scenario, Vertical angles tracking scenarios: • T1 Drop Punish 1 Side : this one is very good to work on your precision and smoothness. Aim for 10000+, • Vertical Fast Strafes : if you can get 55% consistently, you’re probably a god. Check for the variations too, • Stralroom Fast Strafes : not super good but better than nothing, aim for 6000+, Long-range tracking scenarios: • None so far, so go play Soldier in Overwatch, Target switch scenarios 14they depend heavily on fov. The base fov I’m taking for these scores is 103 Overwatch 14 AIMER7 • PatTargetSwitch : this is probably the best of all, try to get 7500+ consistently, • Bounce 180 Tracking : very good for precision, aim for 90+, • Target Switching 360 : if you’re a Tracer player, you should aim for 16000+ consistently, and 17000+ highscore, • Tile Frenzy 180 Strafing 300% Tracking : no idea about what a good score is, but nice scenario for sure. The 400% one is good too, and I encourage people to make vertical alternatives of those, Click-timing on fixed targets • 1wall6Targets TE : 200+ or nothing, • 1wall 6Targets small : 1300+ is hard, but a good goal to set, • 1wall9000Targets : 275+ should be possible, Flicks on fixed targets • 1wall2targets small flicks : aim for 8000+. This will work your stamina and your consistency, • Target Acquisition Flick : 100+, Click-timing on moving targets • POPCORN : 2000+ with tracking-style and fast-approach style, • McCoy 1v1 : if you can click heads, get 3600+, • Bounce 180 : aim at 95+, and why not going for 100+ then? • 1wall5targets pasu : 105+, feel free to play the small alternative too, • Vertical Hand Warmup : 7000+, • Tile Frenzy 180 Strafing : all of the alternatives too, the non-180 ones too. No idea what a good score would be as of today, 4. Some videos of scenarios Just a section to show (and maybe give some motivation) how to play some scenarios. There are hyperlinks in this PDF, so you just need to click on the scenario name to open a youtube page with the video of the score. Scenario Score Accuracy Player Close Long Strafes Invincible 18500 78.79% rammy 1wall6targets TE 195.2 96.65% Zeeq 1wall 6targets small 1201.9 96.15% Zeeq 1wall9000targets 257.9 92.11% AIMER7 Tile Frenzy 180 Flick 711 90.92% Zeeq Tile Frenzy - Strafing 01 120.9 92.25% AIMER7 fuglaaXYShortStrafes 469 76.89% nick Air 99850+ 76.89% ryan POPCORN 1810 68.57% apa3 PatTargetSwitch 7570 74.07% AIMER7 Bounce 180 Tracking 93 67.10% AIMER7 T1 Drop Punish 1 Side 10645.7 73.47% nick 1wall5targets pasu 112.7 81.66% DAY Table 1. Some good scores