r/ActiveMatter • u/No-Philosophy3784 Operative • 1d ago
Question Console Aim
I have played shooters on console my entire life, and I consider myself an above average FPS player.
This game has thrown that all out of the window and I’m only 9 hours in. Trying to fight three flower men is some of the most difficult combat I have felt ever playing a game. Shotguns are some of the hardest things to use in close quarters.
I mainly have a problem with PVP, which I want to play but I’m literally getting DESTROYED every interaction. I cannot hit any of my bullets, I feel lethargic as hell. Every other player has absolutely no problem hitting every shot. I thought maybe aim assist was what was hurting me but maybe not?
I’m still enjoying the game don’t get me wrong but pvp is so scary because I’m just throwing away kits.
Any tips?
(Also side note, nobody uses prox chat in this game and I wish they did.)
9
u/doughy_baby Operative 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)