Soarne
Coaching24 August 20266 min read

How do you choose one FPS weakness to practise first?

The best first weakness is not the most embarrassing one; it is the most repeatable leak that clearly changes your rounds.

Choose one weakness to practise first by looking for the mistake that happens often, costs you real rounds, and can be trained without needing four perfect teammates. If a weakness is rare, vague, or mostly outside your control, park it and pick a cleaner target.

Most players make the first decision too broad. They say "my aim is bad", "my gamesense is weak", or "I panic in fights", then spend a week doing random drills that never point back to one match problem. Soarne is built around the opposite habit: make the problem small enough that you can see it during a round, practise it on purpose, and review whether it moved.

Which weakness is actually costing rounds?

Start with match evidence, not the feeling you had after the worst map of the night. Open one demo, VOD, or replay and write down five lost fights or lost decisions. Do not explain them yet.

For example:

  • Swung before the teammate was close enough to trade.
  • Held a tight angle and got wide swung twice.
  • Re-peeked after showing low health.
  • Used the smoke after the choke had already been crossed.
  • Cleared the close corner while exposed to the long angle.

Now ask which event appears more than once. The repeated one is more useful than the dramatic one. Losing a 1v4 clutch can feel huge, but it may not be your best practice target. Dying first in three gun rounds because your second player was too far away is much more trainable. If your notes are still messy, sort them into mechanics, spacing, utility, information, decision after contact, and emotional reset. The guide on why plateaus happen is useful here because many plateaus are several weak habits hiding under one vague label.

Can you see the mistake before it punishes you?

A useful weakness has a warning sign. If you can only identify it after you are dead, you may need to define it more tightly.

"Bad positioning" is not enough. "I stand where I cannot leave after first contact" is better. It gives you a pre-fight check: if I miss, can I break line of sight? "Bad aim" is not enough. "I shoot while still drifting on first bullet fights" is better. It gives you a physical cue before the shot.

Use this question: what would I notice two seconds before the mistake?

In Valorant, the warning sign might be that you are still holding utility while your duelist is already crossing the choke. In CS2, it might be that your crosshair is correct for one angle but your body is exposed to two. In Apex Legends, it might be that you reload in the open instead of taking one step back into cover.

Is this weakness trainable in one simple drill?

The weakness you choose should suggest a drill, a rule, or a review task. If it does not, it is probably still too broad.

Good examples:

  • Weakness: wide swings beat my static hold.
  • Practice: hold the same angle at three distances and change the gap based on enemy speed.
  • Match rule: after being wide swung once, widen the next hold or play for contact and fall.

Another example:

  • Weakness: I enter before the trader can help.
  • Practice: duo entry runs where the second player calls "set" before the first player crosses.
  • Match rule: if no trader is close, clear for information, not for a committed fight.

Notice that neither example asks you to grind everything. If the weakness connects to raw mouse control, use Voltaic or another aim-training structure for that part, then bring the result back into matches with a transfer drill. The Soarne guide on moving from the trainer to the server explains that split: trainers build pieces, matches test decisions under pressure.

What should you ignore for now?

You should ignore weaknesses that are noisy, rare, or dependent on other players changing first. That does not make them fake. It only means they are poor first choices.

For one week, ignore:

  • One-off whiffs that happened after a long session.
  • Teammate mistakes you cannot convert into your own action.
  • Patch-specific guesses about what is strong.
  • Full-map strategy problems that need a team review.
  • Anything you cannot describe in one sentence.

If the week is about first contact spacing, a bad clutch should not hijack the entire practice block. Note it, but return to the chosen weakness unless it is clearly more common and more costly.

How do you write the practice target?

Write the target as a sentence with a trigger, action, and review question.

Example: "When I am second into a site, I will stay close enough to trade within one second, and after the match I will mark whether our first death was tradable."

That sentence tells you where to look during play and what to count afterwards. A weak version would be: "Improve trading." That sounds right but gives your attention nowhere to land.

Here are three finished targets:

  • "When I anchor alone, I will use the first contact to delay rather than swing for a hero kill, and I will count whether my death bought time for rotation."
  • "When I clear a choke, I will expose myself to one angle at a time, and I will review whether my crosshair was ready for the first visible threat."
  • "When I lose two fights in a row, I will take one slower round before forcing another duel, and I will check if my next death was impatient."

You can connect those targets to demo review if you need a tighter way to inspect deaths, or to coaching if you want a second pair of eyes on which leak matters most.

When should you move to the next weakness?

Move on when the weakness either improves enough to stop deciding rounds, or when review shows it was not the main leak after all. Do not move on just because you are bored.

At the end of the week, look at ten to fifteen marked rounds. Ask:

  • Did the mistake appear less often?
  • Did I notice it earlier?
  • Did the correction create better fights, even when I still lost some?
  • Is a different repeated mistake now more obvious?

If the answer is yes, choose the next weakness. If the answer is no, sharpen the target. "Improve spacing" might become "stop crossing the choke before the flash pops". Progress often comes from making the practice target narrower, not from working harder.

The practical answer is simple: choose one weakness that is visible, repeated, costly, and trainable. Then give it enough matches to show whether it really changes your rounds.

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