It is a decision, not a click
With several targets live, the clicking is the easy part. What separates scores is a loop running several times a second: see the options, pick one, move, click, and start the next pick before the current click has landed.
Players who plateau here usually have a selection problem rather than an aim problem. The mouse travels farther than it needs to, the path doubles back on itself, and there are small dead pauses after each hit while they decide what is next.
Pick an order and keep it
Nearest-first minimises travel. Oldest-first stops the board piling up in one corner. Either beats deciding fresh every time, because a consistent rule removes the pause.
A steady rhythm through a predictable path scores higher than bursts of speed with gaps between them, and it is far less tiring across a long round.
Where it shows up in a real match
Any fight against more than one opponent. The moment the first goes down the clock on the second has already started, and the player who was reading the room while shooting wins that exchange. Good crosshair placement helps here too: if the crosshair parks near where the second one appears, the switch is an adjustment rather than a swing.
How to train it
Gridshot mode is built for it: three targets live at all times, each hit replaced immediately, scored on hits multiplied by accuracy so a wasted click costs twice. The gridshot entry covers the format itself.
Train the eyes as much as the hand. For one round, deliberately look at the next target before finishing the current one, and notice how much of the pause disappears.