Aim Training?

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superbad!
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just saw this and thought it might appeal to u


https://www.youtube.com/watch?v=UJekJH5PmoY
download link in the description

not gonna lie, i havent tried it myself. if u think its any gd, let us know.

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.DoK. Crazy
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Re: Aim Training?

Oh Unity, Nice catch!
I've been wondering if there was some 3D version of aim training.

Q - inverts X/Y.
Up/Down - arrows to change sensitivity
1 - Reset level
Esc - Quit
Mouse 1 - Fire

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METEORKID
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Re: Aim Training?

huh seems cool but a little basic. Makes me want to knock something up in ue4 (meh i wont I'm too lazy). It would be nice if the target locations were not fixed and there were more variations to the scenario.


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Re: Aim Training?

::RaiL::!Carnage!:: Do a full round and tell me how your hand feels Happy

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Re: Aim Training?
(*WASP*SH▲DOWKNIGHT) wrote:

::RaiL::!Carnage!:: Do a full round and tell me how your hand feels Happy


How long is a full round, sorry Big grin?
About how I feel, I feel like I can open a breach in the wall with a punch!

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Jabs
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Re: Aim Training?
.DoK. Crazy wrote:

How long is a full round, sorry Big grin?
About how I feel, I feel like I can open a breach in the wall with a punch!

Hah, nub. Not even 1000 score! Winking

The aim training would be interesting if the sensitivity correlated with quake or another game like cs, imo

superbad!
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Re: Aim Training?

i cant remember what is what. i guess for it to corelate with q3, you'd need to be using raw input?
what is in_mouse -1 and in_mouse 1? which is which
edit. this didnt really answer me - http://www.esreality.com/?a=post&id=1515298

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Re: Aim Training?
.DoK. Crazy wrote:

(*WASP*SH▲DOWKNIGHT) wrote:
45.76.35.49:27960 Do a full round and tell me how your hand feels Happy


How long is a full round, sorry Big grin?
About how I feel, I feel like I can open a breach in the wall with a punch!

40 maps x 3 minutes , that's 2 hours , what you think of making it 1 or 2 minutes round ?

EVILUTION
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Re: Aim Training?
METEORKID wrote:

huh seems cool but a little basic.

Like Meteor here says, it's too basic,
But here's my opinion,
if it was a more high poly and network simulated then it'd be something to start with, because more and more titles are graphics/network heavy which causes at least minor fps drops thus creating a lag.
but hey, if you got a GTX 1080 or rx 480 & you want to show your skill in lan parties, sure.
for me, graphics are a bigger part in multiplayer fps, and I'm not willing to play with models looking like potatoes from upclose/far.
also, some titles offer lowering the render distance level of detail, which causes a problem on high resolution screens/high fields of view as everything that is further and further from player looks like a blurry mess,(this basically means that each frame is rendered in a smaller resolution than your screen and then is being upscaled to whatever your native resolution is kinda how 4k is being simulated on some consoles or the game has secondary set of lower poligon models, kinda like q3 with r_lodbias or, restricts rendering something that is very far, which creates the same effect of our beloved antiwallhack, making models appear in front of your face in the middle of nowhere ). so scoring a decent headshot or bodyshot even, depends more on luck than skill.
so this might not be the most accurate way of training your aiming.
instead play normal games, as they accurately represent the true atmosphere and nature of how aiming happens with network based fps


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Re: Aim Training?

[troll content]

Here is a video of aim practice that I did. I noticed that i aim without even looking at the crosshair soo... i removed it. No crosshair no sticky stuff on the monitor to replace it.


https://www.youtube.com/watch?v=s7sURj4BzGM

And ofc i cut the times when i miss 10 shots in a row x)

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Re: Aim Training?

play hard, you'll forget the fear...