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Valorant 5: Trying to Do Movement Based Aiming

I’m back from two weeks of traveling and I finally tried it. Movement-based aiming.

It was quite a challenge let me tell you!

Game 1-3: Competitive Games on My Smurf (Comps)

Comp 1: Horrible, terrible no good very bad game. Practiced clutching since the Cypher was completely being annoying, toxic, and throwing (trying to sabotage our team). Was fuming by the end.

Comp 2: Much better team, still missing everything and being horrible.

Comp 3: Finally got a nice team and was able to focus on movement-based aiming.

Comp 4: Bad aiming. Focused on Sova utility. Hit someone with the ult using pure gamesense. 

Main Takeaways

  • I need to follow my previous concept of feeling out the unknown parts of aiming in a controlled setting (deathmatch or shooting range)
  • I’m much worse than before break, probably Bronze 1-2 level.
Game 1-3: Deathmatch Practice (DM)

DM 1: After practicing in the range, I realize that moving only the movement keys to aim is too hard. I need to do a little micro-adjusting with my mouse. I feel like I need to be looser about my mouse movement, when I intuitively move it in the opposite of my movement, I get some nasty headshots. Mostly I get destroyed.

DM 2: Still getting destroyed. I start to understand that movement-based aiming is basically what the Miyagi Do method is teaching.

DM 3: I realized that I need to make sure it’s not just about the movement and feeling that out. Aiming is about TIMING. I spend the entire deathmatch feeling out timing and it starts to be more clear. I am successfully about to “feel out” the aiming on a deep intuitive level like art or dance. 

Main Takeaways

  • I need to constantly move. Movement is something I will also need to practice getting a feeling for.
  • The movement of the crosshair should be with movement, smooth and intuitive.
  • You need to feel the mouse-hand connection, your posture, and your sensitivity. Shift to what feels good, shift to what feels clear and controlled.
  • Timing is absolutely key. Dying is not a problem. Waiting for the right moment is much more important. If you are getting killed first, that’s to be expected for good timing. Your timing will naturally tighten and your time to kill will go down without feeling rushed, out of control, or unclear.

I’m soooo happy!!!

I’m starting to “feel out” aiming just like I feel out drawings, dance and sales processes.

Here are the main takeways:

  • The main goal of practice sound is able to “Feel Out” and play with the mouse to crosshair connection, how to smoothly track, strafe your crosshair while moving, and shooting moving things. Play around with it, feel it out.
  • The Miyagi Do method is the main method you use to practice. However, you don’t just feel out the movement. You also feel out the timing. This is key.
  • I tend to rush and even if I get a kill, it doesn’t feel natural, in control, and comfortable. Dying is always preferable to bad timing. Since timing will get tighter, spamming will make sure you never improve.
  • The next things I need to feel out are:
    • Gun spray control
    •  Gamesense
      • watching the minimap
      • understanding timing
      • guessing what they will do next
      • Isolating 1v1s, only peeking as much as needed
      • Switching between primary and sidearms
    • Movement
      • How to jiggle and peek safety
      • How to get on top of things
      • When to pull out your knife
      • Agent movement abilities
    • Ability usage
      • Lineups
      • Timing and combos

I’m extremely confident that this method will NOT ONLY make you a monster after warming up, but every warmup will make you internally better at aiming (to the point that you will need to warm up less and less to have insane aim).

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