This is the thirteenth post in a series of ongoing posts where we highlight one of  Aim Lab’s custom training challenges. The goal is to give you a better idea of how it works and why it can improve your performance.


Blinkshot is an exciting task that uses our new A.I. This A.I. will actively dodge your shots, fire shots back at you and imitate tactics like a real player would. Blinkshot uses the same target as our Ninjashot and Freetrack, where the target is more of a body and a head instead of just an orb. At the start of the task, a body orb will appear and “Blink” around the room while dodging and firing back at you. The blinking maneuver it uses will make the target very difficult to hit, and is entirely random so you are forced to adapt to it instead of expecting it. (Think Tracers blink ability.)


Like Ninjashot and Freetrack, Blinkshot is currently only available as one task type (Standard) and one map (Graybox). It will eventually be available on all maps and have different modes that will either mimic different play styles through our new A.I. (Aggressive, defensive, evasive, etc.) or force you to train specific attributes for firefights against other players. (Reflexes, Accuracy, Reaction time, Alertness, etc.)


The purpose of Blinkshot is to teach you how to track and accurately take down enemies that are more similar to actual players and in this instance how to also combat the specific ability of blinking, or any sort of speed increasing ability that would allow your enemy to appear in different spots of the map or move very quickly and abruptly, around the battlefield. The target will fire shots back at you, though at this point in time they do not do any damage. (This will most likely change in the future or at least be a customizable option or toggle.) You will learn how to adapt and react to unexpected player movements and about the different tactics of players. Some players are more safe and defensive while others will run up on you and aggressively force you into a close quarter firefight, either way, Aim Lab has you covered and will teach you how to best defend and take down either.


The goal of the Blinkshot challenges is to increase your precision, reflexes, and adaptiveness against highly evasive and smart enemies, while also throwing in the added bonus of the ever frustrating, blink ability. Judging the distance a players ability will take them, quickly flicking your shots and sights to their new position, and the differences in player tactics are all very important reasons to do this task and very important to train against. Blinkshot will also help identify and correct any spatial biases you may have, some you may not even be aware of.  Just as many basketball players shoot better from one side of the floor compared to the other, gamers have spatial biases too (e.g. Better aim on the left side of the screen compared to the right or the top compared to the bottom). These biases can be subtle and difficult to notice and therefore difficult to correct. Aim Lab alleviates this problem by collecting objective data on your shots to help you identify and correct your biases quicker. Check out the data visualizations and results screens at the bottom of the post for more details!

Blinkshot: Normal Mode in Graybox(alpha) environment with Venom sniper rifle. The targets blink ability will be entirely random and very difficult to anticipate. Sometimes in a real game against a real player, you may be able to assume when they may pop an ability but as always nothing is for sure, especially in a heated firefight. 

Blinkshot: Loading screen in Graybox environment with highnoon revolver. The target will take three shots to destroy and continuously respawn until the 60-second timer expires. Notice how the target looks more like an actual outline of a body instead of the standard orb, this way you can practice headshots more accurately. 


Blinkshot: Results. After each time you perform a Blinkshot challenge, you get instant results on your performance for kills, shots, accuracy, kps (Kills Per Second) Spk (Shots fired Per Kill) and TPK (Average amount of Time Per Kill in milliseconds.). Your performance is also compared to your average performance on the task, and lets you view improvement across time.


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