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Player Skills

What every skill actually changes in a match, with the numbers behind it, so you can decide what is worth training.

Aim, Handling, Determination, Movement

It's all about the gunfight for these 4 skills. 

Aim

Aim decides whether the bullet lands, and where on the body it lands. It is the only skill that does both: high Aim hits more often, and moves those hits up the body, more heads, fewer legs.

Aim Miss floor Miss ceiling Headshot ceiling Leg-shot floor Distance resistance
90 22% 82% 8% 16% 0.55
100 16% 78% 20% 14% 0.78
110 10% 74% 32% 12% 1.00
  • The headshot ceiling is its signature. 8% at Aim 90, 32% at Aim 110. An AK headshot kills through armour, so a point of headshot chance is close to a point of "win this fight on this bullet". This is why Aim dominates rather than merely helps.
  • It sets the best and worst you can shoot. A perfect shot still misses 22% of the time at Aim 90, and 10% at 110. The ceiling matters too, with accuracy wrecked by recoil and range, high Aim still misses less.
  • Below 60 it collapses. Below 60 a second, much harsher penalty stacks on top of everything above. See the table below.

First, what "accuracy" means here. Every shot starts with an accuracy score of 100. Distance, recoil and standing too close to teammates each subtract from it, and whatever is left is converted into a miss chance. It is not a stat on the player card — it is a running total for that one bullet, and it resets for the next one.

At Aim 100, a clean shot at accuracy 100 misses 16% of the time. Every 10 points knocked off that score costs roughly 8 percentage points of extra miss.

Aim Accuracy lost Miss from that Extra flat miss Total extra miss
50 −2 +1.6pp +2.1pp +3.7pp
40 −6 +4.8pp +5.1pp +9.9pp
30 −11 +8.7pp +8.4pp +17.1pp
20 −16 +12.6pp +12.0pp +24.6pp
10 −22 +17.1pp +15.9pp +33.0pp

An Aim-10 player misses a third more shots than the accuracy score alone would suggest, and it bites hardest at close and mid range, bad aim is meant to feel bad before distance is doing the work. This is why an academy prospect with Aim in the twenties is not merely worse; they are playing a different game.

What Aim does not do

It does not control recoil — that is Handling, end to end. It does not help you turn or react. And it does not steady the shot at range: Aim resists the accuracy loss from distance, while holding the shot on target out there is Handling's job. They cover different halves of the same problem.

Handling

Handling owns recoil end to end, and steadies the shot at range. Its value is spread across a whole magazine rather than concentrated in one bullet, so it rarely wins a fight outright, it stops you losing one you had already started well.

Handling Recoil per shot cut by Worst recoil you can reach Headshots lost at that recoil Leg-shot cut
50 3% 15.0 86% 0pp
70 7% 15.0 86% 0pp
90 10% 15.0 86% 0pp
100 39% 8.7 82% −3pp
110 60% 4.0 25% −6pp

  • Recoil is the whole identity. It reduces how much recoil each shot adds, caps how bad it can get, and speeds how fast it bleeds off between bursts. A maxed-Handling player barely feels recoil deep into a spray — that consistency is the reward.
  • Recoil costs you headshots, not just accuracy. Deep into a spray it can strip up to 86% of your headshot chance. Handling is what stops you ever getting there: it caps how bad your recoil can get, and at 110 that ceiling is low enough that the penalty never exceeds 25%. This is the column most people miss — Handling does not just reduce recoil, it puts the worst case out of reach.
  • It cuts the distance penalty by up to 30%, and steadies the shot at range — worth 50% of the distance-driven miss on a rifle, and up to 100% on an AWP, where a precise slow gun should stay precise.
  • It sharpens target switches. Swapping to a new enemy mid-fight grants up to a 5% accuracy boost on that shot, weighted toward slow weapons.

What Handling does not do

Nothing outside a gunfight. It does not affect grenade accuracy, movement, or reload speed. Every point of it is spent on bullets.

Determination

Determination is steadiness, under pressure and under fire. It corrects your aim every time you swing onto a target, at any health, and then keeps most of your ability intact once you are hurt or left alone.

Determination Low-HP penalty resisted Clutch accuracy boost
60 or below 0% 0%
90 5% 0%
100 45% 2.5%
110 85% 5.0%
  • It steadies every swing, at any health. Players overshoot when turning onto a target and have to settle back. Determination cuts how far past you swing, so it is working on every single engagement. The effect is largest on a full turnaround, where the overswing is biggest and costs the most time.
  • Below 60 HP, every skill you have starts draining, up to −30 at 0 HP. Determination resists that, and it is the only skill that does not drain along with the rest, so it cannot undermine itself when you need it most.
  • It stops at 85%, not 100%. Maxed Determination alone is not immunity to being hurt, the Resilient talent covers the last 15%, and you need both to shrug off low HP entirely.
  • It pays after a clutch kill. Kill someone while you are the last player alive and you gain up to 5% accuracy, the full amount at Determination 110, proportionally less below it. It lasts the rest of the round rather than a single shot.

Movement

Movement is how hard a player is to shoot. Not how fast they cross the map, how much they make an enemy work for every bullet. It is the only skill that does nothing for your own shooting: every point of it goes into spoiling someone else's.

Movement Extra miss chance you impose
61 1.4%
90 2.0%
100 6.0%
110 10.0%

  • It is the small movements, not the big ones. Strafing, shifting weight, breaking the enemy's tracking, never sitting still on the same pixel, the constant fidgeting a good player does while holding an angle. On the match view you only see a player's position on the map, so a high-Movement player holding a corner can look motionless while still being the harder target. What you are watching is where they are, not how still they are.
  • Almost all of the value is at the top. A fifth of the effect is there by 90; the other four fifths sit between 90 and 110, so this is a skill worth finishing rather than half-training.
  • It also suppresses enemy headshots against you, a moving target is harder to place a head shot on, mitigated on their side by Gamesense.

Quickness & Awareness

These two decide who is ready first, and the opening exchange usually decides the rest of the fight.

Quickness

Quickness is how fast you get your crosshair onto someone. In a fight that starts off-angle, it governs who arrives on target first, and the player who arrives first usually gets to shoot first.

Quickness Turn speed °/tick Overshoot recovery °/tick
61 7.4 6.0
90 9.0 6.0
100 12.5 10.0
110 16.0 14.0

  • Turn speed is the scarcest thing in a gunfight. Roughly one degree per tick is one tick off a 90° swing, and a single tick is often the whole fight.
  • It resolves overshoot faster too. Players swing past a target and settle back; Determination decides how far past, Quickness decides how fast you recover from it.
  • It buys a first-shot accuracy boost on the opening bullet of an engagement. Slow weapons that live on that shot get the most of it, but every weapon gets a share, and unlike the turn speed above, this part only starts paying at Quickness 90.

Weapon Opening-shot bonus at Q100 at Q110
MP5, MP9, MAC-10 1.5% 3.0%
M4A1 2.2% 4.5%
AK-47, Galil, FAMAS 2.6% 5.2%
Dual Berettas 3.5% 7.0%
Glock, P2000 3.7% 7.3%
Desert Eagle 4.3% 8.6%
SSG08 5.8% 11.6%
AWP 6.0% 12.0%

An AWP holder gets four times what an SMG holder gets, the AWP has one shot to win the duel, the MP5 has ten. At Quickness 90 or below this bonus is zero for every weapon.

When it does nothing

All of this applies to getting onto a target you were not already facing. In a fight where your crosshair is already roughly right, Quickness does very little. It pays enormously in the situations it governs, and not at all in the ones it does not.

Awareness

Awareness is catching them before they catch you. It does two separate jobs. It sets how precisely a player must be lined up before they are allowed to open fire at all, and it decides whether a flank counts as a flank. The game is stricter about both than most people expect.

Awareness Fire cone, either side Full cone
90 or below 2° 4°
95 3.5° 7°
100 5°  10°
105 6.5° 13°
110 or above 8° 16°

Do not confuse this with the vision cone, which is a flat 45° either side and does not move with Awareness. Awareness widens the cone you shoot in, not the cone you see in.

Awareness Off-guard aim forgiveness Effective flank cone
90 0° 45°
100 15° 60°
110 30° 75°
  • Awareness widens the angle that still counts as a flank. Being a degree short of a clean angle should not cost you a genuine flank, so high Awareness forgives being off-aim by up to 30° on top of the base 45°. See below for what that means in practice.
  • It leads the turn from outside vision. When you turn toward something you had not yet seen, the turn speed is 70% Awareness and only 30% Quickness, so Awareness, not Quickness, drives the reaction that starts blind.

How a flank is actually decided

The game checks for a flank at one exact moment: the tick you first lay eyes on the enemy. Not when you shoot, not after you have turned, the instant line of sight opens. Three things must be true at that instant:

  • They cannot see you. You are outside their vision cone.
  • You are already facing roughly their way — within 45°, plus whatever Awareness adds. Turning to face them afterwards does not count; the check has already been made.
  • You only just spotted them. An enemy who was already visible to you cannot be flanked.

This is why a mutual surprise rewards nobody: if you both come round a corner and both spin, neither of you had the angle first. The flank belongs to whoever already had it.

It lasts until they turn around. The mark holds until the enemy actually brings you into their vision cone, then 150ms of grace after that, so a deeper flank, where they are facing further away and take longer to come round, naturally lasts longer. It ends early if you switch to a different target, and never runs past 4 seconds.

What it is worth: your first shot on that enemy lands 50ms sooner, one tick. Kill them while they are still off-guard and your swing onto the next enemy is one tick quicker too, once. That is the whole base reward: a flank buys tempo, not accuracy. The Backstabber talent decreases miss chance on top of it, and that part scales with the points you put in.

Gamesense & Teamplay

These two do almost nothing in a 1v1, but overall a great deal in a round. They are also the two that stay useful at the bottom of the range.

Gamesense

Gamesense is knowing where to hold your crosshair and who to shoot. It is distinct from Aim: Aim decides if you hit, Gamesense decides where you were pointing in the first place.

Gamesense Head bonus (slow guns) Leg cut (fast guns) Converge on a teammate's target
61 0pp 0pp 0%
90 0pp 0pp 20%
100 +4pp −5pp 48%
110 +8pp −10pp 95%
  • Crosshair placement adapts to your weapon. With a slow, precise gun you hold at head level and gain headshots. With a sprayer you hold chest level and keep it up, so shots do not walk down into the legs.
  • It reads whether a teammate's target is already dead. High Gamesense recognises a kill that is already happening and does not waste bullets on it; low Gamesense only spots the blatant ones.
  • It tracks moving targets. Gamesense mitigates up to 70% of the headshot penalty a moving enemy imposes, the direct counter to their Movement.

It works differently to the others

Unlike the gunfight skills, Gamesense is worth something even when it is low — a squad with untrained Gamesense is worse, not broken. But most of the improvement still waits at the top: about a fifth of it is there by 90, and the rest between 90 and 110.

Teamplay

Teamplay is being able to stand near your teammates without getting worse. Players bunched together shoot worse, Teamplay is what buys that back.

Teamplay Stacking penalty mitigated
61 5%
90 10%
100 18%
110 30%
  • Stacking hurts most at range. Standing on top of a teammate is mildly bad at mid distance and severely bad at long, Teamplay softens both, and never fully removes them.
  • It restores focus fire. Two players shooting the same enemy is normally wasteful, and the second one is penalised for it. High Teamplay gives back up to half of that, so a coordinated pair can genuinely focus a target instead of throwing bullets away.
  • The 5% floor is deliberate. An untrained squad is penalised for stacking, not crippled by it.

Why there is no duel number

Every effect Teamplay has requires a teammate standing near you. A 1v1 test can never trigger any of it, so its absence from the table at the top is a gap in the measurement, not a statement that the skill is worthless.

Three things worth knowing before you train

  • The 90 line does not bite every skill equally. Only Aim and Awareness are truly dead below it, taking either from 70 to 89 buys almost nothing. Handling, Determination and Movement do work down there, but quietly: they hand over most of their effect in the 90–110 band. Quickness, Gamesense and Teamplay are worth training at any level.
  • A skill is only worth what its situations are worth. Quickness and Awareness decide fights that start off-angle and do far less when you are already facing the right way. Teamplay does nothing at all until a teammate is beside you. Judge each one by how often your players are in the situation it governs.
  • Skills counter each other. Movement makes you harder to hit; Gamesense counters it. Aim resists distance; Handling steadies the shot at that same distance. The pairs are deliberate, no single skill covers a whole situation.

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