had to roll back last weeks 0.52 update due to an issue with stats, but this week we bring a much more robust and feature filled 0.52
New Features
New redesigned HUD
Task Changes
Decisionshot - Now you will shoot the center orb and remember its color, 2 orbs of different colors will show up in different locations, shoot the one that matches the center orb you just shot. *Disclaimer* Due to changes in Decisionshot, Cognition stat scores may change.
Rocketshot - Now spawns 4 enemies and will always keep 4 on screen, scoring balance changes, score penalty for getting hit by enemies(only bots in view shoot rockets), rockets now travel slower, new explosions and rocket effects, new AI behaviour tweaks
Bug Fixes
Fixed bug that caused 3rd person tracking to be off center
Fixed Spidershot AI is always being set to highest speed
Removed Spherebox from Snipershot
Spidershot 180 was labeled as Spidershot in its task card
Spheretrack and Motion track were mislabeled in playlists and had improper videos
Spidershot like task descriptions mentioned losing health which hasn't been a mechanic in these modes for a long time
Fixed text error in Audiospatial description
Fixed Audiodetection task to work correctly
Fixed starting volume to be lower to preserve your ears
Fixed bug in Capacity that caused targets to spawn behind/inside each other
Fixed bug with leaning that caused you to get stuck leaning to one side
Fixed bug that caused recoil patterns to not show up when sorting in Workshop
Update 0.51EB is probably one of our largest updates to date - Bringing with it new tasks, custom hitsounds and, the thing you've all been waiting for - Custom Recoil Patterns!
Recoil Pattern Suite
After many months of work, we hope it's worth the wait - Recoil Patterns are now in Aim Lab!
Recoil patterns are a part of the Custom Weapon suite right now, and is fairly easy to set up - Simply open the UI, plot out your intended recoil pattern, then put it into any Custom Weapon of your choosing!
This addition also comes with full Workshop integration, as such, any weapon you post to the workshop with a custom recoil pattern will maintain that same pattern for any user that downloads it - So be sure to share your creations with your friends!
New tasks - Spheretrack and Motiontrack
I'm sure you will all agree, Aim Lab has been lacking for tracking tasks for some time - Well fear not, these two new tasks should prove challenging for just about any skill level!
Motiontrack is a variant of Motionshot, with one major change - Once a moving target is spawned, you will have to track it to destroy it, as opposed to shooting it. These targets behave fairly similarly to the base mode, but have a fair bit more health. You should find this mode a good entry-level difficulty mode when it comes to tracking.
Spheretrack, inversely, is an entirely new mode featuring full 360 degree tracking, both horizontally and vertically.
Spheretrack is, by my own personal admission, one of the hardest tracking modes available. An invulnerable target moves around you in all directions, at varying speeds and distances, requiring frequent mouse resets while tracking at the same time - This is a mode for truly experienced trackers.
New feature - Custom hitsounds
Those of you that have been playing with hitsounds on have probably noticed that it can, occasionally, be a little harsh on the ears. The cacophony of generic metal sounds you would hear in modes like Gridshot and Spheretrack were never the most pleasant thing in the world - And we hope to change that.
Update 0.51EB introduces Custom hitsounds - We have included a small sample of sounds included in Aim Lab by default, however, you can upload any .wav or .ogg file for your own personalized hitsound experience!
Changes and tweaks
Changed Detection task from 60 seconds to 30 targets, ensuring that all rounds played on it receive a fair number of targets.
Removed insight referencing a mode that is not currently implemented
Fixed bug with leaning that would cause you to get stuck leaning in one direction
Update 0.50 EB is here! And along with it comes a total ranking overhaul, new ranks, Valorant Operator Scope Variants and a slew of bug fixes!
Ranking overhaul
You've probably noticed that your rank in Aim Lab has changed since the last major update - For some of you it will be lower, and for others it will be higher. This is because the fundamental calculations behind how rank points are given has changed.
Prior to Update 0.50EB, rank points for things like Flicking or Tracking were assigned based on Accuracy, rather than real performance. This meant that players with insanely high performance that suffered a few misses would have less rank points than a player that shot a target once in a round. This system, as many pointed out, was fundamentally flawed.
After Update 0.50EB, rank points are given based on your score and performance in a round. This ties back into the scoring overhaul that we pushed live just the other day - As scoring is now far more indicative of performance, ranking has been changed to use your score far more than an individual metric.
As a general rule, every rank point you get is equivalent to 1000 score, averaged across the category. Rank points of 100 in a category would mean that your average score in said category is 100,000, whereas rank points of 50 in a category mean that your average score in said category is 50,000.
This system will be receiving constant, and consistent balancing tweaks to ensure that normalisation and score assignment feel appropriate, so expect more changes to follow.
New Ranks!
Previously, the ranks you could earn in Aimlab progressed as follows - Bronze, Silver, Gold, Platinum, Diamond, Master, with each subsection going from 1-4. 1 being lowest and 4 being highest.
Update 0.50 EB brings three new ranks to the table - Ruby, Emerald and Grandmaster.
You can now expect ranking to progress as follows - Bronze, Silver, Gold, Platinum, Ruby, Emerald, Diamond, Master, and finally, Grandmaster. A final, prestigious rank will be implemented at a later time, so expect to hear more about it down the line.
Furthermore - The way ranks progress has been changed a little. Before, a rank of Diamond 1 meant you were at the lowest portion of the Diamond rank. Now, inversely, a rank of Diamond 4 would mean you are at the lowest portion of the Diamond rank, whereas a rank of Diamond 1 would put you at the border of Master.
And lastly - You will now notice a rank emblem beside your scorecard, you can view every rank emblem in the game (As of Update 0.50 EB) here!
Valorant weapon scope variants added
Stinger
Spectre
Ares
Bulldog
Odin
Phantom
Vandal
Guardian
Marshal
Operator
Operator Double Zoom
Changes and fixes
General stability and performance improvements
Hotfix 0.50.1EB
Fixed sliders - Arrow keys now resume from last mouse drag position
Changed default preferences - Muzzle Flash and Recoil are now disabled by default
Added more descriptions for options in the "Graphics" tab
Fixed missing descriptions, overlapping descriptions and dropdown notifications
It's a pretty big one this week ladies and gents - After much community feedback we've added four long-requested tasks into Aim Lab!
Switchtrack
Switchtrack is a multi-target task with a simple goal - Track a target, destroy it, then find a new target as quickly as you can. Multiple targets spawn at once at different heights, making it easy to plan out a chain, while still being challenging to execute.
Spidershot 180
Looking to get your 180 flicks down? Spidershot 180 can help with that.
Spidershot 180 is similar in most ways to Spidershot, with one big twist - After every target, you will need to flick 180 degrees and destroy the target behind you. You'll no doubt find this to be the ultimate challenge of precision and control.
Spidershot 180 is also available in "Warmup" mode, accessible via the "Sandbox" section. In this mode, there is no time limit, no end screen, and no delays. Simply play for as long as you want!
Sixshot
Those of you that have been in our community for long enough are probably aware of the community "War Crime" task - Tiny targets at a long distance.
Sixshot can be seen as a mix of this community-created task and Gridshot - Six, very, very small targets spawn in an 8x8 grid, and your goal is simply to destroy them as quickly as you are able to.
Sixshot presents itself as the ultimate test of precision and speed against stationary targets, and will no doubt prove a challenge for even the most seasoned FPS player.
Strafebot
Strafebot takes advantage of the AI enemies you may have encountered in Freeplay - Human scale enemies that fight back.
Movement in this task is almost entirely free, so you have the perfect opportunity to practice your strafing while you aim - A necessity, because stand still for too long and you're liable to catch a bullet.
Other changes and tweaks
Added the ability to search for key words in Workshop
Added quick links to Tasks, Playlists and Workshop on the home screen
Tweaked scoring normalisation slightly
Bug Fixes
General workshop bugfixes
General spherebox bugfixes
Fixed controller drift and deadzone issues
Fixed a bug that would enable you to see a robot's eye in some menus
Fixed a bug where sometimes aiming down sights would stop you being able to shoot.
Fixed an issue that caused substantial screen tearing on some systems
- Scoring 2.0 is here! A complete rebalancing of the scoring system for better comparison with other players across tasks. Details below. - Added "Try it!" functionality to workshop - New Controller Settings: Controller Dead Zone, Controller Sensitivity Curves (Linear / Exponential) - New Mouse Settings: Switch between Raw Input / Windows Sensitivity Settings (Note that Raw Input is still the default) - Fixed Issues with WATCH / GALLERY buttons in the Loadout - Fixed an issue with Freetrack not working - Improved loading time for Spherebox gallery - Added Leaderboard tooltips - Fixed error where workshop item status was set incorrectly - Added more tooltip IDs after going through each leaderboard - - Fixed strafeshot ai target not respawning - - Fixed bug where custom tasks in playlists cause them to be unsaveable - Fixed bug where custom strafeshot custom orbs didnt respawn - - Several Spherebox Map optimizations - Fixed a bug where dragonbow does no damage to targets - fixed an issue with Playlist task labels
Scoring 2.0 Changes
-Added Scoring 2.0 to all default (non-custom) tasks except NinjaShotAI and BlinkShotAI. -Added psuedorandom balancing to all tasks making sure difficulty levels stay somewhat the same between sessions -Balanced scoring for all default tasks. 100k is considered a very good score for any task. -Made Raycasting for Tracking-tasks a bit more responsive -Added Gain, Error, AngleError and Precision support to multi-target tasks -Tracking angles graph now shows the correct numbers for the right angle bins -Improved error, gain, precision and angle calculations for all relevant tasks -Fixed missing hit-sounds -Added dynamic calculation of Accuracy and Reaction Time bins -Accuracy and Reaction Time movement direction graphs are a lot more accurate -Detection and Audio Detection reaction time improvements -Fixed Accuracy counter bugs affecting several tasks -Fixed Explosion debris colliding with targets -Calculate RT for center sphere improvements -Added Detection and Audio Detection latency compensation -Less delay for all Audio playbacks (Shots and hitsounds should react a tad faster) -Increased sphere speed for Strafetrack Ultimate and Strafeshot Ultimate -Made sure total spawn time is about the same each round for Detection and AudioDetection in order to make the tasks competitive -Made sure detection objects are not spawned when time left is less than 1 second -Fixed Circletrack destruction FX -Moving target hitbox improvements -Sniper scope moved behind HUD -Strafetrack and Strafeshot targets no longer get stuck at map borders -Did a general bug fix and gameplay quality check pass on all tasks