Sparknotes: 1. Look at the target’s movement before firing. 2. Go for one clips if the target isn’t aware of you. 3. Stand still if you can. 4. Use mouse less and keyboard more. 5. Keep your crosshair on the target
@@Seikushim0 no. I never had consoles nor i played on console joysticks ever in my life. For some reasons, i prefer using movement rather than flicking.
@@7mahmud7 thanks for the response. i'm a GunZ: The Duel old player so I could never not move haha today I move and aim but I might have better results on OW not moving when I can
@@gravydude9787watch people’s legs in overwatch and you’ll be able to track people easily and after you get good at it it’s subconscious, side note if you can try to get on people’s side you can usually get their strafe in a straight line for you so you can easily shoot people on any character
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.
when he was talking about prediction/reading didn't he showed clear examples of actual reads as well though? Predicting when the target will choose to change direction/height is different than lining up a shot by calculating the velocity/position when they are moving in a straight line or arc but he kinda talked about both.
the aim community doesn't like prediction because to them aim is much more narrow than just landing shots, to them its only mouse control. and predicting is not mouse control which is ultimately what things like kovaaks and aim labs are supposed to train. if you want to practice predicting you should do it in the game you want to play
@@LA-eq4mm Actually that's incorrect, aim community heavily values things like reading. mostly mouse control, but that's a majority of what aiming is a mechanical skill.
14:50 i think this single clip illustrates your point so perfectly, It feels SO good and bad at the same time realizing what i‘ve been doing wrong for more than half a decade
It's honestly subjective, depending on how good your raw aim is your going to be able to hit a target regardless. Obviously there is nuance to that but I hope you understand what I mean. Basically (better aim) = (more possible [hard shots]) you easily hit.
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
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
i always have people ask me how to aim in ow and ive always found it very difficult to put into words but this video did just that. really dope vid! also cool to see shrugger mentioned on going for flicks / hard to hit shots. i tend to aim that way as i find it more satisfying to hit those crazy flick shots but its definitely not the most ideal way to aim all the time but man is it satisfying hitting crazy flicks back to back. i will always go for that fancy shit. hitting nasty shots in quake and doing trickshots back in cod4 / mw2 has always satisfied that itch of playing flashy.
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.
Wolf3D was my first fps, then Doom (xmas '94), Quake 1/2/3 DM, TFC, TF2 and then OW. I am not a streamer, I don't play 8hrs a day or ever have, so yea, I do have a life outside games too. 👽
I think its worth noting that unlike some Source games, Overwatch is not a game where between pressing A and D buttons your character has to decelerate, stop and accelerate, and instead the movement direction instantly changes in a milisecond. Which means that there will always be some amount of "aiming distance" between your crosshair and the target when attempting to go for raw aim and tracking, at least when their feet are on the ground and they're not moving in a straight line. Simply observing changes in enemy's animation for them to telegraph their direction changes is not possible, and there always will be some required amount of prediction, and some amount of unpredictability that u can't do anything about (bigger than in other games, because there's also human reaction speed that plays a role in any game, obviously).
a lot of gm players will just try to headshot an ad strafing and crouch spamming enemy and miss and they'll say that their aim is bad... it's not, it's that this game lets you have highly unpredictable movement when you are on the ground, even if you had the best reaction time in the world it wouldn't be possible to have 100% accuracy in that case. you can try to predict the enemy strafing pattern, but if they are good at hiding it it won't matter much. Going for a bodyshot in that case would probably result in more consistent damage. Another example is the clips of top players dodging shots by simply standing still and tapping the strafe buttons at irregular intervals, often when the enemy is expected to shoot. Many players will simply rush their shots and take the chance as soon as their gun has a bullet in the chamber, but they would probably be better off stop shooting for a moment to catch the opponent when he is standing still.
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
The last few weeks i’ve been really paying attention to my aim and how I aim. I noticed that i relied on flicks way too much, so i’d have days where my aim was crazy and days where i couldn’t hit anything. This video really helped open my eyes on a lot of the struggles i’ve been facing with my aim
Caveat for console: Take full advantage of rotational aim assist. If you stand still on console you will get the aim assist slowdown near enemies but you will only get the tracking assist when you're moving, this is one of the reasons that PC aim advice must be taken with a grain of salt on controller. In a situation where you would want to stand perfectly still on PC (ex. the enemy isn't looking at you) you would still want to move the left stick just out of the dead-zone to get the rotational aim assist while not throwing yourself off by full-on AD strafing. Rotational aim assist is very powerful in Overwatch because your enemies' movements can be so hard to keep up with, so not using it properly is a massive disadvantage. (source: I was GM on PC and Xbox at the same time in season 8 so I understand the differences well)
Iirc you want to strafe opposite of enemy to get full advantage of Rotational AA. It's super exaggerated on Apex if that helps you visualize it better but if target is moving right, movement stick is going left and aiming stick is moving right. It's a LOT stickier and "increases" the window in which AA attaches
the mere fact such a crutch is needed on controller should be the indicator that for comp, controller and M&K need to be a separate comp, the playing field isn't the same, therefor it can't be as close to a 100% fair playing field. And when i say crutch, i don't mean that in a negative way, i know there are god tier players on console that would kick my ass on M&K, but the factors in play for comp aren't the same.
As soon as you start talking about assistance you're no longer talking about aim skill. Aim assist is different from game to game so there is no objective advice or skillset you can achieve that will transfer to other games. Unlike actual aim skills that are easily transferrable to other similar titles. You're right that a good player abuses the most from the aim assist they have available, it's just that doesn't make that player a very skilled aimer, they're just abusing aid.
this is why quake pros often transition well to other games, the different weapon types force you to get good at tracking (lightning gun), prediction (rockets), flicks/raw accuracy (railgun) and it has tough movement, you really are learning every important FPS skill (except cooldown management, but Champions added that, although I guess teamwork if you only duel)
Honestly this video was TOP quality. The two biggest take aways for me simplified for myself : - Remove the variables - Constantly trying to use mouse movement to stay on target makes it more inconsistent, use keyboard to leave crosshair placements to negate the jittery window wiper tracking and dont be afraid to stand still and make tracking targets easier removing the movement variable from myself when i can. Also included would be to get better at reading enemy movements and letting targets fall into crosshair placements. - Read the information - Dont be afraid to read the play / player before making a shot. Be aware of not jumping the gun and not thinking before acting. and as soon as you said them i IMMEDIATELY was like I DO THAT!! God i never realized how much of a problem it was till it was pointed out like this, never even crossed my mind that is what i do. This video was a godsend.
with over 10+ years of experience on a mouse I think this video is the best in class in terms of aim advice on youtube. 98% of everything you’ve mentioned is a “skillset” that is done involuntarily all under the headline of “raw aim” when in reality it is divided into 4 sub-categories as you clearly explained in your video I’m using this as a reference for all my friends that are new to pc gaming, thank you for this gem
HAD to come back and say that my very first game as Ashe, with what you taught me, I was hitting _far_ more consistent head shots and actually taking out healers with more success than I've ever had. Even hit my first nasty in air headshot flick and earned POTG. It's so hard to fight the urge to let the adrenaline take over and get shaky hands, but keeping your advice in the back of my mind helped me calm down a bit so I could keep a steadier hand. Edit: a reticle change combined with taking off the spread has also worked wonders. I used to shy away from most accuracy based characters bc I find it easier to predict slow moving projectiles like Junkrat's bombs. Now I'm actually starting to beam people.
I've never watched something from start to finish with so much focus. There wasn't a single ad in there either. I've seriously never learned so much in so little time, thank you so so so so so so much!
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.
I played on Xbox for years and only switched to pc a couple years ago and notice myself still doing this despite using m&kb, not sure if it's a good or bad thing but especially on someone like widow I often make micro adjustments by just strafing
honestly, standing still and using your movement is situational. its all about what position you're in, and as a ps player, i can say it takes some brain power to use that movement in conjunction with your aim. i learned to aim better standing still first, then with movement, but to each their own lol
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%.
Had to come by and say after watching this video my next 5 games immensely improved based on just the reduction of (joy stick) as a console player. Amazing content.
I always poop standing up, I used to only hit the inside of the bowl a good 30% of the time but after watching this video my accuracy has skyrocketed to a cool 48%. Thank you Korean guy
Dude, like, honestly thank you so much for the time and effort you put into making this video. I've been struggling so much with aim and DPS in general because I feel like I can't score kills; I always miss and end up leaving them with little health, but they escape and return later to kill us. I know DPS isn't all about aim, especially in higher ranks and top tier players, but I still feel much more competent and like I'm genuinely contributing to games. Literally just watched your video once and played a few games, and my accuracy IMMEDIATELLY skyrocketed way up. I'm trying to main sojourn because she's just so fun, versatile, and incredibly powerful as a DPS, but my railgun accuracy was always like around 30-50%. After taking the advice in your video to heart, my accuracy in the games I played today shot up to 70-80%. I'VE NEVER seen those numbers before on any hero. I know it's just a video game, and I'm not even a competitor/professional, but seriously thank you for this video. It was incredibly educational and very well explained. I've always heard that phrase "don't aim with your mouse," but you're the only one who actually explained what that exactly meant and entailed. Big big thanks again.
Commenting for the algo. Learned a lot. I've been playing shooters on and off for about 25 years and I haven't taken them seriously until 2016 when OW came out, or whenever they removed duplicate heroes. I'm playing Quake and slowly building a compendium to one day share my knowledge with next gen of gamers. Thanks for sharing yours!
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.
24:55 my favorite part. So much good information, even knowing some of these aiming technique's for aiming, this helps solidify some knowledge and becoming more aware. Thank you for your video!
I was stuck in diamond after rank reset after previously being consistently masters, this video finally helped me climb back up. It’s amazing how simple it is when it’s broken down like that
I believe a better name for aim distance would be “crosshairs distance”. Anyways the information you give us in videos like this is absolutely amazing. Keep up with your channel
this video is incredible, good god. one of the first times i've seen someone take a first principles approach to gaming in a method that actually makes sense.
I really like content like this. Shooters arent my genre, I just love hearing about the fundamentals and theory of other people's competitive whatever.
My aim sucks and it's the reason I'm still in lower ranks. I went from about 25% accuracy to 50% on Ashe and 45% on Ana after watching this video. Definitely going to watch the others and use the rest of your training. Might even consider one on one coaching but going to start with the content you have. Thank you so much!
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 is one of those that intuitively noticed. Every single good player was doing it I started subtlety keeping it in mind and it’s worked well. If I can combine it with minimizing enemy movement variable I may just start cooking .
Something ill say too is your positioning on the map is super important. Certain angles will allow for instantly better aim. If you're on Soldier and you're playing lowground you're going to be getting abused by movement variables or uneven ground. Getting the high ground is super important.
3 місяці тому
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!
Thanks a lot, this video is definitely the greatest I've ever watched for aiming better. I don't play much FPS because I always felt I was really bad at aiming and I couldn't get why (obviously I need to practice raw aim) but this video actually makes me want to play Overwatch again
This are really good tips, I've seen some of this myself while playing againts snipers or experienced players and they do make a big impact. But there is one important thing you forgot to mention and that's how to aim at your heart, baby. 😌
I can't even begin to tell you how helpful this video has been. The only advice I've ever been given is to go into VAXTA (or any aim trainer) and practice in there. Never had I had someone explain the actual details on how to properly aim and setup shots. Really looking forward to going into my games now with something new to learn.
Liked Commented and Subcribed. This is some great content. I think one big thing possibly missed it but "Practice makes Perfect" you cant ever be perfect but you can be very close to it as well.
That's a amazing video! I always aimed better with weapons and heros that need more relax and calm shoots, especially in Overwatch, and I really didn't know the motive for that, and you enlightened everything, now it all make sense. Overwatch is probably the game with the most necessary predict and look out enemy movement of all games, it is primordial for aim 10x better, that's why even with my ordinary tracking I feel so good at aiming and land shoots in OW than other games like Apex and Fortnite which certainly require much more raw aiming and tracking, more mouse movement than keyboard movement and prediction. ps: sorry for my bad english :D
Hey Wizard! Personally when referring to "aim distance" I personally refer to this mechanic as "active aiming" what we are doing with our crosshair in and out of combat in order to minimize shot variability when i coach OW/CS . It may help diminish the confusion some may have regarding the term. Thank you for the fantastic breakdown!
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!
Of course movement makes it harder for your opponent to land the shots so you tend to always want to move as a habit. I think the counter strafe when shooting tendency that all of the students have(so do I) is a means of controlling the over abundance of movement variable under those circumstances. The problem that I never realized is that I do indeed unnecessarily complicate my shots with this very entrenched habit of too much movement. Thank you for the thought provoking content fellas!
When I used to play OW I would notice in replays that my aim skill/movement was my best trait. My game sense was pretty bad overall. I was just good at aim naturally, mirroring movement very well, minimizing distance of crosshair to target, heavy tracking on snipers or 'flick' based heroes. The reason was because I had an obsession with movement, and having optimal movement because I knew it is essentially the same as aiming. If you have incredible movement, you don't need very much 'raw' aim skill to do consistently well. Many people see movement as a way to not waste time getting in position, or to dodge shots exclusively, instead of a component of aim skill overall that makes your job, shooting target, way easier. I would stand still if nobody was looking at me, I would try to never aim at walls, and also try to aim BEFORE shooting, aiming reactively instead of shooting reactively. Have a patient shot. People tend to overcomplicate things. Sometimes all it takes to kill someone is sneak up behind them, and dump a clip in their general positioning at a corner, even if they are strafing, because windshield wiper aim makes you miss 80% of your shots. There's no way to predict which way they will strafe 10 times in a row perfectly and match aim accordingly, but you can predict that if you dump a clip in their general position and dont kill them, they will likely try to turn around and maybe even jump in a particular direction in a panic. But I do know that if you surprise someone they will likely not have time to react while doing a pre-strafe before they die if you just stand still behind them and laser a clip on them. This video gives great advice. If you are really conscious about these things and you are in lower ranks, people will accuse you of aimhacking after awhile of practicing this kind of mindfulness, because they just won't believe how consistently you can hit shots. Also, prediction is overcomplicated by people's thought processes as well. It's not choosing 1 outcome out of 1,000,000 that could possibly happen and going with it hoping it's right, it's being open to the possibility of those kinds of things happening. If you're even just aware that when you rush around the corner at a tracer, she is very likely to blink behind you or retreat, then you're already as prepared as you need to be. Predictions are not consistently right, so don't rely on them, prediction is all about knowing there are a limited amount of ways someone could react to any given situation, and being aware of what the most common reactions to a given situation are, such as someone ducking behind cover, or jumping after being surprised. The clip of the Soldier vs Tracer on Hollywood is a great example of needing more mindfulness. The tracer already dumped her clip and is now useless whilst reloading and just strafing back and forth, in that time you can just stand still for a second and focus your aim directly in between the two spaces shes strafing back and forth from, with a really good chance of killing her for doing such a bold move, vs what we saw which is like a 95% chance of the Tracer living based on the Soldier's reaction. The things that get the most kills are tracking no matter what hero you play, mirroring movement, minimizing your own movement at every opportunity you can (it's a fine line), and only using flick shots as a hail mary once per game, last resort move. Good positioning and game sense just make executing those things even easier after it becomes your default mode of aiming.
My suggestion for "Aim Distance" Is "Prox Lock." It means proximity locating before moving for the final destination. Or maybe use it for that triple flick move. And thank you for this, I used to watch this a lot, but didn't get playing because I thought I had my fill on Unreal Arena shooters, but then Doom eternal happened and I realized i wasn't decent anymore, Nightmare is a legitimate difficulty... Never thought of the Halt Shot thing. (That pause before you retaliate move while under fire). Def/Sticking around.
great insights, emphasis is on consistency , smoothness and reactive aim.. develop better reading skills so you can improve (geometrical)positioning , then work on dodging enemy shots - another useful technique to even further develop fighting mechanics
Super massive thanks in regards to predicting movement and learning to stop A and D-ing especially since I play flank Kiriko and didn't need to move all that much when I sneak up on people.
One person who I think has one of if not the best skills in enemy prediction is Aquamarine. Junkrat doesnt require as much aim in lower ranks, but in around GM and above, playing a character who shoots slow moving projectiles is much harder than one shooting bullets. There is the speed of the projectile to take into account, the distance from the target, the arc of the grenade, so it is much harder to get consistent hits when you're against good players who can avoid those projectiles much easier. Aquamarine does this basically flawlessly and always aims where he expects his enemies to go, lays traps where he predicts they are going, etc. Its because of those skills that he is one of the few Junkrat players that can consistently get kills from far away and on flying heroes. I honestly think because of how much harder it is to aim on Junkrat in higher ranks than other heroes that he might be the best player. I myself am a Junkrat main and I personally know how hard it is in gm. Actually, playing on Junkrat made me really good at predicting enemy movement when I play other heroes because on Junkrat I have to do that a lot more, so I find my shots to be hitting more consistently.
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
Fun fact: Playing Hanzo helped me a lot with this! It's not spam but predicting movement. Arrge talked about this, and it helps (I am a Hitscan player)!
5:45 see in this clip. You can also see the dva waiting for her variable for her D.M.(the information) on the enemy team (the tracer) waiting for the right timing to eat the pulse bomb because they know a sleeping target is a free elimination so they wait to hear some blinks and the timing. Sometimes when I'm tank (or playing in general) I imagine the enemies movement as information for what they'll do for example If I notice the team being a little more aggressive they probably either have ults ready to use. This is something every ow player does no matter the rank There's so many things in OW that can be considered as a spotter 6:25 I'd like to imagine the wind as player movement, it's something you can't necessarily control but something you can attempt to read and predict. It's why having the most unpredictable movements can more than likely not be predicted by the enemy team I think this is also why most people would miss "easy shots" because they're unpredictable for you while hitting "hard shots" are easy because they're predictable for you. This goes to everyone in any shooter because not many people can predict as easily as others. 7:52 and this is exactly what I mean. Most players in this game wouldn't be able to hit this shot because they wouldn't be able to predict the tracer blinking in and going for a one clip. 9:50 in this clip I'd like to say patience was definitely key because when Hanzo leaps his hitbox becomes WAY easier to predict and read. This is something I call "hitbox locked" where if anyone does a certain action its guaranteed information say for example the Hanzo and widow. 10:47 and this a good example of "movement locked" because when wrecking balls piledrives anyone in the range flings upwards with a certain lock timer where they can't move unless they have some kind of movement ability or passive (like genji dash or Cass roll) so it's very easy to predict where they'll be to get the kill. 16:18 I'd like to imagine your heartbeat as your movement and my breathing as my aim 16:45 this is kind of funny but imagine the soj ult as a wild dog and once you're behind the shield they're inside a cage (Thank you for the information wizard btw 🙏🏻)
33:35 This is a massive problem in the Genji community. There's a culture around massive unnecessary flicks for style points and unmanageable sensitivities. They watch a TikTok clip and think they have to flick every shot to be good when in reality, there's nothing impressive about missing quickly. They prefer to miss quick rather than hit slow, then wonder why they're so inconsistent. This culture in the Genji community is the biggest reason why there are very few popular Genji streamers these days, everyone wants to be Necros from the start and then they get discouraged and give up. Edit: I just finished the video and want to say the whole thing is masterfully created. You have put into words the vague concepts that many of us have some idea of but couldn't formulate. Thank you, sub well earned
Great video! ❤ I'm looking forward to going over a few replays of my own aiming to see what my current process is, if any. I'm on controller, but I think a lot of this can be applied to controller as well. I know, without watching replays, that I have a habit of moving while tracking, which may not be optimal.
Also honestly prediction shots come from experience in those scenarios. If you've been in enough battles in a specific part of map, you learn where the enemy can challenge you from and you tend to place your aimer on those places. So prediction can be summed up to experience for certain scenarios.
It should also be said that even if you do these things it's about repetitions and muscle memory building up that really advances you to being better. Also map knowledge is HUGE advantage it doesn't even matter if you have bad aim you can out play them by stalling making them chase you
I'm at 27 mins, for naming that variable, perhaps "aim deviation" would be better than "aim distance". Since a deviation is offset from some set target. Like if an ocean liner deviated 1 degree off course it could end up hundreds of kilometers from the destination after crossing the sea.
sorry, my public speaking skills aren't good like wiz's. u would think I would be good at the only language I can speak lmao
I thought you were great. I liked hearing your story on how your aim evolved in TF2 after learning from the best players and their techniques
you did great man dont doubt yourself
wait are you THE HRG shrugger???
Bro you are my GOAT
@@moondiver1987YES
everybody talks about skill issue but this guy just showed us the skill solution
damn that line hits hard😢
they always want tell us "skill issue" but never "skill solution"
goes to show how heartless gamers be.......
..
@@DeadMemeManthat was dumb AF lol
@@DeadMemeMan Because most of them aren't even capable of analyzing what they are doing. They just do it
aaaand the learning is all over the screen
Nut
Aura?
@@ArdaSReal he busted a nut
its everywhere it stinks
...?
“All we need to do is just flashbang the tracer and hit the headshot…..”
*HOWEVER*
My aim...
@@Leuhimit eludes me
Sparknotes:
1. Look at the target’s movement before firing.
2. Go for one clips if the target isn’t aware of you.
3. Stand still if you can.
4. Use mouse less and keyboard more.
5. Keep your crosshair on the target
i naturally do no. 4. ppl think my aim is stiff.
@@7mahmud7 do you happen to play console or played a lot before? just curious
@@Seikushim0 no. I never had consoles nor i played on console joysticks ever in my life. For some reasons, i prefer using movement rather than flicking.
@@7mahmud7 thanks for the response. i'm a GunZ: The Duel old player so I could never not move haha today I move and aim but I might have better results on OW not moving when I can
@@Seikushim0 i play both valorant and ow2. But mostly played val, maybe thats why my aim became like that.
like soldier says "aim where theyre going not where they are"
he also says spray and pray.. lol
Applejack said that in Equestria girls once and I haven't forgotten since
isnt soldier hitscan
@@Jo_Rogan did you watch the video? You still have to predict enemy movement even if the weapon is hitscan
@Jo_Rogan He only says that voiceline after killing with Helix Rocket tbf
this is insane, I've immediately went into my next game with a focus on movement and take my time with shots diamond feels like gold now !
that is what we want to hear!!
Can you help me? what was it did you really focus on? was the prediction? was it the movement?
@@gravydude9787watch people’s legs in overwatch and you’ll be able to track people easily and after you get good at it it’s subconscious, side note if you can try to get on people’s side you can usually get their strafe in a straight line for you so you can easily shoot people on any character
@@gravydude9787Watch your replays. You should be able to self diagnose what you need to work on.
@@gravydude9787watch the video my man
Movement is so undervalued by people for aim, glad this went into that.
Halo was the first game I played where I realized movement was key to hitting your shots
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.
i love u
when he was talking about prediction/reading didn't he showed clear examples of actual reads as well though? Predicting when the target will choose to change direction/height is different than lining up a shot by calculating the velocity/position when they are moving in a straight line or arc but he kinda talked about both.
the aim community doesn't like prediction because to them aim is much more narrow than just landing shots, to them its only mouse control. and predicting is not mouse control which is ultimately what things like kovaaks and aim labs are supposed to train. if you want to practice predicting you should do it in the game you want to play
@@LA-eq4mm Actually that's incorrect, aim community heavily values things like reading. mostly mouse control, but that's a majority of what aiming is a mechanical skill.
Also I think, 13:10 is a perfect example of what the aim training community actually, discourages.
This type of "predication"
14:50 i think this single clip illustrates your point so perfectly, It feels SO good and bad at the same time realizing what i‘ve been doing wrong for more than half a decade
It's honestly subjective, depending on how good your raw aim is your going to be able to hit a target regardless. Obviously there is nuance to that but I hope you understand what I mean. Basically (better aim) = (more possible [hard shots]) you easily hit.
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
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
Benry Beare? I haven't heard that name in years. I remember losing all my money in poker to him. Didn't even know he still plays.
i always have people ask me how to aim in ow and ive always found it very difficult to put into words but this video did just that. really dope vid!
also cool to see shrugger mentioned on going for flicks / hard to hit shots. i tend to aim that way as i find it more satisfying to hit those crazy flick shots but its definitely not the most ideal way to aim all the time but man is it satisfying hitting crazy flicks back to back. i will always go for that fancy shit. hitting nasty shots in quake and doing trickshots back in cod4 / mw2 has always satisfied that itch of playing flashy.
Thanks for your kind words!
Man, i immediately thought about your good ol' dps Doom clips from Ow1 when he started talking about flicking and hard shots!
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.
doom released 31 years ago, either you are a liar or you have no life to PLAY VIDEO GAMES for 30 years non stop.
@@michxcits sarcasm, 30 years of "experience" came from the 3k hour of widow playtime
Wolf3D was my first fps, then Doom (xmas '94), Quake 1/2/3 DM, TFC, TF2 and then OW. I am not a streamer, I don't play 8hrs a day or ever have, so yea, I do have a life outside games too. 👽
As an average aimer who consumes countless hours of content on how to improve, this is an absolute gold mine!
What were your main takeaways?
I think its worth noting that unlike some Source games, Overwatch is not a game where between pressing A and D buttons your character has to decelerate, stop and accelerate, and instead the movement direction instantly changes in a milisecond. Which means that there will always be some amount of "aiming distance" between your crosshair and the target when attempting to go for raw aim and tracking, at least when their feet are on the ground and they're not moving in a straight line.
Simply observing changes in enemy's animation for them to telegraph their direction changes is not possible, and there always will be some required amount of prediction, and some amount of unpredictability that u can't do anything about (bigger than in other games, because there's also human reaction speed that plays a role in any game, obviously).
a lot of gm players will just try to headshot an ad strafing and crouch spamming enemy and miss and they'll say that their aim is bad... it's not, it's that this game lets you have highly unpredictable movement when you are on the ground, even if you had the best reaction time in the world it wouldn't be possible to have 100% accuracy in that case. you can try to predict the enemy strafing pattern, but if they are good at hiding it it won't matter much. Going for a bodyshot in that case would probably result in more consistent damage. Another example is the clips of top players dodging shots by simply standing still and tapping the strafe buttons at irregular intervals, often when the enemy is expected to shoot. Many players will simply rush their shots and take the chance as soon as their gun has a bullet in the chamber, but they would probably be better off stop shooting for a moment to catch the opponent when he is standing still.
you had me hooked with "10 minutes will be tedious but it will click" btw nicely done
My friends often say i have good aim but this video showed me so many ways i can improve and stuff i never think about. Good stuff, thank you.
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!
Voltaic Grandmaster is not decent, it's amazing. You have better aim then most players when you are plat and diamond.
@@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
@@wodkdnwiwondsnyou are miserable
The last few weeks i’ve been really paying attention to my aim and how I aim. I noticed that i relied on flicks way too much, so i’d have days where my aim was crazy and days where i couldn’t hit anything. This video really helped open my eyes on a lot of the struggles i’ve been facing with my aim
Caveat for console: Take full advantage of rotational aim assist. If you stand still on console you will get the aim assist slowdown near enemies but you will only get the tracking assist when you're moving, this is one of the reasons that PC aim advice must be taken with a grain of salt on controller. In a situation where you would want to stand perfectly still on PC (ex. the enemy isn't looking at you) you would still want to move the left stick just out of the dead-zone to get the rotational aim assist while not throwing yourself off by full-on AD strafing. Rotational aim assist is very powerful in Overwatch because your enemies' movements can be so hard to keep up with, so not using it properly is a massive disadvantage.
(source: I was GM on PC and Xbox at the same time in season 8 so I understand the differences well)
I didn’t even know there were high level players on console
@@lollipopyakuza 😂 what
Iirc you want to strafe opposite of enemy to get full advantage of Rotational AA. It's super exaggerated on Apex if that helps you visualize it better but if target is moving right, movement stick is going left and aiming stick is moving right. It's a LOT stickier and "increases" the window in which AA attaches
the mere fact such a crutch is needed on controller should be the indicator that for comp, controller and M&K need to be a separate comp,
the playing field isn't the same, therefor it can't be as close to a 100% fair playing field.
And when i say crutch, i don't mean that in a negative way, i know there are god tier players on console that would kick my ass on M&K, but the factors in play for comp aren't the same.
As soon as you start talking about assistance you're no longer talking about aim skill. Aim assist is different from game to game so there is no objective advice or skillset you can achieve that will transfer to other games.
Unlike actual aim skills that are easily transferrable to other similar titles.
You're right that a good player abuses the most from the aim assist they have available, it's just that doesn't make that player a very skilled aimer, they're just abusing aid.
this is why quake pros often transition well to other games, the different weapon types force you to get good at tracking (lightning gun), prediction (rockets), flicks/raw accuracy (railgun) and it has tough movement, you really are learning every important FPS skill (except cooldown management, but Champions added that, although I guess teamwork if you only duel)
Quake has item spawn tracking too which is effectively cooldown management.
Honestly this video was TOP quality. The two biggest take aways for me simplified for myself :
- Remove the variables - Constantly trying to use mouse movement to stay on target makes it more inconsistent, use keyboard to leave crosshair placements to negate the jittery window wiper tracking and dont be afraid to stand still and make tracking targets easier removing the movement variable from myself when i can. Also included would be to get better at reading enemy movements and letting targets fall into crosshair placements.
- Read the information - Dont be afraid to read the play / player before making a shot. Be aware of not jumping the gun and not thinking before acting.
and as soon as you said them i IMMEDIATELY was like I DO THAT!! God i never realized how much of a problem it was till it was pointed out like this, never even crossed my mind that is what i do. This video was a godsend.
with over 10+ years of experience on a mouse I think this video is the best in class in terms of aim advice on youtube.
98% of everything you’ve mentioned is a “skillset” that is done involuntarily all under the headline of “raw aim” when in reality it is divided into 4 sub-categories as you clearly explained in your video
I’m using this as a reference for all my friends that are new to pc gaming, thank you for this gem
5:35 상대방의 움직임을 끝까지 보고 쏘기
11:57
13:35
15:58 무빙 통제하기
17:20
17:54
18:20 무빙통제를 못하는거
19:18 무빙 통제 못하는거
22:23 마우스 변수 통제
26:40 조준선 에임과 타겟간의 거리
HAD to come back and say that my very first game as Ashe, with what you taught me, I was hitting _far_ more consistent head shots and actually taking out healers with more success than I've ever had. Even hit my first nasty in air headshot flick and earned POTG. It's so hard to fight the urge to let the adrenaline take over and get shaky hands, but keeping your advice in the back of my mind helped me calm down a bit so I could keep a steadier hand.
Edit: a reticle change combined with taking off the spread has also worked wonders. I used to shy away from most accuracy based characters bc I find it easier to predict slow moving projectiles like Junkrat's bombs. Now I'm actually starting to beam people.
Shrugger was a scout inspiration for me back when i played scout for a 6s Iron team so I know this is a worthwhile guide for me :D
Same man, saw Shrugger and I clicked. One of my inspos from my Iron UGC team to the Invite ESEA team lmao
Very interesting perspective. I don't even play overwatch, but I think this applies overall to nearly any FPS. Thank you for the video.
It's truly unbelievable that you are giving us this information for free.. TYSM, Best coach ever!
this is the first aim video that actually made a difference for me... u the goat
I've never watched something from start to finish with so much focus. There wasn't a single ad in there either. I've seriously never learned so much in so little time, thank you so so so so so so much!
Absolutely incredible I have been aiming for 15 years and this is just beyond gold thank you so much master wizard ❤
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.
Much appreciated from a ps4 player 🙏
I played on Xbox for years and only switched to pc a couple years ago and notice myself still doing this despite using m&kb, not sure if it's a good or bad thing but especially on someone like widow I often make micro adjustments by just strafing
Appreciate this comment as a console player!
honestly, standing still and using your movement is situational. its all about what position you're in, and as a ps player, i can say it takes some brain power to use that movement in conjunction with your aim. i learned to aim better standing still first, then with movement, but to each their own lol
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%.
Completely unlocked a brand new perspective on aim mechanics thank you for this
Had to come by and say after watching this video my next 5 games immensely improved based on just the reduction of (joy stick) as a console player. Amazing content.
I always poop standing up, I used to only hit the inside of the bowl a good 30% of the time but after watching this video my accuracy has skyrocketed to a cool 48%. Thank you Korean guy
I cant predict the movement of my toilet D: i have to study my replays
tremendous.
This actually changed my whole perspective of aiming
Dude, like, honestly thank you so much for the time and effort you put into making this video. I've been struggling so much with aim and DPS in general because I feel like I can't score kills; I always miss and end up leaving them with little health, but they escape and return later to kill us. I know DPS isn't all about aim, especially in higher ranks and top tier players, but I still feel much more competent and like I'm genuinely contributing to games.
Literally just watched your video once and played a few games, and my accuracy IMMEDIATELLY skyrocketed way up. I'm trying to main sojourn because she's just so fun, versatile, and incredibly powerful as a DPS, but my railgun accuracy was always like around 30-50%. After taking the advice in your video to heart, my accuracy in the games I played today shot up to 70-80%. I'VE NEVER seen those numbers before on any hero.
I know it's just a video game, and I'm not even a competitor/professional, but seriously thank you for this video. It was incredibly educational and very well explained. I've always heard that phrase "don't aim with your mouse," but you're the only one who actually explained what that exactly meant and entailed. Big big thanks again.
Glad to hear that!
What's crazy is I already do everything you talk about in this video perfectly. Great video nonetheless
Commenting for the algo. Learned a lot. I've been playing shooters on and off for about 25 years and I haven't taken them seriously until 2016 when OW came out, or whenever they removed duplicate heroes. I'm playing Quake and slowly building a compendium to one day share my knowledge with next gen of gamers. Thanks for sharing yours!
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.
An example of the predicting that is seen as bad in aimtraining is also one you make with the tracer on Zen clip
24:55 my favorite part. So much good information, even knowing some of these aiming technique's for aiming, this helps solidify some knowledge and becoming more aware. Thank you for your video!
Super informative. Never seen content like this in the ow community, thank you
i was listening to this as i was playing ranked and my aim improved mid game which is kinda crazy
insane video keep it up
I was stuck in diamond after rank reset after previously being consistently masters, this video finally helped me climb back up. It’s amazing how simple it is when it’s broken down like that
I believe a better name for aim distance would be “crosshairs distance”. Anyways the information you give us in videos like this is absolutely amazing. Keep up with your channel
Im using this to improve at Deadlock and its a great vid, regardless of game. Excellent tips ty
Wait. This video is amazing! Learned a lot from this! Gonna use this to improve my Ashe's already high damage performance 💪
this video is incredible, good god. one of the first times i've seen someone take a first principles approach to gaming in a method that actually makes sense.
I really like content like this. Shooters arent my genre, I just love hearing about the fundamentals and theory of other people's competitive whatever.
My aim sucks and it's the reason I'm still in lower ranks. I went from about 25% accuracy to 50% on Ashe and 45% on Ana after watching this video. Definitely going to watch the others and use the rest of your training. Might even consider one on one coaching but going to start with the content you have. Thank you so much!
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 is one of those that intuitively noticed. Every single good player was doing it I started subtlety keeping it in mind and it’s worked well.
If I can combine it with minimizing enemy movement variable I may just start cooking .
Something ill say too is your positioning on the map is super important. Certain angles will allow for instantly better aim. If you're on Soldier and you're playing lowground you're going to be getting abused by movement variables or uneven ground. Getting the high ground is super important.
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!
Thanks a lot, this video is definitely the greatest I've ever watched for aiming better.
I don't play much FPS because I always felt I was really bad at aiming and I couldn't get why (obviously I need to practice raw aim) but this video actually makes me want to play Overwatch again
This are really good tips, I've seen some of this myself while playing againts snipers or experienced players and they do make a big impact. But there is one important thing you forgot to mention and that's how to aim at your heart, baby. 😌
I can't even begin to tell you how helpful this video has been. The only advice I've ever been given is to go into VAXTA (or any aim trainer) and practice in there. Never had I had someone explain the actual details on how to properly aim and setup shots. Really looking forward to going into my games now with something new to learn.
ABSOULTLY BRILLIANT VID. prediction aim is DEF underrated! great video man. u guys WERE COOKING this opened my mind a lil more
Liked Commented and Subcribed. This is some great content. I think one big thing possibly missed it but "Practice makes Perfect" you cant ever be perfect but you can be very close to it as well.
That's a amazing video! I always aimed better with weapons and heros that need more relax and calm shoots, especially in Overwatch, and I really didn't know the motive for that, and you enlightened everything, now it all make sense. Overwatch is probably the game with the most necessary predict and look out enemy movement of all games, it is primordial for aim 10x better, that's why even with my ordinary tracking I feel so good at aiming and land shoots in OW than other games like Apex and Fortnite which certainly require much more raw aiming and tracking, more mouse movement than keyboard movement and prediction.
ps: sorry for my bad english :D
Hey Wizard! Personally when referring to "aim distance" I personally refer to this mechanic as "active aiming" what we are doing with our crosshair in and out of combat in order to minimize shot variability when i coach OW/CS . It may help diminish the confusion some may have regarding the term. Thank you for the fantastic breakdown!
Thank you so much for this! I usually play support, but want to start learning DPS. Very informative
It took me 10 years to find the answer to something
I forgot about it in 2 seconds
Thats about it
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!
Of course movement makes it harder for your opponent to land the shots so you tend to always want to move as a habit. I think the counter strafe when shooting tendency that all of the students have(so do I) is a means of controlling the over abundance of movement variable under those circumstances. The problem that I never realized is that I do indeed unnecessarily complicate my shots with this very entrenched habit of too much movement.
Thank you for the thought provoking content fellas!
When I used to play OW I would notice in replays that my aim skill/movement was my best trait. My game sense was pretty bad overall. I was just good at aim naturally, mirroring movement very well, minimizing distance of crosshair to target, heavy tracking on snipers or 'flick' based heroes. The reason was because I had an obsession with movement, and having optimal movement because I knew it is essentially the same as aiming. If you have incredible movement, you don't need very much 'raw' aim skill to do consistently well. Many people see movement as a way to not waste time getting in position, or to dodge shots exclusively, instead of a component of aim skill overall that makes your job, shooting target, way easier. I would stand still if nobody was looking at me, I would try to never aim at walls, and also try to aim BEFORE shooting, aiming reactively instead of shooting reactively. Have a patient shot. People tend to overcomplicate things. Sometimes all it takes to kill someone is sneak up behind them, and dump a clip in their general positioning at a corner, even if they are strafing, because windshield wiper aim makes you miss 80% of your shots. There's no way to predict which way they will strafe 10 times in a row perfectly and match aim accordingly, but you can predict that if you dump a clip in their general position and dont kill them, they will likely try to turn around and maybe even jump in a particular direction in a panic. But I do know that if you surprise someone they will likely not have time to react while doing a pre-strafe before they die if you just stand still behind them and laser a clip on them. This video gives great advice. If you are really conscious about these things and you are in lower ranks, people will accuse you of aimhacking after awhile of practicing this kind of mindfulness, because they just won't believe how consistently you can hit shots. Also, prediction is overcomplicated by people's thought processes as well. It's not choosing 1 outcome out of 1,000,000 that could possibly happen and going with it hoping it's right, it's being open to the possibility of those kinds of things happening. If you're even just aware that when you rush around the corner at a tracer, she is very likely to blink behind you or retreat, then you're already as prepared as you need to be. Predictions are not consistently right, so don't rely on them, prediction is all about knowing there are a limited amount of ways someone could react to any given situation, and being aware of what the most common reactions to a given situation are, such as someone ducking behind cover, or jumping after being surprised. The clip of the Soldier vs Tracer on Hollywood is a great example of needing more mindfulness. The tracer already dumped her clip and is now useless whilst reloading and just strafing back and forth, in that time you can just stand still for a second and focus your aim directly in between the two spaces shes strafing back and forth from, with a really good chance of killing her for doing such a bold move, vs what we saw which is like a 95% chance of the Tracer living based on the Soldier's reaction. The things that get the most kills are tracking no matter what hero you play, mirroring movement, minimizing your own movement at every opportunity you can (it's a fine line), and only using flick shots as a hail mary once per game, last resort move. Good positioning and game sense just make executing those things even easier after it becomes your default mode of aiming.
The movement variable is something I’ve known of but hearing it be explained solidified the concept deeper 🤯
My suggestion for "Aim Distance" Is "Prox Lock." It means proximity locating before moving for the final destination. Or maybe use it for that triple flick move.
And thank you for this, I used to watch this a lot, but didn't get playing because I thought I had my fill on Unreal Arena shooters, but then Doom eternal happened and I realized i wasn't decent
anymore, Nightmare is a legitimate difficulty... Never thought of the Halt Shot thing. (That pause before you retaliate move while under fire). Def/Sticking around.
thanks for all these detailed insights and examples! this will definitely help me get better with my aiming
great insights, emphasis is on consistency , smoothness and reactive aim..
develop better reading skills so you can improve (geometrical)positioning , then work on dodging enemy shots - another useful technique to even further develop fighting mechanics
Super massive thanks in regards to predicting movement and learning to stop A and D-ing especially since I play flank Kiriko and didn't need to move all that much when I sneak up on people.
Incredibly good video! Thanks! Looking forward to more.
as a rein player, i learned a lot from this video
One person who I think has one of if not the best skills in enemy prediction is Aquamarine. Junkrat doesnt require as much aim in lower ranks, but in around GM and above, playing a character who shoots slow moving projectiles is much harder than one shooting bullets. There is the speed of the projectile to take into account, the distance from the target, the arc of the grenade, so it is much harder to get consistent hits when you're against good players who can avoid those projectiles much easier. Aquamarine does this basically flawlessly and always aims where he expects his enemies to go, lays traps where he predicts they are going, etc. Its because of those skills that he is one of the few Junkrat players that can consistently get kills from far away and on flying heroes. I honestly think because of how much harder it is to aim on Junkrat in higher ranks than other heroes that he might be the best player. I myself am a Junkrat main and I personally know how hard it is in gm. Actually, playing on Junkrat made me really good at predicting enemy movement when I play other heroes because on Junkrat I have to do that a lot more, so I find my shots to be hitting more consistently.
always thankful for ur videos, really learning much here that can help everyone to get a better mindset/understanding of the game
오늘도 멋진 강의 우주우주 감쟈합니다♡♡
Damn i feel called out on the a d movement. I like your ideas about simplifying movement. Im going to focus on that for a while.
I am not even joking this is the only video that has helped with my aim, none of that aim guru boloney that'll take your money for nothing
This is honestly a Masterclass on aim.
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
Fun fact: Playing Hanzo helped me a lot with this! It's not spam but predicting movement. Arrge talked about this, and it helps (I am a Hitscan player)!
Excellent video my dude. Thank you.
Great video thanks for sharing your knowledge
The coaches assemble
Thank you so much I always wanted to be good at OW2 enough to play comp and this video is gonna help me a lot
5:45 see in this clip. You can also see the dva waiting for her variable for her D.M.(the information) on the enemy team (the tracer) waiting for the right timing to eat the pulse bomb because they know a sleeping target is a free elimination so they wait to hear some blinks and the timing.
Sometimes when I'm tank (or playing in general) I imagine the enemies movement as information for what they'll do for example
If I notice the team being a little more aggressive they probably either have ults ready to use. This is something every ow player does no matter the rank
There's so many things in OW that can be considered as a spotter
6:25 I'd like to imagine the wind as player movement, it's something you can't necessarily control but something you can attempt to read and predict.
It's why having the most unpredictable movements can more than likely not be predicted by the enemy team
I think this is also why most people would miss "easy shots" because they're unpredictable for you while hitting "hard shots" are easy because they're predictable for you. This goes to everyone in any shooter because not many people can predict as easily as others.
7:52 and this is exactly what I mean.
Most players in this game wouldn't be able to hit this shot because they wouldn't be able to predict the tracer blinking in and going for a one clip.
9:50 in this clip I'd like to say patience was definitely key because when Hanzo leaps his hitbox becomes WAY easier to predict and read. This is something I call "hitbox locked" where if anyone does a certain action its guaranteed information say for example the Hanzo and widow.
10:47 and this a good example of "movement locked" because when wrecking balls piledrives anyone in the range flings upwards with a certain lock timer where they can't move unless they have some kind of movement ability or passive (like genji dash or Cass roll) so it's very easy to predict where they'll be to get the kill.
16:18 I'd like to imagine your heartbeat as your movement and my breathing as my aim
16:45 this is kind of funny but imagine the soj ult as a wild dog and once you're behind the shield they're inside a cage
(Thank you for the information wizard btw 🙏🏻)
This is amazing, thanks for making this.
wow... I just found the gold mine thank you hyeong!!!!!!!!
33:35 This is a massive problem in the Genji community. There's a culture around massive unnecessary flicks for style points and unmanageable sensitivities. They watch a TikTok clip and think they have to flick every shot to be good when in reality, there's nothing impressive about missing quickly. They prefer to miss quick rather than hit slow, then wonder why they're so inconsistent. This culture in the Genji community is the biggest reason why there are very few popular Genji streamers these days, everyone wants to be Necros from the start and then they get discouraged and give up.
Edit: I just finished the video and want to say the whole thing is masterfully created. You have put into words the vague concepts that many of us have some idea of but couldn't formulate. Thank you, sub well earned
Him and Coach Moon are my favorite
Imagine my surprise when i heard the name Shrugger after having quit competitive TF2 years ago... I used to idolize that guy! Great video guys
This was really insightful, thanks
Aimer7 wrote up something regarding movement aim a long time ago, actually revolutionary for his time
Great video! ❤ I'm looking forward to going over a few replays of my own aiming to see what my current process is, if any. I'm on controller, but I think a lot of this can be applied to controller as well. I know, without watching replays, that I have a habit of moving while tracking, which may not be optimal.
Also honestly prediction shots come from experience in those scenarios. If you've been in enough battles in a specific part of map, you learn where the enemy can challenge you from and you tend to place your aimer on those places. So prediction can be summed up to experience for certain scenarios.
It should also be said that even if you do these things it's about repetitions and muscle memory building up that really advances you to being better. Also map knowledge is HUGE advantage it doesn't even matter if you have bad aim you can out play them by stalling making them chase you
I'm at 27 mins, for naming that variable, perhaps "aim deviation" would be better than "aim distance". Since a deviation is offset from some set target. Like if an ocean liner deviated 1 degree off course it could end up hundreds of kilometers from the destination after crossing the sea.
Great video , I liked and subscribed!
All I could think was that this guy's English is really fucking good lol. Amazing guide btw, helps me a lot!
really? because all I hear is a thick korean accent