AIM TRAINER - UPDATE 5
Hey guys, here is the first update for the aim trainer post website release. Definitely the biggest update yet. So lets go through everything new since the last update:
Killfeed improvements and customization
- added new additional info to the ingame killfeed, total kills/deaths and your kd ratio. Some players prefer seeing these stats on the fly and others don't. So by visiting the profile page on this website you can freely customize it in any way, such as toggling visibility of certain stats, reordering and changing the wording. Players can also set an additonal stat of their choice to show, or change the colors of all parts of the killfeed. (Currently these two customizable options are vip only)

PVP Performance Statistics
- I've always wanted to add some sort of statistics that will help players see whats working and what they might need to improve on. Currently there isn't a whole lot of info we can get, such as if kills were headshots, time to kill, accuracy or even weapon used. But currently by checking out your PVP Performance Statistics on your profile, it will answer several of your questions: am I better at close or long range pvp? what gear tier do I play best? Tier 1, 2 or 3? What gamemodes am I doing well in? and how am I performing against everyone else?
You can check out the 4 different categories, shown in the photo below. All the stats will build up and become more accurate as you play. As of now only YOU can see your own statistics.

Customizable Kill Bonus
As the name says, you will be able to pick which item you are rewarded after a kill. This is selected from your profile page, under 'additional options'. The values of each item, the gamemodes that have this enabled is still work in progress. This can change alot of how the gamemodes run so I want to be careful and not make it too overpowered or have players running out items constantly.

Several Gamemode Improvements
Over the course of the last 3 months, I have made plenty of changes to all sorts of gamemodes, heres some examples of what I can think that was implemented from the top of my head:
- Scrims now has anti-team kill logic, Killing your teammate will automatically kill you too. 3 Teamkills will kick you from the scrim slot entirely, any repeating offensives will kick you till the 2 warnings reset 24 hours later. I might make this toggleable for slots you are hosting.
- Target practice slots have now been extented from 10 minutes to 15.
- The King of the hill gamemode's configurations are no longer hardcoded. Reduced printpos delay, new kill bonus while controlling a zone and now the gamemode runs with 2+ players only.
- added in two new objective modes to rotation gamemodes: random kits, each time you spawn in you will be given a random kit out of a certain amount, just a fancier free for all. Survival; you only have a certain amount of respawns/lives, run out and you are out for the round till one person remains. I currently have not tested survival. But Im looking forward to testing it and adding in more eventually.
- Every gamemode now has its own individual kill boundary distance instead of a fixed distance for all gamemodes
- Voting areas for rotation gamemodes was fixed, the zones should now always spawn in and players shouldn't spawn in with the gamemodes kits anymore during the voting period.
- Gamemode and scrim zone joining should be much faster and take up less usage on the rcon.
- Made some improvements to the gungame weapon ladder, the spaz-12 shotgun was accidentally spawning the waterpipe shotgun instead!
- Rotation gamemode wins are now tracked and displayed on your profile and leaderboards.
- Wooden barricades now decay slightly faster
- Reduced command usuage from rotation gamemodes and zone creation
- When players leave the server, it looks for the kill log to confirm the sleeper was killed. This hopefully will finally stop the sleeping player build up in scrims and gamemode voting areas.
Stats and achievement improvements
- Just having overall and weekly stats felt off, so I have added in monthly stats and changed the weekly placement achievements earned from placing top 15 of any stat in the weekly leaderboard to top 10 of any stat in the monthly leaderboard. The weekly placement medals can no longer be earned so anyone with them now have shiny gold badges on their profile card.

- I have also fixed an issue with how the KD ratio was ranked for players on the leaderboard. Someone could join the server, get 10 kills, die once and leave the server. Having a 10.0 KD sure sounds impressive but not at that scale.
How does it work? Theres two types now: The first K/D Ratio to show on your profile is the base ratio, the actual kills divided by deaths amount. Rated K/D is a fairer ranking version that reduces the impact of small kill counts, so a high ratio from only a few kills does not rank too highly. Both start tracking immediately, but players only appear on the K/D leaderboard after 20 kills, and Rated K/D becomes more accurate the more you play.
Account verification
- Before this, someone could enter the username of any player who was online and mess around with them by teleporting to gamemodes or send server messages. Now if you try to connect your account your asked to verify in two ways. First is ingame, the website will display two random quickchats for you to send in order, simple as that. The second option is what most players have done already, /connectaccount in the discord server, easy to do and its logged so if someone tries to grief it will be logged.

Discord Server Improvements
- This is something I will continue to improve, but as of now I am happy with the progress. Old aim trainer logic that was in some channels has been removed. Other discord server channels were reordered and adjusted. The Discord bot embeds too are now much cleaner, simplified and give more room to breathe, easier to add more now when the server evolves.
VIP
- I've been implementing plently of features for it. Things that won't give players any advantage, but will be handy and cool to have. The main seller obviously being server and gamemode queue skips, but right now there is no reason for me to release it as the server itself currently averages 100-150 players a day. We did hit our first big milestone last month, Max Queued for about an hour. Which was awesome! Im very surprised the bot held out under that stress.

Anyway, thats about all the major additions to this update. Thanks guys.