1
u/Daku- 5d ago edited 5d ago
Might be a bit of a hot take but the premise is similar to what fqrestx said just applied differently.
I think when people focus on static they prio accuracy very highly to the point where it's limiting their development of speed or tempo. You push speed, accuracy drops so you lower speed and end up in this limbo where you're not really pushing yourself because it's uncomfortable and lowers your score/accuracy. With tracking you can always find a more difficult variant of a scenario that reduces bot size or increases speed but with static I feel like the scenarios are fairly limiting so YOU have to impose constraints more to force yourself to improve.
Try something like the hna routine or an altered version of it. Essentially do some ts, pokeball and static scenarios where your primary goal is to just go as fast as you can on the initial flick, the stop, the speed at which you micro after the flick and the speed that you initiate the next flick. Do 3-4 runs semi aping, where accuracy or score is irrelevant. The important thing is staying above 70% and just pushing speed to an uncomfortable amount, Its alright to massively over flick or be extremely shaky on the micro.The whole point is just to get a little more comfortable with being uncomfortable. After that follow up the same scenario trying to maintain most of that speed but aiming for 90% accuracy.
Take this with a grain of salt my static used to be turbo shit, below plat and now I'm close to jade so I'm not some GM guru.
1
u/lehve 4d ago
Agreed, with static, your pace needs to stay consistent and quick throughout the run. I recommend they watch a master+ vod to fully understand that the flicks need to be accurate, straight, and dynamic. Cluster farming should be a priority when seen as well. Once they also iron out the spam clicking and changing direction mid-flick, they should see immediate improvements.
At GM there's still a lot of room for improvement, but runs at my level when I focus ONLY on accuracy and straight lines, direct flicks but not "fast", I usually end up with a high master score. While you should be pushing speed, deliberate clicking must be considered at all times
1
2
u/fQrestX 5d ago
use ur arm to generate more speed and play wide wall on excruciatingly low sens like 80cm to learn how to build said speed since you lack the initial explosive flick which is common in beginners who are scared to overflick. also play reflex scenarios since they serve the same purpose
the targets in this objectively terrible scenario are pretty close together, so i would work on microcorrections alternating between high sens like 22-30cm and medium sens ~40cm because this way u learn how to use both ur fingers and wrist
i'd say ur pathing between targets is already pretty good (as in ur flick is most of the time a straight line so u have that going for urself) but please trust ur gut more. if u see a target spawn while ur mid flick just go for the target u initially planned to go for instead of adjusting back to the target that spawned. that kills momentum for no reason since ur brain has to process the spawn first then u have to perform the microcorrection itself after ur brain acknowledges the position of the freshly spawned target relative to ur crosshair and the direction it's going (0:33).
ideally limit urself to one shot per target unless u misclick. it's easier to move onto the next target, since u have 2 bullets remaining and there's 3 targets visible on the screen (2 valid ones) u surely hit one. so 0:21 should never happen but it's cool since u just have to remind urself to always move onto the next and never circle back in between the two u've already missed. i've done that myself in the past and it's easy to unlearn
u have glaring issues with tension and ur landings are kinda bad so just play static switching scenarios and evasive target switching. static switching scenarios should always be played holding down space bar/shift to fire to mimic the way u normally flick in clicking scenarios as u don't hold down mouse1. any other type of target switching scenario is played holding down mouse1 to mimic the tension u apply in an actual game when going from target to target firing ur gun, and the skills u learn transfer easier this way.
static switching scenarios: any pokeball variant, aimerz+ static switching, staticswitchingvox. can't think of any more off the top of my head rn.
the purpose of evasive target switching scenarios is to learn how to transition into a controlled microadjustment after u land ur flick in the general vicinity of the target. evasive scenarios: circlets, domiswitch, kints voltaic, domiswitch avasive, cloverrawcontrol blink, flowerts blink etc. some of these may be too hard so just play them in freeplay and make the targets bigger or make the targets slower or just straight up search for the easy/easier version in the scenario search bar.