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		<title>Dan: Add Aim Practice guide with embedded GIFs from CTF Holocron #3</title>
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		<updated>2026-10-31T18:50:05Z</updated>

		<summary type="html">&lt;p&gt;Add Aim Practice guide with embedded GIFs from CTF Holocron #3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Source Video:&amp;#039;&amp;#039;&amp;#039; [https://youtu.be/3mbuJtA80PA Aim: Part 1 | CTF Holocron #3] by Xennito&amp;lt;br&amp;gt;&amp;#039;&amp;#039;&amp;#039;Tools Mentioned:&amp;#039;&amp;#039;&amp;#039; [https://www.mousesensitivity.net/ Mouse Sensitivity Calculator (cm/360)] &amp;amp;bull; [https://store.steampowered.com/app/714010/Aim_Lab/ Aim Lab on Steam]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To improve your aim systematically in Jedi Academy CTF, it helps to break the skill of aiming down into two distinct sub-skills:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Raw Aim:&amp;#039;&amp;#039;&amp;#039; The physical act of moving your mouse so your crosshair lands accurately on a specific spot on your screen and clicking at the right moment.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Prediction:&amp;#039;&amp;#039;&amp;#039; The mental process of identifying &amp;#039;&amp;#039;where&amp;#039;&amp;#039; that specific spot should be so your shot connects.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Hitscan Weapons&amp;#039;&amp;#039;&amp;#039; (e.g., Disruptor primary/scoped fire): The shot travels instantaneously, so the target spot is directly on the enemy model.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Projectile Weapons&amp;#039;&amp;#039;&amp;#039; (e.g., Rocket Launcher, Repeater, Flechette, Bowcaster, Pistol): You must lead your target based on their movement and your projectile&amp;#039;s travel speed.&lt;br /&gt;
&lt;br /&gt;
Breaking aim into &amp;#039;&amp;#039;&amp;#039;Raw Aim&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Prediction&amp;#039;&amp;#039;&amp;#039; matters because each problem requires a different solution: tweaking your mouse sensitivity directly affects your &amp;#039;&amp;#039;&amp;#039;Raw Aim&amp;#039;&amp;#039;&amp;#039;, whereas improving your &amp;#039;&amp;#039;&amp;#039;Prediction&amp;#039;&amp;#039;&amp;#039; requires pattern recognition and in-game experience.&lt;br /&gt;
&lt;br /&gt;
== Part 1: Raw Aim &amp;amp; Mouse Sensitivity ==&lt;br /&gt;
&lt;br /&gt;
=== High vs. Low Sensitivity Trade-offs ===&lt;br /&gt;
Sensitivity is ultimately personal preference, but understanding the trade-offs helps you diagnose your own weaknesses:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sensitivity Type !! Strengths !! Weaknesses&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;High Sensitivity&amp;#039;&amp;#039;&amp;#039; || Easy fast flicks, effortless side-to-side strafe-jump mouse swings, quick 180° turns. || Small physical hand tremors or micro-errors cause missed precise shots; harder to stay consistent under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Low Sensitivity&amp;#039;&amp;#039;&amp;#039; || Greater margin for error on micro-adjustments; smoother, more consistent precision aiming. || Requires larger desk/mousepad space and wider arm movements for 180° turns and wide strafe angles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Two Diagnostic Questions to Tune Your &amp;lt;code&amp;gt;/sensitivity&amp;lt;/code&amp;gt;: ====&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Can you make small, precise adjustments consistently?&amp;#039;&amp;#039;&amp;#039; If a tiny hand tremor causes you to miss precise shots, try &amp;#039;&amp;#039;&amp;#039;lowering&amp;#039;&amp;#039;&amp;#039; your sensitivity.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Can you comfortably flick 180° without running off your mousepad or hitting your keyboard?&amp;#039;&amp;#039;&amp;#039; If turning around feels awkward or physically constrained, try &amp;#039;&amp;#039;&amp;#039;increasing&amp;#039;&amp;#039;&amp;#039; your sensitivity (or freeing up desk space).&lt;br /&gt;
&lt;br /&gt;
=== Comparing Sensitivity Accurately: DPI &amp;amp; &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Comparing in-game &amp;lt;code&amp;gt;/sensitivity&amp;lt;/code&amp;gt; values between two players is meaningless without knowing each player&amp;#039;s &amp;#039;&amp;#039;&amp;#039;Mouse DPI&amp;#039;&amp;#039;&amp;#039; (dots per inch).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;DPI is linear:&amp;#039;&amp;#039;&amp;#039; &amp;lt;code&amp;gt;/sensitivity 2&amp;lt;/code&amp;gt; at &amp;lt;code&amp;gt;800 DPI&amp;lt;/code&amp;gt; is identical to &amp;lt;code&amp;gt;/sensitivity 4&amp;lt;/code&amp;gt; at &amp;lt;code&amp;gt;400 DPI&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; (Centimeters per 360° turn):&amp;#039;&amp;#039;&amp;#039; The universal metric that combines both in-game &amp;lt;code&amp;gt;/sensitivity&amp;lt;/code&amp;gt; and mouse DPI into a single physical measurement—how many centimeters your mouse must travel across your pad to complete one full 360° rotation in-game.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Lower &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; = Higher sensitivity&amp;#039;&amp;#039;&amp;#039; (less physical movement required).&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Higher &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; = Lower sensitivity&amp;#039;&amp;#039;&amp;#039; (more physical movement required).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;How to Calculate Yours:&amp;#039;&amp;#039;&amp;#039; Visit [https://www.mousesensitivity.net/ mousesensitivity.net], select &amp;#039;&amp;#039;&amp;#039;Quake 3 Arena&amp;#039;&amp;#039;&amp;#039; (the engine Jedi Academy runs on), and enter your in-game &amp;lt;code&amp;gt;/sensitivity&amp;lt;/code&amp;gt; and mouse DPI.&lt;br /&gt;
&lt;br /&gt;
==== Reference &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; Values (JA CTF &amp;amp; Other FPS Games) ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Player !! Game / Context !! Sensitivity / DPI !! &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;ent&amp;#039;&amp;#039;&amp;#039; || Jedi Academy CTF &amp;#039;&amp;#039;(Feb 2021)&amp;#039;&amp;#039; || — || &amp;#039;&amp;#039;&amp;#039;6.5 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;seaal&amp;#039;&amp;#039;&amp;#039; || Jedi Academy CTF &amp;#039;&amp;#039;(Feb 2021)&amp;#039;&amp;#039; || — || &amp;#039;&amp;#039;&amp;#039;10.4 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;duo&amp;#039;&amp;#039;&amp;#039; || Jedi Academy CTF / Siege &amp;#039;&amp;#039;(Feb 2021)&amp;#039;&amp;#039; || — || &amp;#039;&amp;#039;&amp;#039;11.5 cm&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(30.5 cm for Disruptor in Siege)&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Xennito&amp;#039;&amp;#039;&amp;#039; || Jedi Academy CTF || &amp;lt;code&amp;gt;2.7&amp;lt;/code&amp;gt; sens @ &amp;lt;code&amp;gt;800 DPI&amp;lt;/code&amp;gt; || &amp;#039;&amp;#039;&amp;#039;19.2 cm&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;(previously 23.6 cm)&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;iiTzTimmy&amp;#039;&amp;#039;&amp;#039; || Apex Legends || — || &amp;#039;&amp;#039;&amp;#039;20.9 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;rapha&amp;#039;&amp;#039;&amp;#039; || Quake || — || &amp;#039;&amp;#039;&amp;#039;21.7 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;aceu&amp;#039;&amp;#039;&amp;#039; || Apex Legends || — || &amp;#039;&amp;#039;&amp;#039;24.7 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;s1mple&amp;#039;&amp;#039;&amp;#039; || CS:GO || — || &amp;#039;&amp;#039;&amp;#039;33.6 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;TenZ&amp;#039;&amp;#039;&amp;#039; || Valorant || — || &amp;#039;&amp;#039;&amp;#039;37.1 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Zeek&amp;#039;&amp;#039;&amp;#039; || Valorant || — || &amp;#039;&amp;#039;&amp;#039;40.8 cm&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: Fast-paced arena and movement shooters (Jedi Academy, Quake, Apex) naturally trend toward lower &amp;lt;code&amp;gt;cm/360&amp;lt;/code&amp;gt; (higher sensitivity) than tactical shooters (CS:GO, Valorant), though top players exist across the entire spectrum.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Mouse Acceleration (&amp;lt;code&amp;gt;/cl_mouseAccel&amp;lt;/code&amp;gt;) &amp;amp; FOV ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;&amp;lt;code&amp;gt;/cl_mouseAccel 0&amp;lt;/code&amp;gt; (Recommended):&amp;#039;&amp;#039;&amp;#039; Mouse acceleration makes your crosshair travel farther when you move your mouse faster across the same physical distance. While some veteran Quake/JA players use low sensitivity paired with acceleration, for most players it creates inconsistent muscle memory. Unless you already rely on it, keep &amp;lt;code&amp;gt;cl_mouseAccel&amp;lt;/code&amp;gt; disabled (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Field of View (&amp;lt;code&amp;gt;/cg_fov&amp;lt;/code&amp;gt;):&amp;#039;&amp;#039;&amp;#039; Remember that [[Config &amp;amp; Settings|FOV]] also affects raw aim—a wider FOV (&amp;lt;code&amp;gt;120&amp;lt;/code&amp;gt;) gives better peripheral awareness, while a narrower FOV (&amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt;–&amp;lt;code&amp;gt;110&amp;lt;/code&amp;gt;) makes targets appear larger on screen.&lt;br /&gt;
&lt;br /&gt;
=== Training Raw Aim ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Aim Trainers (Aim Lab / KovaaK&amp;#039;s):&amp;#039;&amp;#039;&amp;#039; Useful for quick warm-ups and basic mouse-control drills (like Gridshot or tracking exercises), though nothing replaces aiming while moving inside Jedi Academy itself.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Stop Changing Your Settings:&amp;#039;&amp;#039;&amp;#039; The single best way to build hand-eye coordination and muscle memory is consistency. Pick a comfortable sensitivity and FOV, then &amp;#039;&amp;#039;&amp;#039;leave them alone&amp;#039;&amp;#039;&amp;#039; so your brain and hand stay in sync.&lt;br /&gt;
&lt;br /&gt;
[[File:Aim-gridshot-warmup.gif|frame|none|Using Aim Lab&amp;#039;s Gridshot drill to warm up raw mouse control and hand-eye coordination.]]&lt;br /&gt;
&lt;br /&gt;
== Part 2: Prediction (Leading Your Shots) ==&lt;br /&gt;
&lt;br /&gt;
When firing projectile weapons in Jedi Academy, your brain automatically solves a multi-variable equation:&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Target Direction:&amp;#039;&amp;#039;&amp;#039; Which way is the enemy moving?&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Target Speed:&amp;#039;&amp;#039;&amp;#039; How fast are they traveling (and are they accelerating in mid-air)?&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Distance &amp;amp; Future Path:&amp;#039;&amp;#039;&amp;#039; How far away are they, and where does their route or jump trajectory force them to go?&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Projectile Speed:&amp;#039;&amp;#039;&amp;#039; How long will your rocket, repeater orb, or flechette take to reach that point?&lt;br /&gt;
&lt;br /&gt;
=== Easy vs. Hard Prediction Scenarios ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Simple / Linear Movement (Easy to Read):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;Example:&amp;#039;&amp;#039; An enemy riding a jump pad straight up and down at close range.&lt;br /&gt;
** There is only one axis of movement, a brief pause at the apex of the jump, and minimal projectile travel time.&lt;br /&gt;
&lt;br /&gt;
[[File:Aim-jumppad-linear.gif|frame|none|Simple 1D prediction: the target travels along a single vertical path and pauses briefly at the apex of the jump pad.]]&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Curved / Committed Air Trajectories (Complex but Readable):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;Example:&amp;#039;&amp;#039; An enemy offense player aggressively Force-jumping along a curved approach toward the flag stand on Dantooine.&lt;br /&gt;
** Although their speed, height, and angle are all changing simultaneously, their trajectory is &amp;#039;&amp;#039;&amp;#039;committed&amp;#039;&amp;#039;&amp;#039;—once airborne toward a specific destination, they cannot drastically alter their landing spot.&lt;br /&gt;
&lt;br /&gt;
[[File:Aim-curved-approach.gif|frame|none|Reading a complex curved air trajectory on Dantooine: although speed, height, and angle vary, the jumper is committed to their flight path toward the flag stand.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Reading&amp;quot; vs. &amp;quot;Estimating&amp;quot; (1 Jump vs. 2+ Jumps Ahead) ===&lt;br /&gt;
It helps to distinguish between two levels of prediction:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reading (1 Jump):&amp;#039;&amp;#039;&amp;#039; Once a player leaves the ground on a jump, their arc is largely locked in. You can &amp;#039;&amp;#039;read&amp;#039;&amp;#039; their trajectory and place a shot where they will travel or land.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Estimating / Guessing (2+ Jumps Ahead):&amp;#039;&amp;#039;&amp;#039; At longer ranges or with slower projectiles, you cannot know with certainty which direction a player will jump &amp;#039;&amp;#039;after&amp;#039;&amp;#039; they land and jump a second time—you are making an educated &amp;#039;&amp;#039;estimate&amp;#039;&amp;#039; based on standard CTF flag routes and player habits.&lt;br /&gt;
&lt;br /&gt;
[[File:Aim-two-jump-estimate.gif|frame|none|Scaling prediction to multiple jumps: reading the current jump arc vs. estimating where the enemy will be after a second jump.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;#039;&amp;#039;&amp;#039;Conscious Practice vs. Automatic Execution:&amp;#039;&amp;#039;&amp;#039; During a live match, overthinking the mechanics of aiming wastes mental bandwidth needed for positioning and tactics. However, while you are actively learning, consciously analyzing trajectories helps train your intuition until prediction becomes automatic.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Improve Your Prediction ==&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Build Pattern Recognition Through Playtime:&amp;#039;&amp;#039;&amp;#039; If you are new to JA CTF, prediction feels hard simply because you haven&amp;#039;t seen common flag routes and movement patterns enough times to visualize where enemies will be 1–2 seconds into the future. Playing more PUGs naturally builds this mental library.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Embrace Missing Direct Shots (Stop Relying Only on Splash):&amp;#039;&amp;#039;&amp;#039; Failure is a required part of learning prediction. If you only ever shoot for safe ground splash damage and never go for direct hits or mid-air rockets (&amp;quot;airs&amp;quot;), you will never learn the timing for direct shots. You have to miss ambitious shots in practice to learn how to hit them.&lt;br /&gt;
&lt;br /&gt;
[[File:Aim-direct-airs.gif|frame|none|Going for direct mid-air rocket hits (&amp;quot;airs&amp;quot;) instead of settling for ground splash damage is essential to developing projectile prediction.]]&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Watch Other Players&amp;#039; POVs and Demos:&amp;#039;&amp;#039;&amp;#039; Every player aims slightly differently depending on their ping, weapon preferences (e.g., seaal&amp;#039;s Bowcaster usage), and style. Watching demos of top players shows you which mid-air shots they go for, how far ahead they lead targets, and can shake up habits where your own aim has plateaued.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Cross-Train in Duel / Freeform Movement Environments:&amp;#039;&amp;#039;&amp;#039; Practicing gun aim in environments with unpredictable, freeform movement (such as gun duels or Quake) makes hitting targets in CTF—where flag carriers mostly follow predictable, route-based trajectories—feel much easier.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Config &amp;amp; Settings]]&lt;br /&gt;
* [[How to Learn to Strafe]]&lt;br /&gt;
* [[Chase Defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:JACTF Wiki]]&lt;/div&gt;</summary>
		<author><name>Dan</name></author>
	</entry>
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