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Showing posts with the label DeafMatch

Feb 2026 Update

 Time..does..fly.  Currently Plat 1. Whoo hoo! To think that we started in Iron 3 is quite amazing. Just goes to show, how much (A) great friends (B) great advice (C) great resources (D) continued efforts can take you.  Current Sens: Hovering anywhere between 0.155 and 0.175 @ 1600  Occasionally (dependent on day) can pay on 0.24. I think that's my "minmax".  Raw Accel: Linear Mode Acceleration: 0.095 Mode: Output X/Y Locked Output Limit: 3-3.5 Offset: 25-40  I'm starting to get a "feel" for what to do w/ my sens. As you can see, the sens range is quite high. I don't mind. I will say, however, that the "butter-y" sens is right on 0.175, dubbed "the GOAT" sens by Slime (as of writing this)  Biggest Lessons Learned (Simplified)  that I feel was the most pertinent to making it to Plat, thus far:  Less excuses / blaming the team Mechanics == always will be important. BUT, decision making => good positions and good positions => bette...

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...

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. 

Lessons with Shniller

S/O to Shniller for making the time to train me. Great guy, 10/10 would recommend! Most of our time in custom match was spent working on strafing & counter strafing. Here's a rundown of things that I should work on:  1) Strafe and tap the opposite key to come to a complete stop. When stopped, shoot-almost instantaneously. Work on counter strafing against a wall or with bots.  Eventually, you want it to be one, fluid motion. You should be able to strafe and hit the same target (center) while moving back and forth.  2) Preaim the expected head level prior to the swing. That way, all that's needed is a quick tap, or a very small microadjustment to get your crosshair on their head.  3) Don't worry about "cutting the pie" when clearing angles for now. Swing that thing with confidence . Given his great advice, here is a warmup routine that I've developed (and will most likely adjust and tweak over time): --- The Range Static Shots - Duration: Until Comfortable...

09/27/24

 Today is an "iffy" day. I find it hard to concentrate on standing still when I encounter someone. Of course, DM has a bit of a wildcard style of spawning, but I should still be ready to encounter someone before I actually do.  When I make contact with someone, I sort of panic where the whole "head level shooting" goes out of the window and I am often strafing while  shooting. This is evident in my shooting error chart showing blue.  Maybe I should work on the MASS approach for now (Move, Aim, Stand Still, Shoot) to get used to seeing someone-and not firing off immediately.