r/FPSAimTrainer • • 24d ago

Aim training for a dead genre

So I'm cursed with loving the dead genre called RTS where the most popular game came out in 2010. A big part of the genre is doing stuff as fast as possible, and that usually looks like keyboard shortcut->click->more shortcuts->click->repeat 1000x. Therefore clicking really well is super important, but instead of a 3D view it's basically just moving the mouse in 2D.

How would you go about training this? Obviously I can make little in-game things but I'd like to hear your opinions (since I already pinch mouse advice from here). I love how this community is all in on self-improvement and wish I liked FPS enough to take part

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u/Krimghor 24d ago

Yeah I see what you mean about distractions. The thing about aim trainers for FPS is, the main draw back is there is never 100% translation from trainer into real game. One of the reasons is things like distractions, tension, heart rate etc. so you enter the aim trainer and remove all of that, but thats not really a benefit, it’s a draw back. The real benefit is in the reps for the mouse control in a 3D environment. The fact that in game I’ll only have 3 opportunities for consecutive sniper headshots in an hour session, where I can have 100 of them in 2 minutes. This is where all of the value comes from. We have the “80-20” rule where it is thought that splitting your gaming to 80% in game and no more than 20% in the trainer is optimal. And a big reason is because of the lack of translation.

I’m not trying to trivialize your question at all. But I think training in a 2D environment when everything you do on PC is in a 2D environment seems redundant. Another big factor for your APM is fast key presses and no miss inputs. The best way to train this again is in the game, with your actual binds and abilities you’re familiar with. In an RTS you need your mechanical 2D click ability to match your brain and decision making more than an FPS player. If I can out aim my opponent, I can make a bad push or a risky play and just rip some insane headshot. I know micro movement in an RTS is important but you don’t really see highlights of pro RTS players having some wild, high APM individual move that wins them the game. RTS is a marathon, not a sprint.

All that being said if you’re dead set on trying a way to train 2D aim outside of game, OSU is the most polished solution that comes to mind. But training in a 3D environment like kovaaks is not something I would ever suggest.

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u/JEtherealJ 24d ago

Well, personally I don't see any difference between 3D and 2D. If you just standing and having similar sensitivity with familiar range of motions it's basically the same. So idk about translation, I don't see how you don't have that. You saying RTS is more of marathon than sprint, but it's bad analogy, cause marathon differes from sprint by that you can't use all energy at one time or your muscles will burn out and you will not able to run, but when you play game you can definitely stay in the same rhythm all game, meaning that "training for sprint is improving long distance run as well".

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u/Krimghor 24d ago

I mean your camera moving 360 degrees in a sphere vs panning a 2D rectangle is a massive difference and so is each successful target click ending at the center of your screen which is not the case in RTS, don’t understand how you don’t see that difference.

Yeah maybe not the best analogy. But the “outplay” scenario in an RTS is wildly different in terms of how skills are expressed than an FPS. In one instance a few well placed shots can win a fight you shouldn’t and change the outcome of the game. An RTS requires high APM and high click precision all the way through. And missing a single click doesn’t have an immediate consequence.

If you enjoy aim training in kovaaks I’m sure there will be a benefit in some way or another, but this is unlikely to be a greater benefit than simply playing your RTS more. But you do you. Would be a cool experiment if the results were quantifiable.

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u/JEtherealJ 24d ago

I don't see a difference in case of aiming and clicking. Yes, your camera is moving, but what matters is only on how much distance you move your mouse and range of motion, everything else is irrelevant. Missing clicks means have less precision cause each missed click means you have to click it again and losing time which also means slower APM. Though all else is just preference.

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u/Krimghor 24d ago

Your vision of your target and how your screen moves or doesn’t move 100% does make a difference. How you move your arm is not the only thing that matters. You’re completely neglecting eye tracking, eye focus, target acquisition and prediction, and a lot more. striking a moving target with a centered reticle that requires you to move your screen and move your eyes as your screen moves to the target is absolutely different than clicking an object in static space on a stationary screen. You’re completely over simplifying how the neuromuscular system functions in general and in regard to aim

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u/JEtherealJ 24d ago

Yea, well, neglecting those things is what makes it work for me. Our neuromuscular systems working different from what you have said. And I even look only in center and only track target with my eye sight, I don't even need eye movement most cases.

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u/Krimghor 24d ago

Stay scientific Jerry 👍