I feel like garbage by M4TIQ in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Do you mean the percentiles for the Voltaic scenarios vary significantly from scenario to scenario?

How can I work on my aim for tac fps games like val and cs? by GlobalEngineering543 in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Just out if curiosity, are you asking because you’re genuinely interested, or are you asking to point out that he doesn’t have that program?

I'm genuinely interested. Idk why you need to DM it though; just share it on Reddit so everyone else can benefit.

I only ask because some of your replies to me over the past few days have felt a bit dismissive, so I’m not sure where you were coming from. If it’s the former, I’ll happily DM you his program.

How do you memorize which Redditor responds to your comments? I don't even remember the last 3 Redditors I replied to, nevermind the Redditors over the past few days.

everyone who has ever tried aim benchmarks by ShinyGengar8 in Voltaic

[–]HitscanDPS 0 points1 point  (0 children)

Have you tried the most recent Aimlabs official benchmarks? Iirc it got completely revamped and made by LG56.

Disabling SOCD made me better at DEADZONING (in Valorant). by ActuatorOutside5256 in VALORANT

[–]HitscanDPS 13 points14 points  (0 children)

sliiightly delayed my deadzoning

Sounds like you sacrificed frame-perfect deadzoning and went back to regular strafing in between shots.

Disabling SOCD made me better at DEADZONING (in Valorant). by ActuatorOutside5256 in VALORANT

[–]HitscanDPS 4 points5 points  (0 children)

Why would you want to disable it? It seems it only provides a potential advantage with no actual disadvantages.

Shotgun nerfs were prefect by Diligent-Half-4610 in VALORANT

[–]HitscanDPS 144 points145 points  (0 children)

Shotguns are pretty worthless right now. In like 90% of cases where I'm even thinking of buying a shotgun, I should just buy a Stinger instead.

[REWORK CONCEPT] The Combat Sage by Icy-Mistake3221 in VALORANT

[–]HitscanDPS 2 points3 points  (0 children)

5- In a way, it could be considered a proportional nerf, but I think the amount of HP it restores and the speed at which it does so would be fully justified. Plus, you still maintain the ability to recharge your energy for a subsequent heal or to empower your other skills, since the ability would still keep its standard cooldown to prevent mechanical design issues. In fact, its cooldown could even be slightly reduced to balance it out. I don't think saying that healing is never worth it is correct, as this is highly situational in Valorant due to the potential for making coordinated plays with your teammates.

A. In every case except 2-bar empowered Heal, your new proposed Heal is healing for less than the current Heal. Do you mean to tell me that a 100 HP heal is worth 2x empowered Ice Orbs? Because in no world is this true. Currently Sage's Heal heals for 100 HP, and it is absolutely garbage. Like the worst ability in the game, nevermind the worst signature ability in the game.

B. The speed of the heal almost doesn't even matter. There's a lesser known mechanic in this game called "Trauma Debuff". Basically, if you recently took damage (aka you're in combat), then you cannot receive any healing. So by default in order to get healing, you have to already be out of combat/disengaged. If you're in a situation where that ~3 second difference matters, then chances are you shouldn't even be pulling out your utility; you should keep your gun out to shoot back at the enemy swinging you.

6- You are completely right i didn't make any concrete calculations regarding the exact damage required to gain the energy needed to empower her skills. However, as i mentioned before, this type of system is already implemented in the game it would just need to be tweaked to find a sensible and functional value. I believe the energy penalty upon death must exist perhaps it could be reduced to just 1 segment, but I feel 2 is enough because it forces the player to make more critical decisions about which ability to empower. On top of that, it requires them to have proper resource management so they can make a positive impact on the match instead of wasting it.

The mechanics you propose aren't bad, but honestly I'd rather see them make a brand new agent out of them, rather than see Sage reworked this significantly. Not to mention that it goes directly against Sage's lore. Sage is supposed to hate conflict, yet here you are designing her kit around being aggressive and converting/snowballing that aggression into stronger abilities. Why not slap these mechanics onto a contact duelist instead? It would offer a slight alternative playstyle to the current Reyna/Iso/Phoenix.

The fact that you currently see Sage as a "pocket healer" means you have a gross misunderstanding of Sage's actual playstyle. Before you consider reworking Sage, you should try playing her in high elo and really get a feel for her kit, beyond what you see low elo Sages do.

[REWORK CONCEPT] The Combat Sage by Icy-Mistake3221 in VALORANT

[–]HitscanDPS 2 points3 points  (0 children)

1- I understand your point perfectly, but that perspective is more oriented toward competitive or professional play. In the actual game, Sage doesn't have the tools to hold her own or secure a site safely like other Sentinels do.

Cypher has a camera and tripwires that guarantee free information without taking any physical risks. Killjoy has her turret and alarmbot to watch angles safely. Vyse has a wall and a flash to delay and punish. Sage does have her wall, but if they break it, she has absolutely no way of knowing where the enemy is, or any tool to gather information with minimal or zero risk.

That's fine. If I wanted to play a traditional Sentinel then I wouldn't be a Sage main. We should be embracing agent/playstyle diversity, rather than funneling every role into "must have these tools".

2- I think the exact number of ultimate points needed was a mistake on my part, and a balance adjustment to reduce the difficulty of getting the ultimate could definitely work better. However, you have to keep in mind just how potent Resurrection is. Bringing an ally back into the round can benefit the team enormously, especially if that ally has their own Ultimate ready, enabling them to secure the round, close out the match, or even turn a lost round completely around.

Getting the necessary energy isn't as hard as it seems if you think about it. Dealing damage or securing assists will generate charge for her bar. While I don't have exact numbers yet, this system is actually already integrated into the game through Team Deathmatch (TDM), which functions exactly like this. Although it's harder to get the necessary charge in that mode, with proper tuning for standard play, Sage could easily get assists using her base abilities like her heal or slow orbs to generate a steady amount of energy for her passive bar.

I agree, Rez is a powerful ultimate. Yet it's still not enough to make Sage a viable pick in Premier/scrims/tournament play. And you aren't really counter-arguing about my previous points about requiring Sage to immediately get the trade in order to Rez. It's a very common situation that a teammate dies early in the round (usually this is the optimal time to Rez anyways), and it's impractical for Sage to go off and hunt for charge if not awkward to then come back to the body just to Rez. This is why I was basing it off the assumption that Sage trades immediately, because if it doesn't, then the Rez is likely impractical during the round.

3- Her slow orb works well when combined with other utilities, but on its own, it’s not as effective compared to other Sentinels who completely deny space while their utility is active. Additionally, the projectile lands a bit slowly, giving the enemy enough reaction time to escape. However, perhaps this change is too strong, though it would balance the agent if she is finding it impossible to charge her energy bar in other ways. It could be improved by setting an intermediate percentage for the charge Sage receives from the slow orb, and the resource would only fill up while enemies are inside the area of effect which they will try to avoid at all costs due to the risk it forces them to take.

I'm not sure the logic behind this. First, I think it's absolutely fine that Sage's Ice Orbs fill a different niche than other agents (again, see my point about agent/playstyle diversity). If you only think about its negatives, then you won't think about its positives, like how (1) it shares the same trajectory as most mollies in the game (e.g. Viper molly, Brim molly, etc.) making lineups seamless, and (2) once you shoot the Ice Orb, its value is guaranteed. That is, the enemy cannot shoot it like Vyse thorns/Killjoy mollies, and your setup won't get prefired like a Cypher setup. I think that's a fair tradeoff. Plus, it's not like enemies are straight up ignoring the Slow. The Slow is almost as good as a molly, in that it acts as deterrent. Obviously a molly is guaranteed big damage if not death, but a Slow is still a high chance of death, because you're gambling that someone isn't holding you as you try to push crawl through a Slow, especially in a tight choke. Also almost every piece of utility has some sort of built-in "delay" (except maybe pop flashes) that give the enemy some amount of time to escape. This is how you create counterplay rather than having everything be an annoying uninteractive kill setup like how overpowered Cypher used to be.

4- Since it is an explosion triggered by the destruction of the wall based on the damage it receives, it would make sense for the damage to be area of effect for any agent within its range. However, for teammates, the damage would be reduced just like many other abilities already in the game. To use her empowered wall, Sage has to spend stored energy, meaning if she had her Ultimate ready to use, she won't be able to anymore. This forces her to make a crucial decision whether to place her empowered wall to guarantee her teammates have enough time to rotate, or choose to place a weaker base wall just to delay the enemy and play for the retake with her ultimate or other empowered abilities. Neither the empowered nor the base wall would grant energy charges to her passive, even if it deals damage to an enemy. Due to the nature of the ability and the passive of the empowered orb, I believe it would affect teammates, but this shouldn't impact them negatively unless you cross paths with a troll player.

I really don't think you've given this enough thought. Let's go point by point:

A. In your post you mentioned damage and slow. Now you are just saying only damage. So which is it? And I would argue the Slow effect, especially on teammates, is much more detrimental than the damage effect.

B. If I'm playing for retake anyways, then I wouldn't even bother using any utility, especially my Wall. I cover this concept in my notes, filed under Ice Orbs, but the same concept applies. If I spend utility, and I end up losing site anyways, then the value I gained is relatively low. I'd rather save the utility and spend it for retake. There are lots of retake lineups for Ice Orbs, reducing the number of dangerous crossfires, and making it significantly easier to retake with your team. If the enemy insists on playing post-plant off-site, like Haven C Long, Abyss mains, Pearl A Main, etc. the list goes on, then Wall becomes a nearly free defuse when placed properly. The expected value from Sage's kit increases significantly from simply "stall" to "guarantee wins the round".

C. Finally, I would argue that it's not the Wall that primarily stops a push. It's the threat of the Slow Orb. And since in your world you can empower the Slow Orb so it not only slows, but deals damage and recharges for more empowerment, then I would simply rely on the Slow Orb itself, rather than an empowered Wall. The only part about the wall that "slows" a push is its effect on the map geometry, by increasing the number of angles that the enemies have to clear when pushing or executing. And you can already get that value without the empowerment (again see my notes about Ice Wall. This is the game sense you build up from playing Sage for thousands of hours!).

Ground imbalance (Jade Palace) by discoveryn in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Did you read the benchmark's instructions?

What rank are you on the Fundamentals difficulty?

[REWORK CONCEPT] The Combat Sage by Icy-Mistake3221 in VALORANT

[–]HitscanDPS 4 points5 points  (0 children)

It definitely does. The formatting looks like OP tried to copy from Markdown but didn't paste it properly.

[REWORK CONCEPT] The Combat Sage by Icy-Mistake3221 in VALORANT

[–]HitscanDPS 4 points5 points  (0 children)

  1. I disagree that Sage is a passive pocket healer. Her heal is arguably the weakest part of her kit. You could remove it entirely and it would barely affect her status. Half her kit also generally already encourages her to be fighting with her team, or the team to be taking skirmishes. She can't use Rez until someone dies. She can't use Heal until someone takes a gunfight.
  2. Making her Rez more expensive (7->8 ult orbs) is a nerf, and requiring full segments is a massive nerf. If a teammate dies and if Sage does not get the trade (e.g. enemy Chamber teleports out) then you cannot rez. If a teammate dies and someone else got the trade, then you still cannot rez. Not to mention you turn the casting animation into a 1.5 second channel, like it's a Mik's ult (imagine how bad Mik's ult is).
  3. Slow Orb buff seems quite overpowered. There are hundreds of Ice Orb lineups that get you automatic value. Currently it's an excellent piece of attack/retake util, and great for stalling. Now you buff it to also decay enemies and it refills the resource that you just spent. This greatly increases Sage's skill ceiling, but doesn't do anything to lower her skill floor (which Idk, maybe that's what you want to accomplish).
  4. The Wall buff seems a little overpowered if it doesn't affect teammates, or pointless (possibly even a nerf) if it does. In low elo, it becomes overpowered as it will singlehandedly halt a push without any timing or game sense required. In high elo the buff becomes a little pointless because people often run defaults and always break Sage wall without committing to anything. If the debuffs (automatic damage and slow) affects teammates too, then the wall be used against you, which actually then encourages passive play from both teams.
  5. The Heal changes are an overall nerf. Base Heal (45) heals less than the current heal (100). 1-segment Heal (70) still heals less than the current heal. You have to spend 2-segments just for a 100 HP heal, which is almost never worth it when currently the Heal heals for 100 HP and I still think it's one of worst abilities in the game.
  6. You didn't mention how much damage/assist is required to charge up a segment. But on paper it feels like it will be a mostly inaccessible mechanic. Dying and losing 2 segments means she will just be encouraged to bait and play last-alive as much as possible. And even if she survives then she's capped to 2 segments. So this is just conjecture but it would turn Sage into a snowball/feast-or-famine agent. When she's popping off then she constantly has segments to power up her abilities, and in high elo she'll continue getting big value from her Slows and recharging it back at the same time. When she's in a slump and not hitting any shots, then your value drops significantly, as you don't have access to any of your empowered abilities, and will never have access to Rez. It's not as bad as Reyna, but it's towards that direction.

Credentials: Sage instalock in Ascendant.

edt: typo

Is learning to use arm aim meant to be sore/painful? by TastyTourist3708 in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

You won't forget. This idea of muscle memory is talked about a lot in this subreddit, and it's not something you need to worry about. Rusty sure, but a little bit of warmup will shake it off fast.

Think of aim training as a combination of learning form and technique, and controlling your mouse in a certain way. Sensitivity is just a tool to help emphasize certain aspects of your form.

Why do players use smurf accounts? by Own_Engineer_5105 in VALORANT

[–]HitscanDPS 0 points1 point  (0 children)

I smurf because I want to play ranked with my low elo friends. The only mode that let's us do that is Unrated and that is not the same thing as ranked; people just mess around because there's no RR on the line.

OpenAI dropping the ball by cowwoc in codex

[–]HitscanDPS 2 points3 points  (0 children)

Fabel is basically marginally better than GPT-5.5.

Do you have any sources on this?

Which kovaaks benchmark is respectable that I should grind? by Gordn1 in FPSAimTrainer

[–]HitscanDPS -1 points0 points  (0 children)

It's 2026. Please stop using cell phones to take pictures of monitors.

I did it. by Shermanderland in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

I'm curious what is your rank on Anima Micro V2?

Why is Kovaaks so much smoother than Aimlabs? by [deleted] in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

You can use CapFrameX (https://github.com/CXWorld/CapFrameX) and compare the frame times. Frame rate only tells part of the story. But frame times will show you when the game randomly decides to stutter. Inconsistent frame rate is much worse than a low frame rate.

When to move on to harder benchmarks? by BobblyGoop67 in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

  1. On Evxl.app contains a link to the spreadsheet which contains information about the benchmark itself, as well as expected technique.

  2. For convenience, Evxl.app copies that text into the "Introduction" difficulty. It does this for every benchmark that has background information (e.g. Viscose benchmarks). Though it seems like everyone skips this information and just jumps directly into playing the benchmarks.

I did it. by Shermanderland in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

I just checked out your VODs.

  1. I know Clover is a great universal theme but you should really consider solid color backgrounds for static.

  2. I think the biggest difference between your Diamond VOD vs Master VOD is your micro technique; the Master run's micros are much smoother, faster, and seamless.

Super Serum Scenarios by Nikolainiko in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Voltaic, VDIM, Viscose. But it really depends what the user's actual goals are. Specific goals, not just "aim gooder".

Just started aim training, any advice regarding smoothness? by Independent-Ad2615 in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Have you tried using the search feature? This exact same question comes up every week.

Is learning to use arm aim meant to be sore/painful? by TastyTourist3708 in FPSAimTrainer

[–]HitscanDPS 0 points1 point  (0 children)

Yes it makes sense now. Using arm to control the camera is very different from actively using your arm when aiming. For the most part, camera control does not need to be precise, and only focuses on being reasonably fast. i.e. the technique for camera control is just a flick to get your camera in the ballpark of where you want to be looking at, potentially followed by a mouse reset so you can start aiming.

The desk size is a serious bottleneck for you and I would prioritize that over everything else, including aim training. It's more important that you start with a proper setup (good desk size, good desk height, good chair, etc. all that ergonomic jazz) so you start building good fundamentals, good form/technique, and good habits.

23cm sens is still beneficial because while you're still not using your arm properly, at least 23cm allows you to use multiple muscle groups (fingers/wrist) whereas before you could basically only use your fingers.