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Aimlabs News

EB 0.51 Hotfix 1

[h3]Bug Fixes[/h3]
  • Fixed bug that caused some users to be unable to save after entering audio options
  • Fixed bug that caused hitsound to be applied continuously in tracking tasks
  • Fixed hitsounds volume so you can actually hear them


[h3]Tweaks[/h3]
  • Default Audio Levels adjusted
  • Changed name of "Game Volume" to "Master Volume" to better depict its functionality
  • Updated Instagram link

0.51 EB: Custom Recoil Patterns, Default/Custom Hitsounds & New Tasks

Update 0.51EB is probably one of our largest updates to date - Bringing with it new tasks, custom hitsounds and, the thing you've all been waiting for - Custom Recoil Patterns!

[h3]Recoil Pattern Suite[/h3]

After many months of work, we hope it's worth the wait - Recoil Patterns are now in Aim Lab!

Recoil patterns are a part of the Custom Weapon suite right now, and is fairly easy to set up - Simply open the UI, plot out your intended recoil pattern, then put it into any Custom Weapon of your choosing!



This addition also comes with full Workshop integration, as such, any weapon you post to the workshop with a custom recoil pattern will maintain that same pattern for any user that downloads it - So be sure to share your creations with your friends!

[h3]New tasks - Spheretrack and Motiontrack[/h3]

I'm sure you will all agree, Aim Lab has been lacking for tracking tasks for some time - Well fear not, these two new tasks should prove challenging for just about any skill level!

Motiontrack is a variant of Motionshot, with one major change - Once a moving target is spawned, you will have to track it to destroy it, as opposed to shooting it. These targets behave fairly similarly to the base mode, but have a fair bit more health. You should find this mode a good entry-level difficulty mode when it comes to tracking.

Spheretrack, inversely, is an entirely new mode featuring full 360 degree tracking, both horizontally and vertically.

Spheretrack is, by my own personal admission, one of the hardest tracking modes available. An invulnerable target moves around you in all directions, at varying speeds and distances, requiring frequent mouse resets while tracking at the same time - This is a mode for truly experienced trackers.

[h3]New feature - Custom hitsounds[/h3]

Those of you that have been playing with hitsounds on have probably noticed that it can, occasionally, be a little harsh on the ears. The cacophony of generic metal sounds you would hear in modes like Gridshot and Spheretrack were never the most pleasant thing in the world - And we hope to change that.

Update 0.51EB introduces Custom hitsounds - We have included a small sample of sounds included in Aim Lab by default, however, you can upload any .wav or .ogg file for your own personalized hitsound experience!

Changes and tweaks
  • Changed Detection task from 60 seconds to 30 targets, ensuring that all rounds played on it receive a fair number of targets.
  • Removed insight referencing a mode that is not currently implemented
  • Fixed bug with leaning that would cause you to get stuck leaning in one direction

Patch Notes 0.50 Hotfix 12(Thats a lot of Hotfixes)

Bug Fixes

  • Fixed a bug that caused Workshop tasks to reappear after being deleted from the saved task menu
  • Fixed multiple exceptions that could potentially have caused other bugs

Update 0.50 EB Patch Notes(New Rank system, Valorant Scope Variants & Hotfixes)

Update 0.50 EB is here! And along with it comes a total ranking overhaul, new ranks, Valorant Operator Scope Variants and a slew of bug fixes!


Ranking overhaul

You've probably noticed that your rank in Aim Lab has changed since the last major update - For some of you it will be lower, and for others it will be higher. This is because the fundamental calculations behind how rank points are given has changed.

Prior to Update 0.50EB, rank points for things like Flicking or Tracking were assigned based on Accuracy, rather than real performance. This meant that players with insanely high performance that suffered a few misses would have less rank points than a player that shot a target once in a round. This system, as many pointed out, was fundamentally flawed.

After Update 0.50EB, rank points are given based on your score and performance in a round. This ties back into the scoring overhaul that we pushed live just the other day - As scoring is now far more indicative of performance, ranking has been changed to use your score far more than an individual metric.

As a general rule, every rank point you get is equivalent to 1000 score, averaged across the category. Rank points of 100 in a category would mean that your average score in said category is 100,000, whereas rank points of 50 in a category mean that your average score in said category is 50,000.

This system will be receiving constant, and consistent balancing tweaks to ensure that normalisation and score assignment feel appropriate, so expect more changes to follow.

New Ranks!

Previously, the ranks you could earn in Aimlab progressed as follows - Bronze, Silver, Gold, Platinum, Diamond, Master, with each subsection going from 1-4. 1 being lowest and 4 being highest.

Update 0.50 EB brings three new ranks to the table - Ruby, Emerald and Grandmaster.

You can now expect ranking to progress as follows - Bronze, Silver, Gold, Platinum, Ruby, Emerald, Diamond, Master, and finally, Grandmaster. A final, prestigious rank will be implemented at a later time, so expect to hear more about it down the line.

Furthermore - The way ranks progress has been changed a little. Before, a rank of Diamond 1 meant you were at the lowest portion of the Diamond rank. Now, inversely, a rank of Diamond 4 would mean you are at the lowest portion of the Diamond rank, whereas a rank of Diamond 1 would put you at the border of Master.

And lastly - You will now notice a rank emblem beside your scorecard, you can view every rank emblem in the game (As of Update 0.50 EB) here!


Valorant weapon scope variants added
  • Stinger
  • Spectre
  • Ares
  • Bulldog
  • Odin
  • Phantom
  • Vandal
  • Guardian
  • Marshal
  • Operator
  • Operator Double Zoom


Changes and fixes

General stability and performance improvements

Hotfix 0.50.1EB
  • Fixed sliders - Arrow keys now resume from last mouse drag position
  • Changed default preferences - Muzzle Flash and Recoil are now disabled by default
  • Added more descriptions for options in the "Graphics" tab
  • Fixed missing descriptions, overlapping descriptions and dropdown notifications
  • Removed raw input option temporarily

EB 0.49 Hotfix

Hotfix EB 0.49.1


[h2]New Features[/h2]
  • Fixed issues with Spidershot Warmup
  • Fixed issues with Spidershot 180 when added into a custom playlist
  • Fixed persistent mouse drift problem.
  • Fixed bug that allowed players to shoot in tasks where they were not intended to
  • Fixed controller deadzone issue - Please get in touch if issues persist.


[h2]Bug Fixes[/h2]
  • Added "Switchtrack" to active leaderboards.