Wow, Shrugger is a name I have not heard in years. I remember watching him when I played tf2 in like 2014. Didn't even know he played overwatch. Sick collab
7:30 i wouldn't say that the aim comumunity disparages practical prediction. prediction in aim trainers involves guessing when a target will change direction instead of reacting to it, especially common in tracking with rapid directional changes. it can be a temporary score boost, but it's a rly bad habit for ingame translation and long term improvement. but for arc reading scenarios like popcorn tracking, there necessarily has to be some level of prediction in order to follow through with a target's movement. prediction of player patterns is something separate, something that nearly all aim trainer players will advocate for, whether that's understanding how a player's movement will change in confined space/based on gameplay circumstances, or reading habits like a tracer blink. the term "reading" in the aim space is also a bit different than the way it's used here, where it's about discerning the velocity and relative position of your target to inform your aim, rather than a habit "read" like in a fighting game.
Great vid, spreading the word of real 'aim philosophy'. I haven't coached or played pro, but I have like ~30 yrs of aim 'experience' (soloq 3300 widow/ashe otp) and you nailed it about consistency. Anyone can hit a flick, lead a target or predict a peek, but to do it consistently is what makes you a dangerous aimer. Once the enemy sees you don't have consistency with your shots, you actually empower the other team to be more aggressive and challenge you, making it harder for your supports and thus your tank. But if you keep them scared and they have to switch to counter you, your team can afford the resources to help keep you alive.
as someone who is relitively high level in the "aim community" (that being kovaaks/aimlabs players, i am voltaic grandmaster which is decent), reading movement is very highly focused on and enphisised! i think some confusion comes because the term "predicting" is used to describe something else (that being guessing where a target is going without the proper information needed to read the target) which is negative. essentually the term predicting is used to describe incorrect target reading (like what you described the illari doing at 14:55), so if you see someone in the aim community talking about "not predicting" this is what they mean, not that you shouldn't try to intuite where the target is going through reading. hope this helps and ty for the content!
@@marcovazquez-ou2pvyeah but this guy is like gold in valorant and probably only in a 2 digit percentile ow rank so he only has well honed mouse control
Editing a comment and still having several writing mistakes as a presumably native english speaker is wild. Not only that though, you completely avoided proper punctuation and capitalisation. Pretty sad.
Firstly wizard hyeong has a large amount of korean speakers so assuming hes native english is stupid secondly being so pissy about someone not having acedemic level writing on a youtube comment is pathetic @wodkdnwiwondsn
Heya! I would like to clarify a point about people into aimtraining. What would be called predicting in aimtraining is not the same as what you would call predicting in game. In Aimtraining, we would call predicting when someone would, instead of reading the target movement and making reasonable assumption on their future movement based on that, "predict" some direction change in their strafe when tracking. Target reading is a very big part of aimtraining and pretty much aligns with your point made in the video.
The aiming distance you describe is called "angular distance" and it is the angle between two lines/vectors (POV to crosshair VS POV to target). Game engines use angles because it makes hit detection calculations really fast and independent of how far the target is from the player. As you said, we are human and we do not think in terms of degrees or radians, our brains and muscles like to deal with more familiar units like length
I'm glad I saw this. I just commented something similar. Linguistically aim distance is confusing, so I suggested crosshair angle or aim vector since there are 3 points the enemy, your hero (middle of the screen) and the crosshair
All I could think was that this guy's English is really fucking good lol. Amazing guide btw, helps me a lot!
9 часов назад
I've been waiting for a video like this for about 8 years. Watched a lot, learned a lot but also feel like I've hit a plateau. Some things I've learned from copying and some for intuition, but this video has brought a fresh new perspective and a lot of things just clicked into place and I've made some conclusions on my own in regards to when to use certain types of movement and/or aiming techniques. Very grateful. Thank you!
I died when he showed the Top 500 example and then proceeded to say "So let's watch Kevster in comparison" Comparing your avg OW2 Top 500 DPS player with Kevster is comparing your average McDonalds employee with a Michelin Star chef. Very cruel
Watching this video made me realize how much this applied to shooting in console widow hs lobbies back in 2017- 2018, I was so good at it but found myself unable to use my skills outside those lobbies. I was confused and wondered why but now I understand why. I moved too much and didn't take my time to practice the enemy as I usually did in those lobbies. it was literally day and night with my aim percentage as in those lobbies I usually had around a 60-80% hit accuracy compared to comp/quick play 15-20%.
when I first started pc about 7 years ago, I was focused on soley getting better at raw aiming for the first few years, (u don't have to) but watching my old vids you can also see how i've evolved over the years, I remember when I started focusing on my movement and positioning, movement is such a KEY factor in your aim and It's cool seeing someone explain this properly!
Only halfway through this but it’s very eye opening. I have always tried to predict movement. But never thought about simplifying movement in between shots and strafes.
Aim distance would be the probability and statistics concept of standard deviation or standard error, also known as the square root of the variance. You might call it "error radius". The windshield wiper phenomenon described is the result of a sensitivity that is slightly too high and the following idea. The muscles of the arm is an elastic spring, and using your muscles to counteract your initial movement can result in an {overdamped, critically damped, underdamped} harmonic oscillator. For projectile, you should have radius 0 directly on them and rely on your muscle memory to flick their future position. The enemy has a probability distribution of where they will be in the future (say 0.25 seconds), and this is due to reaction time and needing to physically move your mouse. You crosshair has a probability distribution of where it will be in the future, either due to error or guessing. You roll the future results, then you attach the enemy hitbox to that position on the map. The best aim probability distribution maximizes the chance that your crosshair is on their hitbox. A projectile player relies in this "future position distribution" a lot more than simply aiming. The aim community is held back because prediction is less praiseworthy than reaction time or mechanics. Good players avoid "definite loss" game states and prevent enemy "definite win" states. Thus all games progress to the point that reaction mechanics must rely on prediction. A GM player may win against a Bronze player in a duel because of pure mechanics, but it is usually because they avoid obvious disadvantage states. Two GM players in a duel are predicting each other because they avoid obviously easy-to-kill strafes and positions.
i believe aim trainer nerds tend to look down on prediction in the aim trainer because: 1. you can't really predict an RNG target in an aim trainer; 2. their sole focus is on improving mouse control. It's also fair to say that characters move differently in different games, not only based on the game physics engine, but also in terms of what positions it would actually make sense to be in at a give time.
It's not necessarily about predicting the pattern in an aim trainer but the habit it can create. For a score it can be beneficial even. But having this habit can break a perfectly fine track by having your brain predict the targets about to switch directions when it's not. Prediction is valuable when applied to targets that use set distances to move or are already in a predictable path. Like a falling target or a jumping one (I.e. Jumping healer guy I forgot the name).
@@IKKAIWINS Thanks for the insight. Good point actually... i forgot about things like arctrack, popshot, etc. where prediction is crucial... although I'm not sure the OP was considering those either. But, as you say, that would be useful when shooting a jumping Baptiste
In aimtraining we do look down upon predicting targets however in game it really depends on the environment the most obvious example I can think of is say a target is moving towards a wall there is no point in reacting to where the target is going to be since they will hit the wall so in that scenario we would predict that the target would strafe just before touching the wall instead of reacting
Mr. Wizard just by watching and really paying attention, my aim got noticeably better in just a few games when I considered everything you were talking about.
20:00 Just wanna mention that on console you wanna use your movement to make shots easier. Accuracy goes up if you make smart use of your movement stick. Standing still makes things a little harder in my experience.
Linguistically aim distance is confusing. Something like "crosshair angle" "aim vector" to illustrate it. You have three points. The enemy. Your hero(middle of your screen) and the crosshair. The closer the crosshair is to the enemy, the smaller the angle. That way it also integrates phrases like 360 no scope or 180 shot.
Idk if this is a common problem, but one thing I struggled with especially in ranked games was keeping a consistent mouse grip/ technique, basically another variable. I would practice my aim in customs and all that stuff but when it came time to deliver in ranked matches my aim would be categorically worse until i realized how different my technique was. During warmup/practice my grip would be super relaxed and loose and things would feel natural, but i didnt realize how much harder i squeezed during ranked bc i wanted to win really bad. Now my game sense is still really bad but i dont lose aim duels as much.
yeah that is very common. the first use I really got out of aim trainers was getting rid of my bad tension habit. before that I was skeptical about their use when they first started popping up
Only 7m in but saying "aimers that play kovaaks" and actively train and improve this skill don't use or even avoid predicting is insane. It is one of the fundamental components on several categories of aim. Honestly a wild comment to make while making a video on the subject presenting one self as an expert of sorts, as it points to little exploration on those who truly have been at forefront in studying and mastering this skill idk. Also there's many reasons far far more impactful on your day to day consistency than this conscious prediction effort. Maybe some are variables addressed later on ig
Hyeong isn't wrong here at all to say that aimtrainer players generally want to avoid prediction when reactively tracking IN an aimtrainer. Predicting is useful ingame but should stay ingame rather than in an aimtrainer unless you are pushing for WR.
Maybe I did that instinctively, when i hyperfocus or go in the zone, i hold my breath and pretty much don't miss. I dont realize it, only after i breath out and my friends mention that i breath out so heavily xd
Pleps like me are just used to spam a d even when no one is looking at us because we have been hit too often with that 1 random hanzo arrow. Sometimes, even if the enemy team had no hanzo, I took a random hanzo hs from another lobby. 😂😂😂
Movement variable and mouse variable seem contradicting. One says to not move and let your mouse aim while the says movement aim and less mouse aim. How do you incorporate the two in game when they’re both two opposites ways of aiming.
What if I feel like I can hit shots a lot of the time but I also feel like a lot of my flicks and stuff are random, should I 'restart' my aim journey and practice hitting targets slower again or is there something else I can do?
I doubt you need to restart, I think if you have a comfortable speed you are accurate with you can stick with that.. we aren't trying to make everyone slow aimers really. you don't have to do tracking on every shot but let's try to just make our average aim distance smaller and I think you will be less "random"/ more consistent.
Do you guys want my about 12 years advice for better AIM? just practice, there is literally no advice in it you must practice for yourself and then make some rules for yourself, but the key is practice.