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Raw Accel for 1 Month: Review

 sens: 0.105 @ 1600 DPI Raw Accel has been quite an interesting journey.  For the most part, this has allowed me to play @ a much lower sensitivity than I usually play at.  On the other hand, I've also noticed that I tend to overflick my targets due to the rapid accel that is applied whenever I move my mouse too quickly.  After watching a video from Viscose, I think that it's about time that I try and spend some time off of Raw Accel - and to simply work on fine tuning my mechanics without this additional boost.  Trying to find a consistent sens will be my next challenge. I believe that my eDPI prior to raw accel was around 287.. which is quite drastic when compared against my 168 eDPI that I've been using. 

Raw Accel??

 I recently came across Raw Accel and its (possible) benefits. It intrigues me for sure. Still not sure as to whether it will be something permanent, but it seems to be holding up quite well when used sparingly.  The idea is this: in Valorant, there is a strong emphasis on microadjustments  and smaller, finer movements. For this, a lower sens seems to be the way to go.  The downside to this, however, is that you are unable to move (turn) as easily as one would like to. In instances where you are flicking, your entire arm has to flick for that to happen.  With my sens currently being around 200-250 eDPI, I have to break up a 180 degree turn into segments.  With the help of raw accel, I'm able to achieve two things simultaneously: 1) I am able to stay at my "normal sens" when I'm engaging people (since the mouse movement is little) 2) When  I need to turn quickly (i.e. satcheling, clearing corners) I can rely on the faster, accelerated mouse speed to acc...

Frustrated

 In recent days, I feel like I've been doing very poorly in terms of my personal shooting mechanics.  I can't seem to really wrap my head around it.  Although I know that raw shooting isn't everything, my performance is bothering me due to the fact that even in DM, I am quite nearly bot fragging on every match. I know that I could do better.  Although I tried adjusting my sens (and a laundry list of other things), I know that it has to do with my actual gameplay. So I'm trying to narrow down on a list of possible improvements.  -Crosshair placement: I know that I should maintain head height at all times. Perhaps drilling this idea (of having head height even on knife) can be beneficial  -Timing / movement of peeks: Right now, I'm not really "peeking" but rather reacting to what's being thrown at me. When I see someone like Tayco play, I notice that (A) he isn't "out to get" people (but that the people seem to "come to him"), (B)...

BardOz and Target Confirmation

 One of the biggest struggles I have is in target confirmation, or the act of actually checking  to see that your crosshair is on the target's head before firing.  I have a tendency to flick and pull the trigger instinctively, which often leads to a missed first-shot.  This first shot accuracy is especially important in games such as Valorant, where the second shot can be too late (or miss due to recoil).  Although it has significantly slowed down my speed  in which I can flick, I can already see the benefits in-game where, in the context of a 1v1 gunfight, the opposing team is also whiffing and trying to get their crosshair on target.  In having this extra layer of practice under my belt, I feel that the concept of calm aim  is one step closer.  It's not that there's "plenty" of time to shoot, but that a confirmed shot is far more valuable than a stray whiff that's relying solely on muscle memory.  The context changes dynamically. You a...

2025 - Updates!

 Phew! I haven't updated this blog in a while. There has been quite a number of changes since I've last written on here. To start, here are my current sens:  0.13 @ 2400 DPI ( 312 eDPI) As for warmups and aim training has been going, I've spent significantly less time on KovaaKs and have been pouring in more time in the Range. The reason is simply due to the fact that I'm trying to master the art of deadzoning-which requires movement to do.  But on Kovaaks, I've been narrowing down my scenarios to just a handful: Gridshot Ultimate: General Practice. Not necessarily for any translation into Valorant. I simply work on flicking quickly but also getting a feel for how far my mouse moves with each flick.  Microshot (Any Scenario): I work on micro shots where the targets are much smaller. This is where I focus on maintaining a smooth line from target to target, all the while making sure to get a hit confirmation prior to clicking. Smooth Tracking: This is lesser in terms ...

Overaim Warmup - Updated

I'm beginning to understand the purpose and reason as to why the over aiming routine by Woohoojin is so popular. I'm going to drill this in the Range until it can be as smooth and responsive as it could be.   Over aim Warmup (1) Do the aim routine in slow segments Over Aim, Move, Confirm, Shoot  (2) Combine the over aim and movement but slow on the confirming. Then shoot (3) Gradually increase speed to real-time.  If at any point you begin to slip from the rhythm, go back one step.  If you are going at game speed but seem to be flick-missing, slow down just the confirming part. If you are still not flicking correctly and/or moving sufficiently, go back down to step 1 and do it in slow segments. 

Snap To Microadjust

Continuing to practice Woohoojin's overshoot drill. One thing that I learned is that when I flick, I tend to overshoot quite a bit.  Having stronger mouse control and snapping to a smaller distance from the head seems to result in a much, much quicker response time, and when the movement is nearly  caught up to the speed of the flick, then it should feel like one fluid motion where the flick and strafe happens simultaneously.  This leads to the "snappiest" flicks, so hopefully I could continue this drill to the point where it becomes second nature.  It's also worth mentioning that this strafe movement isn't applicable in all  circumstances. Simply holding angles do not require this movement, however a continuous strafing back and forth is never a bad option when holding angles. Perhaps I just need to play more DM to try the variations out.