Full transcript
The public perception of aim trainers
0:00Take a look at this gameplay. Pretty
0:03impressive, right? Something like this
0:05is what most people probably think of
0:07when they hear the term aim trainers.
0:10Clips of people playing these scenarios
0:12get millions of views, and yet this
0:15gameplay shows everything wrong with the
0:17public perception of aim trainers and
0:19how to utilize them.
0:22But, why? What about this scenario is so
0:25egregious for me to make that claim?
0:28The instinctive answer is that these
0:30movements don't [music] look like what
0:32you're doing in games, but that's not
0:34actually the issue here.
0:36The real issue is basically everything
0:40else.
0:42This is exactly why so many people are
0:44so polarized about aim training and its
0:47effectiveness. I'm sure there are
0:49[music] some who haven't tried them and
0:51dismiss the concept entirely, but there
0:53are absolutely others who did give them
0:56a go in good faith and didn't find
0:58success.
1:00And in their [music] case, I think most
1:02of them are just misusing the tool.
1:05The worst part is that it's not even
1:06their fault, especially when the
1:08intuitive path people take when training
1:11has so much room for error.
The intuitive path for newcomers
1:14Let's save the more advanced stuff for
1:16later then and start there with the
1:18intuitive path [music] for newcomers and
1:20the mistakes people might make along it.
1:23Grid Shot is a lot of people's
1:25introduction to aim training, but I
1:27think most know now that just playing it
1:28alone won't get you anywhere.
1:31The targets are far too large to train
1:33any kind of fine control, [music] and
1:35having to click this quickly makes it
1:37too specific of a skill for it to be
1:39broadly applicable.
1:41You need scenarios [music] that actually
1:43push you to develop as a player by
1:45challenging you, targeting skills
1:47[music] that are important for the game
1:48you play, and addressing your mechanical
1:50weaknesses within those skills. [music]
1:53But, if you don't know what those
1:55scenarios are or how to find them, how
1:58do you figure out what to play?
2:01The answer most people tend to is
2:03playlists, [music]
2:04and it makes sense why. The alternative
2:07suddenly seems daunting, and [music]
2:09playlists look like they offer an easy
2:11solution. You don't need to think about
2:14what certain scenarios do, or how they
2:16relate to what you need as a player.
2:18Just run through this every day, and
2:20your training will be [music] complete.
2:23And to be honest, when I first tried aim
2:25training back in 2020, I had not thought
2:27about any of [music] that stuff. The
2:29concepts of mechanical weaknesses, or
2:32there being different elements to aim,
2:33was completely alien to me.
2:36All I knew is that people said to play
2:38playlists, so I did. And compared to
2:41Gridshot, which is [music] what I was
2:42playing before, the scenarios looked way
2:45more effective.
2:47For 2 weeks straight, [music] I went
2:48through the same list of 15 scenarios
2:50four times each, diligently completing
2:52my hour of practice.
2:54And after [music] the 2 weeks was up, I
2:57quit aim training.
3:00What happened?
3:02It was helping me improve, but not as
3:04much as I'd expected, given just how
3:07much time I was putting in. And
3:09considering how boring playing the same
3:11scenarios every day over and over was,
3:15it just didn't seem worth it compared to
3:17training in game.
Benchmarks and how to structure your training
3:19But clearly, I didn't quit [music] back
3:22in 2020, because 3 months later, I found
3:24the Voltaic Benchmarks.
3:27Even when playing a playlist instead of
3:29Gridshot, [music] I was holding on to
3:30one of the issues that scenario caused.
3:33I was auto piloting, not thinking about
3:36what [music] I was doing, or why I was
3:38doing it.
3:40The benchmarks gave me the structure to
3:42be more introspective about my practice.
3:45They made it very easy to tell what
3:46parts of my aim needed work, based on
3:48which scores were higher or lower, and
3:51then simply playing the scenarios helped
3:53bring those weaknesses up to the level
3:55of my strongest points.
3:57The scenarios here were also a lot
4:00harder than the ones I was playing
4:01previously, but that difficulty was a
4:04good [music] thing.
4:05It made me focus more and really figure
4:07out why I couldn't do what the scenario
4:09was asking of me.
4:11This is what I think the first group of
4:14people who quit aim training needed to
4:16progress further.
4:18The benchmarks very fundamentally
4:19changed how I view aiming as a whole
4:22>> [music]
4:22>> and shifted my perspective on what
4:24practice should be for me.
4:26Less [music] of an emphasis on rigid
4:28daily checklists and more of a focus on
4:31dynamically [music] selecting what to
4:32play based on what I needed at the time.
4:38That's not to say that playlists are
4:40always bad though.
4:41This mentality shift actually let me
4:44reintroduce them, [music] but this time
4:46in a mindful way.
4:48After trying out the Voltaic benchmarks,
4:50I started looking for playlists that
4:52[music] actually targeted my weak areas,
4:55unlike my previous one which was just
4:57general scenarios. [music]
4:59The Kovaaks website has a search
5:01function where you can either search by
5:02[music] creator or by keywords to find
5:05something that will help you
5:06specifically instead of something
5:08designed to be decent generally.
5:11This, of course, is not the only way to
5:13[music] structure your practice, but I
5:15do think it's a very strong framework to
5:17start with.
5:18>> [music]
5:18>> Playing benchmarks to figure out what
5:20areas you're weakest in before finding
5:23playlists or individual scenarios help
5:25you train those weaknesses up to the
5:27level of your strongest points before
5:29repeating the process with your new
5:31weakest area.
5:33I designed my benchmarks specifically to
5:36encourage and [music] expand this
5:37feedback loop. If this structure sounds
5:40like something that would appeal to you,
5:42I have a full video about them if you're
5:44interested. [music]
5:46As for playlists, like any other tool,
5:49they can be great if used correctly, and
5:51I personally play through them to find
5:53scenarios that I think are useful, but
5:56you can't just search best Kovak's
5:58playlists for Valorant and expect to be
6:00training in the most effective way.
Game specific training
6:04One criticism that I have heard of this
6:07approach is that it doesn't really make
6:09sense if you only play one specific
6:12game.
6:13For example, if you only play Valorant,
6:16what is the purpose of tracking all
6:18evasive target switching scenarios? Why
6:21not just only play micro adjustment
6:23tasks instead, [music] since those
6:25movements are far more common in games?
6:28I absolutely get the mentality behind
6:31the skepticism. It's probably the same
6:33type [music] that created the common
6:35criticism of Gridshot, and while it sort
6:38of makes sense there, it doesn't fully
6:40apply here in my opinion.
6:43What those people are missing is just
6:45how interconnected aiming is as a skill.
6:49At the end of the day, all aiming is,
6:51regardless of the form it takes, is
6:53interpreting what you see and moving
6:55your hand to match.
6:57This definition doesn't discriminate
7:00between types of aim, which explains why
7:03practicing tracking can help your click
7:05timing, even though the two seem to be
7:07entirely disconnected. Tracking builds
7:10[music] smaller sub-skills that transfer
7:12over, which includes anything from the
7:15actual aiming motions themselves in the
7:17form of micro adjustments to being able
7:19to actively read the position of a
7:21target [music] and how they will move.
7:24That's not to say that every scenario is
7:26equally useful for every game, and there
7:29[music] are certainly some parts of the
7:30Voltaic benchmarks or my benchmark that
7:33I think you should commit more time to
7:34if you do only play Valorant, but to
7:37avoid a type of scenario completely just
7:39because it doesn't look like an
7:41engagement [music] you would see in game
7:43is another mistake I see newcomers make
7:44a lot.
7:46Aiming is [music] full of unexpected
7:48links and connections like static
7:50improving my dynamic clicking or target
7:52switching [music] improving my tracking.
7:55I've often found that even if the
7:57benefits aren't immediately [music]
7:59apparent, playing other types of
8:01scenarios will help bring up my best
8:02categories, [music] too.
Plateaus
8:06But what if you're a few months into aim
8:09training and have seen some improvements
8:11there, but are struggling to translate
8:13that improvement over, maybe even seeing
8:15a decrease in skill or rank in game?
8:19I [music] think this is where a lot of
8:21those good faith skeptics of aim
8:23trainers reach. They get to a decent
8:26skill level, hit a plateau, [music]
8:27and give up.
8:29This is, in my opinion, where the real
8:31meat of this topic is. [music]
8:33Even though a decrease in skills sounds
8:36like and certainly feels like a bad
8:38thing, I've found that the deepest kind
8:40of weakness identification [music] comes
8:42from realizations prompted by plateaus.
8:46Picking out a mistake or absent element
8:48of your training, revealing the missing
8:50piece [music] that was preventing you
8:51from actually implementing your aim into
8:53games.
8:55You have to look [music] at plateaus as
8:56a chance for growth instead of just a
8:59state you are currently in.
9:01I've had multiple of these over my time
9:03playing. [music] Long periods of
9:04stagnation into epiphanies into very
9:07dramatic improvements [music]
9:09very quickly.
Implementing new techniques
9:11The most common reason behind this is
9:13that plateaus themselves can be a sign
9:16of that growth. When you first expand
9:19your knowledge and try to implement new
9:21techniques into your gameplay,
9:23>> [music]
9:23>> it should be expected for your overall
9:25performance to take a dip.
9:28I've had this recently with typing. I'm
9:30trying to learn to hit spacebar with my
9:32thumb instead of my index finger. Yes, I
9:35actually use my index finger. This is
9:37objectively better technique. It
9:40minimizes finger movement overall and in
9:42the long run will make me a much faster
9:44typist. But right now I'm struggling
9:47badly with every other aspect of typing,
9:50not [music] just hitting space, because
9:52of how much focus typing like this takes
9:54for me. It's not the technique that's
9:57making me worse, it's the act of
9:59mastering it.
10:01This can also apply in a more zoomed out
10:03sense to aim [music] training as a
10:05whole. Becoming aware of just how much
10:07depth there is in this one single area
10:10of FPS games can make that area your
10:12sole focus when trying to analyze your
10:15performance.
10:16This can look like taking note of
10:18specific mechanical details of why you
10:20didn't win a gunfight without realizing
10:23that you shouldn't have taken that fight
10:25in the first place.
10:27Another way this can manifest is in how
10:29you balance your time. I have a general
10:32rule of thumb that if your goal is
10:34in-game improvement, you should spend at
10:36most 20% of your total daily play time
10:39in an aim trainer.
10:40>> [music]
10:40>> But it is surprisingly common for people
10:42to go over that when they realize aim is
10:44something they need or want to improve
10:47at.
10:48Again, this doesn't mean that trying to
10:50improve your aim or your technique is a
10:53bad goal to have, just that it's
10:55important to not lose sight of the
10:57larger picture.
Mental barriers to improvement
11:00Aim trainers also make issues in your
11:02technique easier to spot compared to
11:05in-game, where the lack of any element
11:07other than your own aim makes it very
11:09easy to pick out what you are doing
11:11wrong.
11:12This helps when trying to implement new
11:14techniques into your gameplay, since you
11:16can assess the impacts in isolation
11:18without worrying about the mental
11:20baggage that technique might apply to
11:22your in-game performance.
11:24This is a bit of a double-edged sword,
11:26however, and leads into [music] why so
11:29many people find it so hard to break
11:31plateaus, specifically in Aimer Trainers
11:34mentality.
11:36Easy to spot errors means you can always
11:38see just how many mistakes you're
11:40making, [music]
11:41and having a leaderboard right there at
11:44all times means you're always [music]
11:45comparing yourself and your own
11:47progression against others.
11:50Great when things are going well, but
11:51[music] when you were stagnating and
11:54everyone around you isn't, it's very
11:56easy to fall into a few mental traps as
11:58a way of trying to explain [music] why
12:00you were falling behind.
12:03While plateaus can be a fantastic tool
12:06to prompt yourself to learn,
12:07>> [music]
12:07>> you need to approach them in the right
12:10way.
12:11These mental pitfalls ensure that you
12:13won't. [music] They prevent you from
12:15seeing stuckness as anything other than
12:17a brick wall.
12:19For me, that brick wall took the form of
12:22popcorn [music] scenarios. I used to
12:24think I was just bad at them, that for
12:27some reason, unlike every other
12:29scenario, I was incapable of improving
12:32at it no matter what I did. [music]
12:34And while popcorn was my worst scenario,
12:37so much so [music] that it became a bit
12:38of a running joke, and it was harder for
12:41me to improve at it than other scenarios
12:43at the time, all that establishing this
12:45belief did is ensure that I would never
12:47put the time in to get better at this
12:49scenario type.
12:51This [music] mental barrier was so
12:53strong that all I could think about when
12:55playing the scenario was how bad I was
12:57[music] at it, berating myself for every
13:00miss shot, only paying attention to my
13:02final score rather than the mistakes I
13:04was making that got me that score.
13:07When I went back to [music] the scenario
13:09years later with the belief that the
13:11only thing I needed to do to improve was
13:13put [music] in the time, that mental
13:15barrier evaporated. I was paying
13:18attention to my mistakes, [music] seeing
13:19what I was doing differently from those
13:21at the top, and trying to implement what
13:22they did.
13:23In order to take the steps that I needed
13:26to [music] to improve it this scenario
13:27type, I had to ditch my old belief that
13:31I couldn't.
The issue with aim styles
13:33This doesn't always manifest so
13:35transparently though. What about the
13:38terms wrist aimer,
13:40flicky aimer?
13:42These boxes that people put themselves
13:44into when trying to define how they play
13:47can sometimes, not always, but sometimes
13:51limit themselves into only improving the
13:53skills that [music] they see as defining
13:55them.
13:56Despite these labels not being
13:58intrinsically negative, this is often
14:00what prevents [music] people from seeing
14:02those key weaknesses.
14:04Even though fixing them would bring
14:06about an avalanche of improvement, these
14:08issues exist in blind spots because
14:10[music] of who they see themselves to be
14:12as players.
14:14I fell into this trap too. My
14:16self-perception as a target switcher
14:18[music] was my attempt at a
14:20glass-half-full approach to my
14:21weaknesses. Flicks were my strength and
14:24I just wasn't as good at [music] other
14:26types of aim.
14:27It's that same assumption that my skill
14:30level was just how it was and not
14:32[music] a direct result of a lack of
14:34time invested in those other skills that
14:36got me into [music] that box of being a
14:38target switcher in the first place.
14:40I had a weakness with my fine control.
14:43Of course I did. It wasn't a part of my
14:45style. Even though my fine control was a
14:48big part in what was preventing me from
14:50becoming a more consistent player even
14:53within target switching.
14:56Like I said, aim is so interconnected as
14:58[music] a skill that defining yourself
15:00in a way that only lets you engage with
15:02one segment of it will leave you
15:04massively handicapped as a player.
15:08This is [music] not me saying that
15:09having a style is always bad, just that
15:12it often serves as an [music] excuse to
15:15ignore weak areas of your aim even
15:18though improving those weak areas will
15:20help you implement your style better.
Finding the fun in improvement
15:24There is one final barrier that can
15:26prevent this though, one that might be
15:28so strong that you are still willing to
15:30ignore those weaknesses, even
15:32consciously knowing how much they might
15:34be holding you back.
15:35What if other types of aim just aren't
15:38as fun?
15:39This was why I stuck with target
15:41switching for so long. I didn't enjoy
15:45the other subcategories.
15:47At the time, I thought that I was good
15:49at it because I enjoyed it, but in
15:51retrospect, I think it was the other way
15:53around. I enjoyed it because I was good
15:56at it, and I was good at it because I
15:58had put [music] in the time to improve.
16:01Weakness creates preference. Even though
16:04I used to hate tracking, [music]
16:06nowadays, I find it far more fun and
16:08rewarding than target switching after
16:10putting in the effort to get better
16:12[music] at it.
16:13All that said, there is still often some
16:16commitment needed to find [music] the
16:18fun if you want to learn a new type of
16:20aim. For more goal-oriented people, this
16:23might be trying [music] to climb the
16:24ranks of the benchmarks, but for me, it
16:27often took the form of the scenarios
16:28themselves. [music]
16:30When trying to break my mental barrier
16:32on popcorn, I started playing a bunch of
16:34different iterations of the scenario.
16:36>> [music]
16:37>> Larger, slower, smaller, but the one
16:39that finally made it click into place
16:41for me was called popcorn voltaic fat
16:45pigeons. Something about how
16:46transparently goofy the scenario was
16:49made it easier for me to [music] ditch
16:51any preconceived notions of my skill and
16:53just enjoy it. And that is when I
16:57started [music] to learn. The easier
16:59difficulty made chaining kills together
17:01make sense. I understood how to read the
17:03arcs of their [music] movements. I felt
17:04like I was in control of each run.
17:07And when going back to the normal
17:09scenario, the [music] scenario that I
17:11previously despised, I took that
17:14knowledge and that [music] enjoyment
17:16with me.
17:17it unlocked a scenario that was
17:19impossible to approach otherwise.
17:20[music]
17:21So, thank you, fat pigeons.
The importance of experimentation
17:27I think the overarching theme here is
17:29that it's important to not get stuck
17:31into rigid ways of thinking. [music]
17:33All of these, stylistic definitions,
17:36presupposing your own skill level,
17:38ignoring potential avenues for
17:40improvement, [music]
17:41are all symptoms of this.
17:43And I get why this happened. It's easy
17:46to [music] find something that works and
17:48just to keep doing it. But
17:50experimentation is absolutely necessary
17:53for improvement. Everything we
17:56understand [music] about aim and the
17:57theory behind it comes from people
17:59trying something new, figuring [music]
18:01out if it helps or hurts them, and then
18:04trying something else.
18:06If you leave [music] your mind open to
18:08these new ideas, if you let yourself sit
18:10with the stuckness, in my experience,
18:13you'll often end up naturally drifting
18:15towards a solution.
Common pitfalls and their causes
18:20Fortunately, a lot of the time you don't
18:22have to wallow in uncertainty because
18:25other people have been stuck before you.
18:27Namely, me.
18:29I have found myself in basically all the
18:32common pitfalls throughout the five
18:33years I've spent trying to improve my
18:35aim. And want to go through some of my
18:38previous plateaus, what the underlying
18:40cause was for each, and how you can
18:42address that cause if you think you are
18:44stuck for the same reasons.
Scenario difficulty and challenge
18:47To call something back [music] that I
18:48said a bit ago, I found that the Voltaic
18:50benchmarks being fairly challenging was
18:53something that boosted my improvement
18:54compared to the playlist I was doing
18:56previously.
18:58This is a fairly common sentiment
19:00throughout the community, the idea that
19:02harder scenarios will universally make
19:04you a better player.
19:06After all, if you can hit a small
19:08target, then the large one should be
19:10easy.
19:11Right?
19:13When most people start [music] aim
19:15training, they're probably playing
19:16scenarios like tile frenzy or grid shot,
19:19which are effectively useless.
19:22I don't want to write them off entirely,
19:24but for anyone who isn't an absolute
19:27beginner to mouse and keyboard, I don't
19:29[music] see what these tasks can do for
19:31you other than training raw speed, which
19:34there are better ways to train.
19:36When those new players branch out and
19:38try scenarios like 1 wall 6 target
19:40small, they improve a lot more since the
19:42scenario targets a lot more.
19:45Making the dots smaller fundamentally
19:48changes what players are required to do.
19:50It now rewards precision as well as
19:53speed and actually requires you to micro
19:55correct.
19:56This is what the Voltaic benchmarks did
19:58for [music] me. They got me past that
20:00initial plateau by using harder
20:02scenarios that, [music] by the nature of
20:04their increased the difficulty, trained
20:06skills that were more applicable to
20:08in-game aim.
20:11In my opinion, this what makes the
20:13harder scenarios better for improvement
20:15in this instance, but that isn't the
20:18lesson a lot of people took.
20:20So, the visible lesson of harder
20:23scenarios equals more improvement began
20:25permeating throughout other categories
20:27of aim at around the same time as I
20:30began to branch out to other FPS games
20:33and started playing tracking scenarios.
20:36I had next to no experience tracking,
20:39but since the most popular scenarios at
20:41the time were these, I started out
20:43there.
20:44And no matter how much time I put into
20:47those tasks or how much better I got at
20:49them, I did not improve whatsoever at
20:52tracking targets in games. [music]
20:55Like I said, making a scenario harder
20:57fundamentally changes what it does and
21:00how you approach it, and more often than
21:03not, you need to have a good foundation
21:05to work from to get any benefit from
21:07very hard scenarios.
21:09You can't bunny [music] hop in
21:10Counter-Strike without first learning
21:12how to A-D strafe, and you can't play
21:14extra control sphere without learning
21:16and being good at the skills that
21:18underpin it.
21:20There absolutely is a value to pushing
21:23[music] yourself and trying something
21:24harder than you are used to, but there
21:27is also a point where a scenario is too
21:29hard to get any value from.
21:32Even at my current skill level, I still
21:34find both easier and harder scenarios
21:36helpful.
21:37Easier scenarios build that foundation
21:40and help you refine your technique
21:41because the potential sources for error
21:44are reduced. Harder scenarios ensure
21:47that you can maintain that good
21:48technique in new, more strenuous
21:50situations. [music]
21:52Outside of general time management
21:55mistakes, this is what I think the most
21:57prevalent issue is for people who can
21:59perform well in Kovaak's, but can't
22:01translate that to FPS games. They
22:04haven't [music] taken the time to build
22:06those foundational skills. Those are
22:09what you bring over when you pick up a
22:10new game, and they are what you augment
22:12to match its mechanics.
22:15Harder scenarios will always be there to
22:17help you build out from your
22:18foundations, but the foundation has to
22:21come first.
Movement sync
22:25The next plateau I worked through was
22:26related to these game-specific
22:28challenges more directly, and was
22:31because of something that sat completely
22:33off my radar when I was trying to
22:34improve my foundations. Movement. More
22:38specifically, movement sync.
22:41While I was aware of the fundamentals of
22:44movement, mirroring and anti-mirroring
22:46and variations of both, I had always
22:48struggled to implement and blend them
22:51seamlessly.
22:52There was always this step to my
22:54movements that made integrating the two
22:56into my gameplay a bit awkward.
22:59So, what was the cause?
23:02Despite all of my tracking practice
23:04being done while stationary, actually
23:06staying on target while moving was easy
23:08enough to pick up. Instead, it was my
23:11own direction changes that would throw
23:13me off.
23:14It should be possible to remain on
23:17target perfectly throughout these. You
23:19know when you are going to change
23:21direction and can move the mouse to
23:23match, but I'd consistently lag behind.
23:26I was reacting to my crosshair leaving
23:29the target instead of intuitively
23:31compensating for my own movements.
23:34The solution to this for me was actually
23:36really simple. This is scenario.
23:39It exclusively focuses on syncing your
23:42aim with your direction changes and
23:44doing 15 minutes of this a day for a
23:46couple weeks helped so much with how
23:48sharp my tracking felt in game.
Aiming speed
23:51But, playing this scenario also
23:53illuminated something else.
23:56It has gradual direction changes, so it
23:59takes time for you to go from moving in
24:01one direction to the other.
24:04What this means is that your mouse
24:06movements should match this shift in
24:08speed, slowly following the target.
24:11When I started playing it there, my
24:12approach was to make the adjustment
24:14[music]
24:14instantly. And upon trying to slow that
24:17movement down, I found myself unable to
24:20do it smoothly.
24:22Watching recordings of my tracking in
24:24other scenarios, I noticed that exact
24:26same thing. I had to snap back to the
24:29target.
24:31Since starting to look for it, this is
24:33something I've seen in a lot [music] of
24:34players who develop their aim primarily
24:36through aim trainers and I think limits
24:39them outside of it as well.
24:41There are some scenarios this works well
24:44for, like tracking tasks that require
24:46you to be quick to actually catch up to
24:48the target, or flicking scenarios where
24:51snapping between bots is clearly the
24:53intent. But, if these scenarios are all
24:55you play, then this will become a
24:57widespread habit.
25:00Being accurate while being fast won't
25:02instantly make you accurate while moving
25:04slowly. So, exclusively playing
25:06scenarios that reward this style will
25:09leave mechanical gaps.
25:11You can generally view games through
25:13this lens as well. Overwatch typically
25:15demands a snappier [music] corrections,
25:18while Apex asks for smoother ones to
25:20match the game's slower acceleration
25:22speeds.
25:23Although, even within the same [music]
25:25game, there is a huge range of
25:27correction types present. Always aiming
25:30at the same [music] speed heavily limits
25:32how dynamic your aim can be.
25:34This is another reason why it's so
25:37important to [music] play both easier
25:38and harder scenarios. Varying your
25:41practice builds your technique up to the
25:43point where it becomes malleable to the
25:45situation you're in.
25:47Instead of habitually aiming in the way
25:49most comfortable to you, you will be
25:51able to change the speed and style of
25:53your aim to match [music] what is asked
25:55of you.
25:56How I worked through this habit and
25:58develop that malleability was to
26:00basically rebuild my readjustments from
26:03the ground up. I played scenarios like
26:06these [music] with a conscious focus on
26:08taking as long as I needed to correct to
26:10the target,
26:11>> [music]
26:11>> making sure I didn't feel rushed or
26:13pressured to flick back.
26:16I also noticed that playing without hit
26:18sounds helped this process, too. It made
26:20sure I was reacting to seeing [music]
26:22the target move instead of hearing the
26:23hit sound cut off, making the process
26:25more visually involved.
26:28For flicking, I played [music] scenarios
26:30with smaller targets. Since perfectly
26:33landing your initial movement is so
26:35unlikely here, making a single rigid
26:37movement is pretty heavily discouraged.
26:40Instead, [music] a more fluid approach
26:42works better here to make transitioning
26:44into a micro-adjustment more seamless.
26:47This ensured that I could do both,
26:49snappy flicks when required, but fluid
26:51ones when speed wasn't as important.
Optimising for improvement vs score
26:55This habit of trying to make movements
26:58too quickly seems to be a very common
27:00one. When reviewing people who struggle
27:03to translate their aim from aim trainers
27:05[music] into FPS games, it is the main
27:08technique related issue I notice.
27:10[music] And I think it's underlying
27:12cause underpins a lot of what I've
27:15discussed [music] in this video.
27:17When aim training, it is very easy to
27:19fall into the habit of short-term
27:22optimizations to push your score further
27:25at the expense of longer-term
27:27improvements.
27:29This doesn't mean that getting higher
27:31scores can't be representative of
27:33improvement, but the path to getting
27:35higher scores in a short time frame
27:38doesn't necessarily align with the best
27:40way to get better long-term.
27:43For me, trying to flick faster and
27:45faster did let me get higher scores
27:46[music] in the moment, but I hit a wall
27:49at a certain point that required
27:51long-term weakness correction to
27:53address. [music]
27:55This manifests everywhere though.
27:57Prediction in reactive tracking is
27:59another one. It might help eke out some
28:01PBs right now, but won't develop good
28:04technique in the long run.
28:06This is why it's so important to both
28:09analyze your own improvement and keep
28:11tabs on it over longer time frames. You
28:14will make a better decisions regarding
28:16what to practice if you aren't focusing
28:18on maximizing your scores from run to
28:21[music] run.
28:22Getting better at something isn't a
28:24linear process. [music] There will be
28:26points where you get worse for a bit
28:28before improving again. And keeping the
28:31big picture in mind and looking at
28:33technique [music] instead of score is
28:34how I try to avoid getting demotivated
28:37in those situations. [music]
28:39I have a full video on how I like to
28:41analyze my gameplay from a technique
28:43standpoint. If you think this short-term
28:45[music] focus is something you struggle
28:46with, that framework should be very
28:48helpful for you.
Genetics and mentality
28:52Before I end this video off, I want to
28:54touch on one last mentality related
28:56thing that I'm sure came to mind for a
28:58few people after the end of that
29:00segment, which is the elements of
29:03genetics.
29:04How am I supposed to believe I can get
29:07better if I know I'm genetically
29:09limited?
29:10And in my opinion, this is the worst of
29:13those mental traps I mentioned before.
29:16The nature versus nurture debate has
29:17been going on for decades, and I get
29:19being skeptical that I, a 21-year-old
29:22YouTuber, will be able to end it in a
29:24single video.
29:26That is why I'm not going to try to. My
29:28argument instead is that the impacts of
29:30genetics on FPS skill should have zero
29:32impact on how you go about improving at
29:34them.
29:35Regardless of if they are or aren't
29:37important, believing that your genetics
29:39are impactful can only ever hurt your
29:42own growth as a player.
29:44I see there being four possibilities.
29:47One, genetics [music]
29:48do matter, but you think they don't
29:51matter, in which case you improve as
29:53much as you can, get a lot better than
29:56you are now, and learn a lot about how
29:58to improve, which will help you in every
30:00other aspect of your life.
30:02Two, [music] genetics do matter, and you
30:05think yours will hold you back, in which
30:07case you will fall into that trap I
30:08mentioned earlier of predefining your
30:10own skill, even if [music] you still
30:13have a lot of room to grow.
30:16Three, your genetics don't matter, and
30:18you don't think they do, where the first
30:20outcome happens again. You get better
30:22and develop a better understanding of
30:24how you learn skills.
30:26And finally, if genetics don't matter,
30:28but you think yours will hold you back,
30:30you'll arbitrarily limit yourself for no
30:33reason at all.
30:36I guess there might be another category
30:37where genetics do or don't matter, but
30:40you think you're God's gift to gaming,
30:42and end up being overconfident in your
30:43own abilities and overcommit to gaming
30:45and drop out of school to try and go pro
30:47or something, but
30:48either way, I think that's dumb. So,
30:51moving on.
30:53I really don't see a reason to assume
30:55you will be genetically limited compared
30:57to others, especially when we have no
30:59idea how close we are to the human limit
31:01of mechanics [music] overall and have
31:03even less idea of how genetics ties into
31:06that.
31:07>> [music]
31:07>> Of course, there are exceptions. There
31:10are certainly conditions that make
31:11improving harder, but even then, I've
31:14seen people [music] push through things
31:16like hand tremors and end up reaching
31:18the highest levels of gameplay. This guy
31:20can't even move his arms and he's crazy.
31:24If you enjoy FPS games [music] and the
31:26process of improving at them, I don't
31:28see a reason to give up on that just
31:30because you think you might be held back
31:32by something at some point.
Differences in improvement speed
31:35The reply I've seen myself turn to this
31:37line of thinking is something akin to,
31:40"If genetics aren't factor in how
31:43quickly people improve, then why do some
31:45people get better so much faster than
31:47others?"
31:49There are two explanations that I can
31:51think of that to me seem more likely
31:54than a purely genetic one.
31:56The first is that seemingly unrelated
31:58skills can have a massive impact on how
32:01fast someone can learn a new one.
32:04If someone played a lot of sports,
32:05[music] for example, they have practiced
32:08processing information and reacting to
32:10the things they see. If someone played
32:12the piano, they've [music] worked on
32:13their finger dexterity and so on.
32:16On top of direct translations like that
32:18though, learning is a skill in [music]
32:20of itself and anyone who has been good
32:22at one thing will have an easier time
32:24getting good at another.
32:27The next explanation [music]
32:28is about technique. Some people just
32:31start off with better technique than
32:32others.
32:33This can be for [music] a variety of
32:35reasons. For example, as a kid, you
32:38might have had your table too high and
32:39hung your arm off the side. Therefore,
32:42aiming with only your wrist becomes
32:44[music] a habit, one that you have to
32:46intentionally unlearn before you can
32:48integrate your arm into your aim.
32:51Someone who never had this ergonomic
32:53issue might use their arm the whole time
32:55and not [music] have to go through that
32:57long learning process.
32:59They will start training that muscle
33:01group earlier and progress [music]
33:02faster.
33:04This can happen with any number of
33:06components of your setup or your
33:07settings or even just aim itself.
33:10Someone's intuitive approach might be
33:12more aligned with what's [music] optimal
33:13than someone else's.
33:15How people approach fast strokes is a
33:17very common one. Some people get stuck
33:20in a habit of over correcting [music] to
33:21each one that requires conscious
33:23recognition and focus to fix, while
33:26others intuitively realize [music] they
33:28should move their mouse less and don't
33:30get stuck there at all.
33:32Even though someone who doesn't [music]
33:34experience as many hitches might seem to
33:36progress faster than you, that doesn't
33:39mean you can't catch up. You [music]
33:41just have to figure out what those
33:43hitches might be for you.
Conclusion
33:47The obvious, [music] but somewhat cheesy
33:49conclusion I want to draw from this is
33:51that a sensible level of self-belief is
33:54essential [music] for improvement. Both
33:56too much of it and a lack of it can
33:58blind you to weaknesses [music]
34:00in your aim and prevent you from putting
34:02in the time you need to correct them.
34:05I truly believe that anyone [music] can
34:07get to a very high level in FPS games
34:09and aim trainers, and it really sucks to
34:12see people ensuring that they will not
34:14reach that level simply because they
34:16don't believe [music] they could ever
34:18get there.
34:19Speaking from my own experience, a lot
34:22of the time the only thing holding me
34:23back from achieving the goals I'd set
34:25for myself was that I wasn't investing
34:27the time and thought in that [music] I
34:29needed to achieve them.
34:31And more often than not, the reason I
34:33wasn't doing that was because I didn't
34:35believe that my goal was possible for
34:37me.
34:38When you change that, when you believe
34:40that whatever score or skill level is
34:43achievable, you will put in the effort
34:45to make it happen.
34:47And it will happen.
Where I've been and hand health update
35:00Um hello. Thank you for making it to the
35:02end of this monstrosity [music]
35:05video. And thank you to my patrons whose
35:07names you can [music] see on the screen
35:09right now for supporting me through my
35:11um
35:12extended absence at this point. It has
35:14been quite a while.
35:15I want to talk about [music] that. I
35:16want to talk about where I've been, uh
35:18why it has been so long since I've
35:21posted, and if this [music] is going to
35:23become a trend because I've I've seen
35:25some people say like, "Oh, I really hope
35:26you don't quit making videos." Like
35:28that's how that's how long it's been at
35:29this point.
35:30>> [music]
35:30>> Um
35:31and to answer that one immediately, this
35:33is still my job. This is still what I do
35:35[music] full-time. I spend most of my
35:37working hours working on videos still.
35:40Um and yeah, I'm not going [music] to
35:42quit YouTube or anything like that. I I
35:45certainly want to keep doing this, so
35:47um
35:48so if that's the case, [music] you know,
35:49where have I been?
35:51Part of it is that this video just took
35:52a really long time to make. [music]
35:54There was so many like changes that I
35:56had to make after doing a lot of work
35:58that um
35:59you know, I brought the project up from
36:01the [music] usual hundred-ish hours that
36:03it takes me to make a video to 250 to
36:06maybe even 300 at this point. This has
36:09been a big project. I um
36:10>> [music]
36:11>> have read an entire book in the research
36:13phase for this video. I spent [music] a
36:16lot of time um working on the script and
36:19refining the script, and unfortunately a
36:20lot of that refinement happened after I
36:23had already edited something, so I had
36:24to go back and change it, and it just
36:25added a ton [music] of time. But the
36:27real reason that this took so long is
36:30because of my hand.
36:32For anyone who hasn't seen, [music] I've
36:33been dealing with pretty bad hand pains
36:35for the last 6 months, and I was trying
36:37to work through them for a while, but it
36:38just made it worse.
36:40Um
36:41So,
36:42>> [music]
36:42>> if you want a longer discussion of this,
36:44I have one on my second channel, but
36:45long and short of it is that I was using
36:47a trackball for the first [music]
36:49maybe 5 months of this year, and editing
36:52on a trackball is insanely slow. It was
36:55a big part of why that hour count for
36:57this video is so unbelievably high
36:59compared to everything else I've [music]
37:00made.
37:01Um
37:02Anyway, as I'm recording this on the
37:0426th of May, I am getting better. I'm
37:07seeing [music] a doctor finally.
37:09Uh I couldn't find anyone before. And
37:12doing a lot of exercises, and I'm using
37:14a mouse again. So, I'm editing with the
37:15mouse, which is why I'm pretty sure that
37:16I'll have this out pretty soon,
37:18relatively speaking. You know, I don't
37:20think it'll be another 2 months from
37:21recording this that uh the video ends up
37:24coming out, hopefully.
37:26Um but that's not to say that I've been
37:28doing nothing during my break. I have
37:30moved houses, which also delayed the
37:32project a lot, and then also have made
37:34season 2 of my Curve [music] Expert
37:36Marks. They're not quite done yet for a
37:38reason I can't explain till later, but
37:41they are ready to play on Curve Expert
37:43and if you go to [music] the link in the
37:45description or the pin comment or I'll
37:46put it, you can play them. And I think
37:48they're really good. I'm so proud of how
37:50these have turned out. But that was also
37:53an insane amount of work to put into a
37:55project.
37:57It took so long. [music]
37:59So long.
38:00And then I have also mostly finished
38:03writing a video script talking about the
38:05benches,
38:06uh and that is going to go through every
38:09scenario [music] individually and talk
38:10about what it does, how you should
38:12approach it, um which is obviously just
38:16an ungodly amount of work. It is going
38:17to be a really long video.
38:19>> [music]
38:19>> Uh so, I've got an editor for it, and
38:21we're going to be working together over
38:22the next couple months to hopefully get
38:24that done in a reasonable time frame.
38:27Um
38:29Yeah, the the first half of this year
38:31has been pretty rough for me, but I
38:32think I'm through the worst of it, I
38:33hope.
38:35Um
38:36Thank you all for your patience. [music]
38:37It really means a lot to me. I hope the
38:39wait has been worth it. I hope I've made
38:41something good. Yeah. Um
38:44I think that's all I have to say, so
38:46uh bye.