The target crosshair is something designed to help a player line up shots and land them accurately. However, because of the science of human reaction time, the subconscious training and muscle memory (because at a high level of play, thatās what most of it is) is actually being constructed in a harmful way to your aim.
What the heck am I talking about? Well, think about it. When you practice with an aim marker in the middle of your screen, your brain makes the following association:
Gun -> Crosshair -> Target under crosshair
The logic is āIf I line up the crosshair with the target, and then shoot the gun, the damage will followā. This split-second logic isnāt wrong, but it is slow. It takes more processing internally (did some testing on self and friends⦠rough estimate is that it adds .1sec to your reaction time, but this isnāt a precise figure) to line up the gun, crosshair, and target as opposed to what I am about to suggest.
So what if you changed your entire frame of reference?
That is to say, what would happen if you practiced with the crosshair⦠off? You would have absolutely no indicator of where to shoot other than where the enemy hero is relative to your gun and the center of your screen.
So the brain makes this association, taking the size of your monitor and spatial awareness that already exists into account:
Gun -> Whatever is in the center of the screen (enemy)
By erasing the lag and changing the frame of reference, an unobtrusive, non-transitive reference allows you to subconsciously train your muscle memory and aim centers in your brain by subconsciously using something a lot more consistent than a reticle for aim reference: the screen itself.
For obvious reasons, this will initially trip up your internal processing because youāre accustomed to the reticle, but after enough games and letting yourself organically improve, you will definitely see improvement, particularly with tap-firing and tracing/tracking aim skill.
Thank you for coming to my TED talk.
Technical edit/Update: Itās worth noting that this method is applicable more-so to hitscan heroes than to projectile heroes, but ultimately should improve both, because the actual internal complexity of factoring in the hit delay with the estimated position of your target on-hit remains unchanged, but the frame of reference is still changed as mentioned. Youāll simply notice the improvement more in hitscan heroes because the playerās skill at hit-delay and enemy movement estimation is completely factored out, meaning the frame of reference is so much more important.