The curve of an arrow: the slowest group, the fastest teacher
The three variables in a curved shot, and why this group teaches faster than straight shooters.
An arrow does not fly straight. That single fact is the whole reason the Bow and Missile lane exists. When a game makes you account for a curve, it forces you to do something no straight-shooting game asks for: picture the path before you fire, instead of parking a crosshair on the target.
That skill transfers better than you would expect. People used to bows tend to be better with grenade launchers, more accurate with thrown objects, and quicker at judging where a falling thing will land. The reason is simple: they are used to seeing an imaginary curve in the air.
There are three variables in a curved shot. The first is force: the harder you pull, the further it goes. The second is angle: forty-five degrees travels furthest, though furthest is not always what you need. The third is timing: the target moves, so you have to shoot where it will be rather than where it is.
New players skip the third variable. They aim at the target, fire, and the shot arrives half a second late. The fix is simple: aim slightly into the empty space ahead of the target. It feels wrong at first, like deliberately missing, but after a few shots your hand corrects itself.
Another tip: do not pull to full power on the first shot. Pull light, see where the shot lands, then adjust. These games rarely punish you for firing short, but they punish you hard for firing long and losing the shot into open air.
What makes this group different in rhythm is the gap between shots. A bow takes one or two seconds to reload. In those two seconds the target has travelled a distance. That means you cannot fix a miss by shooting faster, only by calculating better. Which is why this group teaches the craft faster than any other.
On a phone, the group works surprisingly well. Pull and release is the most natural gesture on a touchscreen, more natural than tapping. If you play on a phone and find the one-tap lane a little flat, try this one.
One last note on picking a title inside the lane. Do not pick the one with the best artwork. Pick the one whose aiming line is easiest to read: a faint arc, a predicted landing point, or a sample object. A game that shows you the path teaches you twice as fast as one that only shows you the target.
There is a small drill that teaches the curve faster than any guide: pick one game, fire ten shots into the same empty patch of sky, aiming at nothing at all. You will find the ten landing marks form a cluster, and that cluster is your hand's real aim. Once you know where the cluster sits, you only have to shift it slightly to hit a target. This is how actual archers train, and it works exactly the same on a screen.
A second drill, for timing rather than force: fire at a moving target and deliberately aim one target-width ahead. Then half a width. Then a quarter. You will find the correct lead within five shots, and after that your hand keeps it without being told. Most people never do this, which is why they keep blaming the game for shots that arrive late.
The last thing worth saying is that this group gets underrated because it looks slow. But the slowness is between shots, not inside your head. A good player here is calculating continuously through the two-second reload, and if you watch them play you will notice they fire far fewer shots and hit far more of them.

Zombie Survival : Last Stand
Stellar Bastion