EliGE Final Report & Routine(s)
By Amped Matty
1 - Introduction
This document will summarize the work we have completed during the 8 week
program and highlight the improvements we have made with our aim in the
process. Here, we will recap EliGE’s mouse control development within the context
of several goals set at the outset of the program. These goals include:
- Raising our skill floor for aim/mechanics
- Improve Consistency
- Stabilize and make consistent our micro corrections
- Reinforce our strengths in rigid/snappy flicking
- Maximize score in dynamic clicking scenario variants
- Develop aim training self-sufficiency
Aiming mechanics pertaining to CS were trained in the tasks provided in the
routine listed below. These tasks are specifically designed to help practice tactical
FPS aiming techniques and force players into isolated, rigorous aiming
simulations.
Specifically, these tasks train the following essential tacFPS mechanics:
- Flicking technique and flick accuracy (Static Clicking + Speed Target
Switching)
- Click-timing and Micro corrections (Static Clicking + Dynamic Clicking)
- Movement Reading (Dynamic Clicking + Evasive Target Switching)
Through an iterative process of testing and troubleshooting mechanical errors in
our gameplay, we finalized the aim training routine listed in this document
together during our last session.
As aim trainers, our main goal is to isolate our mechanics, such that we
are able to exclusively push ourselves and that specific aspect of our
gameplay. We focus on bolstering our strengths and reinforcing our
weaknesses. It is important to note that the aforementioned goals were
achieved not through mindless grinding or memorization of the patterns in
each scenario, but instead through conscious effort and proper
application of aiming techniques and strategies. In-game, this allows us to
be more confident and consistent with our aim.
2 - Full Summary
Let’s take a look at the progress we have made throughout the duration of the
program. In this section we will highlight the issues we faced in the aim trainer
and how our aim changed after adapting to new approaches and techniques
used on mechanics that were important to us.
VT 2T Wide Pokeball (Before)
VT 2T Wide Pokeball (After)
Flicking technique and flick accuracy (Static Clicking + Speed Target Switching)
Improve Consistency
Reinforce our strengths in rigid/snappy flicking
The intended improvement of building consistency with already well-executed,
snappy flicking technique is brought out by the differences in speed between
these two cases.
➢ An important quality that needs to be preserved when we perform flick
motions is the snappiness or rigidity of the flick.
➢ Being a Pokeball scenario type, the focus is to perform direct flicks that land
our crosshair as close as possible or ideally directly on top of the target every
single time. After spending several sessions focusing on this concept, we found
that our flicking technique became much more consistent, which likely was yielded
by the brute force nature of this scenario.
VT Clustershot Four Adaptive (Before)
VT Clustershot Four Adaptive (After)
Click-timing and Micro corrections (Static Clicking + Dynamic Clicking)
Improve Consistency
Stabilize and make consistent our micro corrections
We found by using this scenario that our flicks/micros became staggered and
inconsistent due to changing conditions, which suggested a struggle in
adapting to non-constant aiming situations.
➢ Biggest difference between the two VODs is fluidity. We measure how fluid our runs
appear by gauging the amount of time it takes us between performing a micro on
a target and performing the next motion to get to the next acquired target in a
path.
➢ Fluidity coincides with the tempo at which we make decisions in-game. High
intensity aiming situations in CS tend to occur infrequently but play at a very high
tempo. We improved our fluidity by training this scenario and other tasks that have
changing conditions.
VT Dashshot
➢ One issue we encountered when trying to improve our dynamic clicking is
that we often failed to keep pacing later into each run.
➢ Dashshot and Flowshot succeed in forcing the player to consider optimal
shot timing and punish the player accordingly for dropping the rhythm.
VT Flowshot
Movement Reading (Dynamic Clicking + Evasive Target Switching)
Maximize score in dynamic clicking scenario variants
We are better at holding tempo longer in each run, and we have learned how to
catch ourselves when we are dropping tempo.
➢ Sessions were spent training different kinds of dynamic clicking tasks in an
effort to learn how to gauge optimal pacing and maximize scoring by holding a
rhythm of hits.
➢ A necessary part of this comes with learning how to read movements of
targets in our peripheral while already in the process of going for a target. This
comes into play in-game, when we are getting rushed by multiple opponents and
there is need to either spray transfer or enter click-timing with each of them.
Multi-target Reading
Reading involves anticipating what the next motion of a target might be, as well as
reacting properly to what the motion actually is when it occurs. Dynamic clicking
helps to improve reading our peripheral, which allows us to set up aiming fights in a
way where we dictate the tempo by giving ourselves options on how to react to
target motion several steps ahead of our current action.
Overflicking and Tension Management
➢ Notice in this clip how we reacted to the target strafing out on the angle. The
target’s appearance was abrupt, and our corresponding reaction overshot the final
position of the target strafe. This implies that we had an immediate increase in
tension to catch the target before it was too late, and as a result, we performed an
overflick and risked dying way more than if we had focused on being more
controlled.
1w2t Auto Balance (Before)
1w2t Auto Balance (After)
Flicking technique and flick accuracy (Static Clicking + Speed Target Switching)
Movement Reading (Dynamic Clicking + Evasive Target Switching)
Improve Consistency
We improved overflicking by training on an evasive target switching scenario
that punishes instability on flick landings.
➢ The issue of overflicking, especially when tracking fast strafing targets, is
remedied by training underaiming. Underaiming is the practice of intentionally
preserving tension and exerting less force when making movements with our wrist
or forearm. The result is a technique that looks less reactive and more grounded
than its more speed-oriented counterparts.
➢ An early hurdle that we had to get past was staggered flicks when acquiring
each new target. This scenario thus also entails training direct flicking. We
eventually learned to preserve the snappiness and accuracy of our natural flicking
technique, as demonstrated in the two VODs.
Amare Microshot (Before)
We see a lot of waiting for target motion in vain and early misfiring.
➢ An issue we identified in our sessions was that balancing tension and aiming with
our fingertips was challenging, and we therefore had a lack of confidence when
dealing with such difficult micro-oriented tasks like this one. Mostly, our goal was to
find a good rhythm of hits and keep that rhythm going throughout the entire run.
Doing so trains optimal shot timing and gives us a sense of exactly when- down to
the millisecond- we are in the safest window to take the shot.
➢ In the above clip, we can see how poor shot timing can cause us to quickly lose a
certainly winnable duel. This is especially punishing when wielding a single shot
weapon like the Scout.
Amare Microshot (After)
Click-timing and Micro corrections (Static Clicking + Dynamic Clicking)
Stabilize and make consistent our micro corrections
Maximize score in dynamic clicking scenario variants
This comparison highlights the improvements we have made in judging aiming
tempo and being able to keep a steady pacing with shot timing windows.
➢ The benefits of this task for CS are very clear. Many situations in-game force us to
deal with micro dynamic clicking, often at a long range, and mostly on the x-axis.
These situations include the example of sniping, using a Deagle for one-shot kills,
and trying to headshot duel an opponent with pistols like the USP-S.
➢ Having two targets is easy on the eyes. We are able to practice using our peripheral
vision to scan the background for our next best prioritized target.
➢ The biggest difference can be observed in our ability to catch ourselves when we
may be dropping the rhythm. We learned how to stop on a dime and reset our
pathing to restart the rhythm. Doing this helps to save runs that might have
otherwise been lost.
➢ Though difficult to see, this situation very nicely maps the scenario, Amare
Microshot, to an aiming situation in-game requiring precise micros and reading of
two targets.
CG Adjust Click Micro (After)
VT ChorusTS Flick
Flicking technique and flick accuracy (Static Clicking + Speed Target Switching)
➢ This task is focused on continuing to build proper flicking technique and
encouraging high speed within a strict timing window. Certain targets must be
prioritized first to stop them from despawning on the opposite side of the map. This
forces us to learn how to aim when there is a difference in priority/danger between
two targets.
CSGO
➢ When we take the foundational skills with flicking that we use in Aimlab with
scenarios like ChorusTS and combine them with our knowledge in-game in spray
control, we get really satisfying spray transfers like this.
VT Swaytrack Smooth
Movement Reading (Dynamic Clicking + Evasive Target Switching)
➢ To finalize the routine and round out any remaining skills that we cover that are
applicable to CS, we included a simple tracking scenario that is focused on
underaiming and movement reading.
➢ The benefits from this scenario in-game are hard to judge because CS is not as
tracking-heavy as other games, but we can trust that movement reading reinforced
with tracking scenarios like this can still supplement click-timing situations.
3 - Before & After Conclusion
The Aim Goals we had set heading into this 8-week aim training program were as
following:
● Raising our skill floor for aim/mechanics
● Improve Consistency
● Stabilize and make consistent our micro corrections
● Reinforce our strengths in rigid/snappy flicking
● Maximize score in dynamic clicking scenario variants
● Develop aim training self-sufficiency
Throughout this program, we have seen diverse improvements to our aim, which
is brought out by how the scenarios chosen cater to the mental side of aiming.
The above sections focus on how each task in the above routine both specifically
targeted our weaknesses in our aim and helped us to understand the strategies
that bleed over from Aimlab into proper CS mechanics. Our aim is certainly more
consistent than in the beginning of the program, and our understanding of aim
training scenarios has also been displayed through consistent scoring.
One of the greater highlights of this program was our work with micro corrections
on tasks such as Amare Microshot. This scenario was extremely difficult for us on a
first pass, but eventually, we successfully learned how to implement proper micro
technique. This is essential for CS, and subsequent VOD reviews show a 1-1 benefit.
Showing some great performance in CS during the program:
We would have liked to spend more time working on dynamic clicking scenarios.
Most of our focus was limited to CS for the majority of the program, for obvious
reasons, but if we had more time, we could have delved further into dynamic
technique and how to get better scores.
We also worked together on building aim training self-sufficiency. This means that
we trained our ability to analyze the mistakes in our own aim by looking at
adjacently-skilled players in Aimlabs and comparing our runs with theirs. This
develops our ability to diagnose errors in our gameplay for the future. The playlist
listed in the image below was the product of our work here.
The Aimlabs routine listed below is the finalized playlist with which we have
decided to end off the Amped program.
4 - Routine(s) & Training Resources
This section will provide you with the final routine that blends scenarios that you
found either enjoyable and/or useful throughout the duration of the entire
program. You are encouraged to switch scenarios in and out of this routine
depending on which ones you find to be fun, engaging, or motivating to play.
These scenarios encompass a wide range of aiming concepts, applicable in both
aim trainers and CSGO.
With this final routine and extensive aim training resources available at Voltaic, I
am confident to state that our program together has been a great success and
that you will have the tools to continue training and improving your aim on your
own for the future. Be sure to continue playing the routine and trying new
scenarios based on what you feel you need to keep your aim journey going
strong. Feel free to contact us at any time for further inquiry on aim mechanics or
other related services. Happy dot clicking and good luck with your future esports
endeavors!
LowGravity’s AimLab Scenarios
Voltaic Aimlabs Task List
EliGE’s CS Routine
Click Here To Play
VT 2T Wide Pokeball
[ Why ] Opener scenario to get ourselves well-warmed up for the playlist. Practice flicking at wide
angles and pushing speed as much as we can.
● [ How ] Hold down LMB the entire duration of the run. Try to string together quick hits and perform
full, direct flicks between targets.
● Go for full flicks each time and deal with clusters of 2 targets with much higher speed, like a burst,
whenever the opportunity presents itself.
VT Microshot Speed Wide Novice
[ Why ] We want to make sure our flicks stay at consistent speeds and maintain that rigid, snappy
appearance, while always landing on target. This is especially important for flicks with the AWP
and/or gamble flicks.
● [ How ] Similar to VT Spidersnap, flick directly to each target that spawns, with no micro
correction. Perform each flick as a direct reaction to the next target spawn, as if it were an
opponent peeking an angle and we had an AWP.
VT Pulseshot Six
[ Why ] This task is a pressure scenario designed to test our ability to make decisions on target
prioritization very quickly.
● [ How ] Play at the fastest tempo possible. Adjust tempo, or frequency of hits, as more targets risk
despawning. Practice fast clustering and full flicking between targets that are close to
despawning. String together hits between targets of varied sizes.
CG Adjust Click Micro
[ Why ] We want to work on micro corrections and reading movements at far distances. This
scenario simulates both requirements.
● [ How ] Practice performing smooth, clean flicks between each target. Keep track of as many
targets’ motions as possible using our peripheral vision and lead shots where the opportunity
presents itself. Try to develop a rhythm and steady pacing of hits.
VT MPXY VALORANT
[ Why ] Provide ourselves with an extremely movement reading-heavy scenario that forces us to
have 100% reliance on peripheral vision. Also, give ourselves a good Pasu-like scenario to reinforce
good dynamic clicking technique for higher scoring.
● [ How ] Play for safe shots on targets that are not about to change direction of motion. To save a
rhythm of hits, take leading shots or gambles. Do not focus on the center of your screen.
1w2t Auto Balance
[ Why ] We want to make sure that we are reacting to target motion with the appropriate amount
of force. We want to be careful when flicking so as to ease into the motion instead of overaiming.
● [ How ] Try for direct flicks on each target, but transition into a smooth tracking motion while
holding on the target.
VT ChorusTS Flick
[ Why ] We want to introduce a time pressure to our aim training so that we can gauge how
accurate our flicking technique is under pressure.
● [ How ] Facing one wall, targets will spawn on either side, and we need to eliminate all of them as
fast as possible before they reach the opposite side of their spawn. We will combine our
practicing of wide flicking, narrow flicking, and target speed reading all in one scenario. The time
pressure is given by the fact that targets reaching the opposite side of their spawn will
automatically die and award no points.
VT Swaytrack Smooth
[ Why ] We want to develop our smooth tracking skills in terms of reading. That is, we could care
less about being purely smooth, but we want to get better at reacting to sudden changes to
target motion by smoothening our reaction to it.
● [ How ] Similarly with 1w2t Auto Balance, try to track the target with the least amount of wasted
motion, as smoothly as possible. There are 4 cycles, all the same difficulty.
Contact Me
● Discord : mattyow
● Twitter : @Matty_OW
● Youtube : @MattyOW
● Team : @voltaichq
● Community : discord.gg/voltaic
Original Document Format by minigodcs