KandiVan Posted March 2, 2017 Posted March 2, 2017 (edited) Alright so this is a problem I've been having in H1. The game has relatively small hitboxes, especially around the head. I've tried monitor matching and viewspeed matching my hipfire and ADS sensitivities and I feel like I can't trace while ADS'd accurately enough (the ADS sensitivity feels too high). I've found the only way I can continually two tap is by flicking with my hipfire sens ( 50.87055 cm/360) to the head and then ADS and tracing small movement with incredibly low sensitivity (121.3276 cm/360). While it works, I find the issue I have is that the ADS sensitivity kills my hipfire muscle memory (IE: flicks feel off with shotgun etc). So my question to you all is this, is their a magic (LUL) ratio between my two sensitivities that will give me the best of both worlds, that is, to be able to trace incredibly small movements while leaving my muscle memory intact? I realize this might be a ridiculous question, I'm just curious if there is something im missing, thanks in advance guys. Edited March 2, 2017 by KandiVan
KandiVan Posted March 3, 2017 Author Posted March 3, 2017 I don't think there is some magic ratio and if there is one it won't be easy to find. Have you tried finding the optimal (perfect balance between speed and ease of precision) tracking speed while aiming down sight and then using that as the base for the viewspeed matching? I know this sounds like blasphemy, but another alternative would be learning to use mouse acceleration, that way you can have both precision and speed. With your current 360 of 50cm (I assume to be at 90 FOV), you should have enough range of motion to be able to do very fine pixel by pixel movement. All training simulation games make you practice larger jumps instead so very fine mouse movement may not be something you have effectively practiced. Changing your sensitivity may just be a band-aid for this. I think the best solution would be to practice it. Practice moving the mouse as slow as you can and as smooth as you can. Try to have a constant linear speed. If you were to graph your movement, it should be a straight line rather than a saw tooth wave. Oh and something may be wrong with your setup. Desk height, mouse pad friction, mouse feet residue and scratches, lint, sweat, etc all affect the ability to do very fine mouse movement. Try to fix as many factors as you can. Do you know of a way to train super fine mouse movements? I havent been able to find one yet. As for the setup, im running a deathadder elite on a zowie GSR, sit on 3 pillows so my elbow is at a 90 degree angle to my desk, so there isnt really anything i can think of in that regard.
KandiVan Posted March 3, 2017 Author Posted March 3, 2017 I haven't actually practiced fine movement myself, mostly larger movement. Things like CS:GO training maps, Aim Hero, Aimbooster, Aim400kg, etc. Shooting targets or snapping between heads. Even if you do this kind of practice with tiny targets, it is still just jumping between targets with fine movement as you get closer to the target but it's not actually training fine movement. It is very erratic arm movement followed by fine movement. I think Aim Botz in CS:GO with the bots set to strafe left and right may be a good solution. Don't kill any bots, just follow the head. Set the speed as low as you can go, even set the time scale below 1 to make the game even slower. This will train very fine horizontal movement but it will be incredibly boring with slow results. LOL this is the exact result i came to, quite literally what im doing at this exact moment. In all honesty, im ok with slow results as long as there is results, thanks for your time buddy!
KandiVan Posted March 3, 2017 Author Posted March 3, 2017 (edited) I think an ever better method would be the "Fast aim/reflex training map V4" CS:GO map. Set host_timescale 0.3 or so and just follow the bots until they fall into the hole. Another method would be the map "Sensitivity generator" with host_timescale 0.3 or so. You stand on a platform that moves left and right, and you just keep the crosshair on any point you want and compensate for the movement of the platform. edit: I forgot to mention this. You can make fine movement a lot easier by increasing your DPI and reducing your in-game sensitivity if the game engine doesn't suffer any problems with a low sensitivity value (like negative acceleration). You can even double your DPI and use 4/11 (50%) Windows Pointer Speed (WPS) or even quadruple the DPI and use 3/11 (25%) to make fine movement easier in every game that has Raw Input, which bypasses WPS. Read this thread to understand why this works: http://www.mouse-sensitivity.com/forum/topic/5-how-sensitivity-works/ You could probably get away with double the DPI but not quadruple, H1Z1 has an awful sensitivity range. Will check out all those maps. And yea, H1 has a horrible sensitivity range. Ive made it work though so that while scrolling through on desktop im on 1200 dpi 3/11 windows sens, and in game I use 1150 DPI, which allows me to use the same viewspeed as 1200 dpi 3/11. Edited March 3, 2017 by KandiVan
potato psoas Posted March 3, 2017 Posted March 3, 2017 Another method would be the map "Sensitivity generator" with host_timescale 0.3 or so. You stand on a platform that moves left and right, and you just keep the crosshair on any point you want and compensate for the movement of the platform. That sounds really good
Bernd Matthys Posted March 3, 2017 Posted March 3, 2017 (edited) There is no "Holly Grail" or "Golden" ratio.Matching "viewing speed" only "works" when the FOV difference isn't too big.Using the same viewing speed when the FOV cut's in half makes you crosshair very sensitive and there is little room for error. So these are the options you have.1. Deal with it and learn to shoot with high sensitivity and little room for error.In the long run it might work, but it will take some serious dedication and practice.Also the hipfire sens needs to be low enough, but no matter the game if you can't do a 180° in one mouse slide it's a handicap imo.You can get away with it in games like CSGO or battlefield that aren't very fast paced and when they hit you in the back your dead anyway.But in games like Overwatch or Quake your screwed. 2. Use mouse acceleration.It's a nasty thought but something like this can help http://mouseaccel.blogspot.be/2015/11/quickstart-guide-to-configuring-driver.htmlIt's a driver that uses a linear acceleration curve and has a "speed ceiling" you can configure, making flicks precise and won't affect your longer range tracking,So you can use low sens. But it i haven't any experience with it.3. Use monitor matching.Well, we all know what that is and it isn't perfect but you can sync up the distance between hip and ADS of where most of your enemies are running when using ADS. 4. Don't give a sh*t. And that's what i'm been doing. In the end "flicking" is all about that split second when your crosshair is crossing the enemies head and having the reflex when to press that left mouse button.And your eyes are providing you that information. So when you can sync up that information with the time it takes for your body and finger to react, having the exact same mouse sensitivity isn't necessary.A couple of day's ago me and 2 friends have launched a website called http://www.3daimtrainer.com it convert in-game sensitivities and field of view to our aimtrainer providing you the exact same aim as in your selected game. And let you train your aim in a consistent environment, focusing on aiming only and way more efficient than in the game itself or any training mode. Anyway this site is provided with a lot a high quality video's and a guide https://www.3daimtrainer.com/science.html explaining you everything you need to know about aiming and how it actually works (also monitor matching and mouse behavior in 3D games) In one of those videos https://www.youtube.com/watch?v=URMezceozpk i show muscle memory and eye-hand coordination in the overwatch training arena.It actually takes me 10 minutes to adjust to a new sensitivity because the reflex my body has while passing the crosshair over the head is still the same.going from 28 to 44 aimed scope sensitivity took me 10 minutes to shoot those robots at the same rate, ofcourse in-game it takes longer because the hitboxes are 10x smaller (lol) but still my accuracy doesn't go down that much. What i mean is, don't overrate having the same sensitivity, there are other factors to that are at least so important So that are my 4 options Edited March 3, 2017 by Bernd Matthys potato psoas 1
Drimzi Posted March 3, 2017 Posted March 3, 2017 (edited) Edited January 28, 2018 by Drimzi Bernd Matthys 1
KandiVan Posted March 3, 2017 Author Posted March 3, 2017 There is no "Holly Grail" or "Golden" ratio. Matching "viewing speed" only "works" when the FOV difference isn't too big. Using the same viewing speed when the FOV cut's in half makes you crosshair very sensitive and there is little room for error. So these are the options you have. 1. Deal with it and learn to shoot with high sensitivity and little room for error. In the long run it might work, but it will take some serious dedication and practice. Also the hipfire sens needs to be low enough, but no matter the game if you can't do a 180° in one mouse slide it's a handicap imo. You can get away with it in games like CSGO or battlefield that aren't very fast paced and when they hit you in the back your dead anyway. But in games like Overwatch or Quake your screwed. 2. Use mouse acceleration. It's a nasty thought but something like this can help http://mouseaccel.blogspot.be/2015/11/quickstart-guide-to-configuring-driver.html It's a driver that uses a linear acceleration curve and has a "speed ceiling" you can configure, making flicks precise and won't affect your longer range tracking, So you can use low sens. But it i haven't any experience with it. 3. Use monitor matching. Well, we all know what that is and it isn't perfect but you can sync up the distance between hip and ADS of where most of your enemies are running when using ADS. 4. Don't give a sh*t. And that's what i'm been doing. In the end "flicking" is all about that split second when your crosshair is crossing the enemies head and having the reflex when to press that left mouse button. And your eyes are providing you that information. So when you can sync up that information with the time it takes for your body and finger to react, having the exact same mouse sensitivity isn't necessary. A couple of day's ago me and 2 friends have launched a website called http://www.3daimtrainer.com it convert in-game sensitivities and field of view to our aimtrainer providing you the exact same aim as in your selected game. And let you train your aim in a consistent environment, focusing on aiming only and way more efficient than in the game itself or any training mode. Anyway this site is provided with a lot a high quality video's and a guide https://www.3daimtrainer.com/science.html explaining you everything you need to know about aiming and how it actually works (also monitor matching and mouse behavior in 3D games) In one of those videos https://www.youtube.com/watch?v=URMezceozpk i show muscle memory and eye-hand coordination in the overwatch training arena. It actually takes me 10 minutes to adjust to a new sensitivity because the reflex my body has while passing the crosshair over the head is still the same. going from 28 to 44 aimed scope sensitivity took me 10 minutes to shoot those robots at the same rate, ofcourse in-game it takes longer because the hitboxes are 10x smaller (lol) but still my accuracy doesn't go down that much. What i mean is, don't overrate having the same sensitivity, there are other factors to that are at least so important So that are my 4 options This is slick, needs a replay button for sure and h1 to be supported, but otherwise wicked website. Will tweet it out my mans Bernd Matthys 1
DNAMTE Posted March 4, 2017 Posted March 4, 2017 Just something that Drimzi mentioned earlier but i think its importance is overlooked, mousepad... Honestly IMO mousepad is of most importance to get right. Is your Zowie GSR the old blue one? or new Benq black version? I'v been through a decent amount of gear and left my feedback on my steam account; http://steamcommunity.com/id/DNAMTE in 'Artwork'. Here:http://steamcommunity.com/sharedfiles/filedetails/?id=853949930 The Benq Zowie GSR is not comparable to the old blue one (the one that allot of people LOVED). It has a nice glide but possibly one of the highest static friction of any pad I've got my hands on. This means it will get 'stuck' on small movements and ultimately has a disconnect between glide and starting movement. Personally I like the steelseries QCK series pads and the Razor Gigantus. I've also briefly tested out the new roccat Taito 2017 (waiting for king size now) which also seemed to feel quite good but I need to try it out more. 50cm/360 should be plenty of room to get your aiming dialled in. Like drimzi also mentioned, allot of games focus on twitch rather then fine aim so often its an area that can be significantly improved. Drimzi just happens to be a freak when it comes to mouse control, maybe he can share some of his secrets and or videos. I've not looked at the above website but there's great options in CSGO for fine aim training. Ultimately I don't think having an offset speed for ADS and hip fire is the way to go, you want things in sync. Honestly. get a new mousepad. potato psoas 1
KandiVan Posted March 4, 2017 Author Posted March 4, 2017 Just something that Drimzi mentioned earlier but i think its importance is overlooked, mousepad... Honestly IMO mousepad is of most importance to get right. Is your Zowie GSR the old blue one? or new Benq black version? I'v been through a decent amount of gear and left my feedback on my steam account; http://steamcommunity.com/id/DNAMTE in 'Artwork'. Here: http://steamcommunity.com/sharedfiles/filedetails/?id=853949930 The Benq Zowie GSR is not comparable to the old blue one (the one that allot of people LOVED). It has a nice glide but possibly one of the highest static friction of any pad I've got my hands on. This means it will get 'stuck' on small movements and ultimately has a disconnect between glide and starting movement. Personally I like the steelseries QCK series pads and the Razor Gigantus. I've also briefly tested out the new roccat Taito 2017 (waiting for king size now) which also seemed to feel quite good but I need to try it out more. 50cm/360 should be plenty of room to get your aiming dialled in. Like drimzi also mentioned, allot of games focus on twitch rather then fine aim so often its an area that can be significantly improved. Drimzi just happens to be a freak when it comes to mouse control, maybe he can share some of his secrets and or videos. I've not looked at the above website but there's great options in CSGO for fine aim training. Ultimately I don't think having an offset speed for ADS and hip fire is the way to go, you want things in sync. Honestly. get a new mousepad. Alright, ill switch to my QCK+ (also have a QCK heavy). Will stick to it for a couple more days, have a big LAN in 2 weeks so if i dont feel like im starting to get consistent within the next few days Ill switch back.
Bernd Matthys Posted March 4, 2017 Posted March 4, 2017 (edited) Big thx for the feedback, i'm glad you guys like it Great website, bookmarked. I will be playing it a lot Some suggestions: A replay button Save sensitivity settings (going back in browser saves the settings except for WPS) Option to change crosshair (default colour should be white with black border IMO) Option to mute audio Increase max target limit Have multiple game modes A mode where the target moves around (a slider controls the speed) and you try get as many clicks on it before the time runs out. The target shouldn't move completely random, but mostly horizontal and do jumps, maybe even large jumps like the new futuristic shooters with boost jumping A mode where the target always spawns at the exact same distance away (a slider controls the distance) from the crosshair, just at a different degree every time Bugs: The crosshair messes up with a blue box around it (Firefox) To answer your feedback and give you our near future plans. The "restart training" and "back to menu" button will be added sometime next week. We know we have some issues using mozilla firefox, we are looking into it. Google Chrome doesn't have the "WPS" and "crosshair" issue We are working on a "track aim mode" that simulates "realistic" movements like "A-D strafing", jumping and crouching,where you can set "target speed". But with this mode we also want to implement "character movement" as it otherwise limits the gamemode.As for the "character movement" itself, we want a 1:1 ratio with the selected game to make the simulation as realistic as possible.But this takes a lot of time to work out and for games like Overwatch the movement speed is different for some of the "Heroes" making it a challenge.So i can't give you an ETA on this but know it's in the pipeline and it will probably releases in stages. We're also thinking about some type of gun that fires a "beam" with a "tap fire" and "continuously fire" mode giving you much better feedback towards your aim. As for the rest, more settings like "audio mute" and "crosshair types" will be added in time. This is slick, needs a replay button for sure and h1 to be supported, but otherwise wicked website. Will tweet it out my mans H1Z1 will be implemented in the very near future as we are working on this game right now. Since this is a side project of ours, the speed of working out our plans depends highly on the succes of the website itself. So spread the and we will step things up a bit, providing you guys with some great features . And if the Wizard agrees, i will make a topic to inform the members of mousesensitivity with updates and feedback.As i think in the long run both websites can benefit from each other as we both trying to improve gamers aim in different ways. Grtz. Edited March 4, 2017 by Bernd Matthys
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