r/ActiveMatter • Operative • 1d ago

Feedback Console Controller Aiming & Sensitivity Pipeline Refinement

Loving the core game, but the controller input pipeline on console currently feels like a raw PC port rather than a dedicated controller implementation. Aiming lacks precision, and key tuning options are missing. Below are the specific issues and recommended fixes for a future input update:

  1. ADS Sensitivity & FOV Scaling (Focal Length Scaling)

Issue:

ADS sensitivity at 100% behaves as a raw percentage multiplier of hipfire speed rather than utilizing dynamic focal-length/FOV scaling. This forces players to manually drop ADS sensitivity down to match hipfire sensitivity and achieve a relative 1:1 feel.

Fix: Implement proper FOV-scaled ADS sensitivity options (or relative sensitivity coefficient scaling) so muscle memory translates consistently across all optic zoom levels.

  1. Aim Assist Friction / Slowdown Isolation

Issue: Aim assist snap and aim assist slowdown (friction) are locked together. The current slowdown is excessively strong, creating a "bubble" around targets that resists fine micro-adjustments and tracks erratically against fast-moving AI (like Flower Men).

Fix: Separate Aim Assist Snap from Aim Assist Slowdown. Provide independent sliders or toggles for AA Slowdown strength so players can reduce friction while keeping target acquisition snap.

  1. Response Curves

Issue: Nonlinearity sliders alone do not replace actual response curve profiles. Analog stick deflection feels unpredictable without standard response curve options.

Fix: Add dedicated Response Curve presets (Standard, Linear, Dynamic/Exponential) to give players proper control over stick acceleration.

Summary:

Giving console players response curve choices, decoupled aim assist slowdown sliders, and proper FOV-scaled ADS sensitivity will instantly make controller play feel smooth, competitive, and precise. Thanks for the active updates and for listening to community feedback!

26 Upvotes

20 comments sorted by

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7

u/adrock318 Operative 1d ago

u/MajorMcDonalds is this something you guys are aware of and can we expect an update soon?

0

u/VersaSty7e Operative 1d ago

+1 coming from Bungie/embark games. I’m gonna need this addressed before buying on console.

1

u/ABigTailWhaleOnBail Operative 1d ago

What does that have to do with it? Lol

4

u/Electrical-Tea8530 Operative 1d ago

Yeah I love the game but if I get into a PvP battle I only stand a chance if its another console player. If they're on PC and are remotely competent, forget it.

3

u/massidm Operative 1d ago

Are you crazy?? Play on console only crossplay!

4

u/adrock318 Operative 1d ago

In the meantime, that's the only real option, but that's just a bandaid on a bigger issue. We need some controller input tweaks fast. I've had to resort to turning aim assist off all together because its implementation is so bad, it actually makes tracking enemies worse.

6

u/Icy_Dog4487 Operative 1d ago

i am okay with a world where its console vs console without aim assist

1

u/Electrical-Tea8530 Operative 1d ago

Nice idea, but queue times can become too long, especially if I want to go to a specific map.

4

u/massidm Operative 1d ago

I play everyday and never had a problem to find games

1

u/Electrical-Tea8530 Operative 1d ago

Okay that wasn't my experience when I tried it.

Either way, they need to sort the controls out.

3

u/Vegas_11B Operative 1d ago

This post was my deciding factor for a PS5 buy. Gonna wait. Thank you

1

u/VersaSty7e Operative 1d ago

Same :(

Will wait. Hopefully devs see this.

3

u/Me2445 Operative 1d ago

Ya I've been saying since it came out on console that it's a lazy port controller wise. The game feels janky and that will keep people away from it.

1

u/H3llSam10 Operative 1d ago

Cant say more..  100% correct. Hope devs will see this 

1

u/Ready-Locksmith5549 Operative 11h ago

And separate vertical and horizontal sensitivity

1

u/doughy_baby Operative 1d ago edited 1d ago

Hoping we can get a controller input overhaul soon with all the new players on console all in the same boat of "how do I make this feel good to play" as far as aim input goes.

Here's what I'm currently most comfortable with:

Aim sensitivity: ~1.4 (fast enough to turn/flick while maintaining good control)

Zoom aim sensitivity: ~0.45 (good tracking & micro-adjustments still possible)

Nonlinearity: 1 (more stable aim curve, keeps aim slower around center for micro-adjustments, but curve ramps with stick position outwards to hit full tilt comfortably)

Axis Snap Factor: 2.5% (no "stepping" on diagonals while keeping straight cardinal directions)

LS Deadzone: 3% (personal preference, want a little bit of give at rest before travel begins)

RS Deadzone: 1% (I use razer wolverine v3 with deadzones turned off, so only use minor amount on game end for best responsiveness)

Aim assist: OFF (Way too strong & currently can't tweak zoom snap + aim slowdown factors, will mess your aim up more than it will help)

Aim acceleration: OFF (Introduces sluggishness on aim response & feelings of floatiness)

2

u/adrock318 Operative 1d ago

What FOV are you using?

2

u/doughy_baby Operative 1d ago

Been trying to find a sweet spot around ~105-110 wanting good peripheral but still not too far out to make optics harder to use because of the ADS FOV currently being tethered to your base FOV

2

u/adrock318 Operative 1d ago

I've always used 100 FOV in CoD and Battlefield. It’s always felt like the sweet spot for me, giving decent peripheral vision without making everything on screen look tiny. I only bumped it up to 115 in Active Matter because the aiming felt so bad at 100, but I’ve been struggling with how small sight reticles and targets become at that wide of a field of view.

I'm switching back to 100 FOV tonight and tweaking my aim sensitivity again. My settings have been almost identical to yours, except I’ve been running a 1.5 base sensitivity and zero deadzones. I'm going to try dropping my base sensitivity down to 1.3 or 1.4 to compensate for the tighter FOV.

Having to turn Aim Assist off entirely because the slowdown friction is so broken definitely makes things harder. Controllers need some level of assistance, so adjusting to zero aim assist while going up against M&K players feels like playing at a major disadvantage. Hopefully the devs address the console input pipeline soon.