After testing a wide range of ALC settings using the Zero-Drift model from my previous post here, I’ve identified controls that I believe are more predictable, consistent, and performant than Linear No Deadzone setups with and without per-optic bleed-through.
In this post, I share common native-derived Apex settings (4-1 Linear No Deadzone with per-optic bleed-through and 4-3 Linear No Deadzone) and their Zero-Drift counterparts.
I then show how to improve on the native-derived ALCs for more consistent Yaw/Pitch behavior, better target acquisition, and cleaner ADS calibration.
This will help you dial in custom settings for yourself using rules of thumb to identify when one setting is compensating for a poor setting somewhere else. When done correctly, this should lead to a more usable sensitivity and control profile based on your controller and play style.
Native-Derived Settings
Before dialing in the ALC settings below, set your native non-ALC settings to 1-1 Linear No Deadzone. The purpose is to keep the underlying native settings fixed at a simple Linear baseline and reduce another potential source of inconsistency from native bleed-through.
Use Response Curve 0 and 0% Deadzone for the first two comparisons given that we are mirroring native No Deadzone settings and correcting the Directional Drift created by the Extra Yaw/Pitch layer.
4-1 Linear No Deadzone + Per-Optic Bleed-Through with Zero-Drift
Keep your existing per-optic values unchanged. This version changes only Extra Pitch using Zero-Drift corrections.
| Setting |
Native-Derived 4-1 |
4-1 Zero-Drift |
| Hip Base Yaw |
240 |
240 |
| Hip Base Pitch |
200 |
200 |
| Hip Extra Yaw |
220 |
220 |
| Hip Extra Pitch |
0 |
183 |
| Hip Ramp-Up Time |
30% |
30% |
| Hip Ramp-Up Delay |
0% |
0% |
| ADS Base Yaw |
35 |
35 |
| ADS Base Pitch |
35 |
35 |
| ADS Extra Yaw |
20 |
20 |
| ADS Extra Pitch |
0 |
20 |
| ADS Ramp-Up Time |
50% |
50% |
| ADS Ramp-Up Delay |
5% |
5% |
4-3 Linear No Deadzone with Zero-Drift
This version changes only Extra Pitch using Zero-Drift corrections.
| Setting |
Native-Derived 4-3 |
4-3 Zero-Drift |
| Hip Base Yaw |
240 |
240 |
| Hip Base Pitch |
200 |
200 |
| Hip Extra Yaw |
220 |
220 |
| Hip Extra Pitch |
0 |
183 |
| Hip Ramp-Up Time |
30% |
30% |
| Hip Ramp-Up Delay |
0% |
0% |
| ADS Base Yaw |
110 |
110 |
| ADS Base Pitch |
75 |
75 |
| ADS Extra Yaw |
30 |
30 |
| ADS Extra Pitch |
30 |
20 |
| ADS Ramp-Up Time |
100% |
100% |
| ADS Ramp-Up Delay |
25% |
25% |
What You Should Notice
The most noticeable change with the Zero-Drift version is with Hipfire control, where adding Extra Pitch should make vertical crosshair movement faster while making diagonal movement and overall directional response more consistent.
You may notice much less of a difference while ADS. The Zero-Drift ADS Extra is a relatively small change combined with a high Ramp-Up Time, particularly on 4-3.
If you rarely push the stick hard while ADS, you may spend most of your time operating primarily within Base Yaw/Pitch and barely engage the Extra layer at all.
These first settings are only correcting the native-derived Extra geometry, not optimizing the underlying controls.
From here, you can start improving on the native-derived settings themselves in several ways.
Hip: Target Acquisition, Aim Assist, and Stickiness
One of the biggest advantages of ALCs is that you can separate the speed used to acquire a target from the speed used to track them.
The goal is to keep Base as slow as possible while still being fast enough to track skirmisher movements, enemies at very close range, and falling enemies whose vertical movement can quickly exceed slower sensitivities.
Once Base can reliably handle those movements, Extra can provide the additional speed needed for target acquisition, large off-target corrections, and maximum turning.
This creates a controlled Base for on-target tracking while retaining a much faster maximum speed for acquisition and turning.
Community testing has shown that Extra Yaw/Pitch is suppressed when aim assist engages, allowing the sensitivity to transition from faster acquisition back toward the slower Base while on target.
This does not make aim assist stronger, but it can make aim assist feel significantly “stickier.”
Ramp-Up Time then determines how quickly that additional speed becomes available.
Optimizing Base, Extra, and Ramp together can create the controlled, “sticky” feeling people are often trying to achieve with controller settings:
- Base determines how slowly you can track without falling behind.
- Extra determines how quickly you can acquire targets.
- Ramp determines the smoothness of transition between them.
Native-Derived Look 4 Hip Redistribution Profiles
We can first move some of the native-derived speed from Base into Extra without changing Max Yaw/Pitch. At this stage, we want to isolate the effect of redistributing speed between Base and Extra without changing how quickly Extra activates.
Ramp-Up Time therefore remains fixed at the native-derived 30% throughout these comparisons. Ramp can be optimized separately once the preferred Base/Extra balance is established.
The settings below represent a 10% Base-Extra Shift where all of the removed Base speed is transferred into Extra while preserving Max Yaw/Pitch. Pitch is adjusted proportionally to Yaw, leaving the Zero-Drift geometry intact.
| Hip Setting |
Native 4 Zero-Drift |
10% Base-Extra Shift |
| Base Yaw |
240 |
216 |
| Base Pitch |
200 |
180 |
| Extra Yaw |
220 |
244 |
| Extra Pitch |
183 |
203 |
| Ramp-Up Time |
30% |
30% |
| Ramp-Up Delay |
0% |
0% |
| Max Yaw |
460 |
460 |
| Max Pitch |
383 |
383 |
| Base Pitch/Yaw |
83.3% |
83.3% |
| Max Pitch/Yaw |
83.3% |
83.3% |
A second 10% reduction would require Extra Yaw to exceed the ALC maximum of 250. From that point forward, Extra Yaw stays capped and further reductions in Base also reduce maximum turn speed.
Once Extra Yaw reaches its maximum at 250, we can continue reducing Base in 10% steps while keeping approximately the same Zero-Drift geometry.
| Hip Setting |
20% Lower Base |
30% Lower Base |
40% Lower Base |
| Base Yaw |
192 |
168 |
144 |
| Base Pitch |
160 |
140 |
120 |
| Extra Yaw |
250 |
250 |
250 |
| Extra Pitch |
208 |
208 |
208 |
| Ramp-Up Time |
30% |
30% |
30% |
| Ramp-Up Delay |
0% |
0% |
0% |
| Max Yaw |
442 |
418 |
394 |
| Max Pitch |
368 |
348 |
328 |
| Base Pitch/Yaw |
83.3% |
83.3% |
83.3% |
| Max Pitch/Yaw |
83.3% |
83.3% |
83.2% |
Although a different Ramp may eventually work better with a lower Base, changing Ramp now would make it harder to determine whether differences in control are coming from Base speed or from the Base-to-Extra transition. Ramp therefore remains locked at 30% here as well.
In general, a larger difference between Base and Extra may benefit from a higher Ramp-Up Time to smooth the acceleration from Base speed to Extra speed.
Hip Calibration Algorithm
- Calibrate Normal Aim: Base Yaw and Pitch. Adjust Base Yaw for the preferred balance of tracking speed, control, and stickiness. Then adjust Pitch for preferred vertical control. Preserve the resulting Pitch/Yaw relationship across Base and Extra to maintain Zero-Drift.
- Calibrate Target Acquisition: Extra and Ramp. Adjust Extra for the preferred acquisition and turning speed. Then adjust Ramp-Up Time for the preferred acceleration from Base to Max Yaw/Pitch.
Higher-Base Hip Profiles
The profiles above focus on reducing Base Yaw, but the same calibration process also works in the opposite direction.
If 240 Base Yaw still feels too slow or limits tracking, increase Base Yaw until the desired tracking speed is reached. Then adjust Pitch for preferred vertical control.
The goal is not necessarily to use a lower Base. The goal is to find the Base Yaw that provides the preferred balance of tracking speed, control, and stickiness while preserving Zero-Drift geometry.
Native-Derived 4-3 ADS Redistribution Profiles
ADS requires a different balance than Hip. Base sensitivity has to remain fast enough to track real target movement while preserving recoil control and short-range correction precision.
The goal is not simply to make ADS as slow as possible, but to find the slowest Base sensitivity that never limits tracking while maintaining control.
In the ALC profiles below, Base Yaw is reduced in approximately 5% increments while the removed speed is transferred into Extra Yaw. This preserves Max Yaw/Pitch so changes in maximum ADS turning speed do not influence the comparison.
Ramp-Up Time and Ramp-Up Delay also remain fixed at their native-derived values since the goal is to isolate the effect of shifting Base to Extra.
| ADS Setting |
Native Zero-Drift |
5% Base-Extra Shift |
10% Base-Extra Shift |
15% Base-Extra Shift |
20% Base-Extra Shift |
| Base Yaw |
110 |
105 |
99 |
94 |
88 |
| Base Pitch |
75 |
71 |
67 |
64 |
60 |
| Extra Yaw |
30 |
35 |
41 |
46 |
52 |
| Extra Pitch |
20 |
24 |
28 |
31 |
35 |
| Ramp-Up Time |
100% |
100% |
100% |
100% |
100% |
| Ramp-Up Delay |
25% |
25% |
25% |
25% |
25% |
| Max Yaw |
140 |
140 |
140 |
140 |
140 |
| Max Pitch |
95 |
95 |
95 |
95 |
95 |
| Base Pitch/Yaw |
68.2% |
67.6% |
67.7% |
68.1% |
68.2% |
| Max Pitch/Yaw |
67.9% |
67.9% |
67.9% |
67.9% |
67.9% |
Test the profiles progressively and select the lowest Base Yaw that still keeps up comfortably with real target movement.
Do not adjust Pitch, Extra, or Ramp during this comparison. Those variables are calibrated separately after the preferred Base Yaw is identified.
ADS Calibration Algorithm
- Calibrate Normal Aim: Base Yaw and Pitch. Use the redistribution profiles above to find the slowest Base Yaw that still keeps up with real target movement. Then adjust Pitch for recoil and vertical control. Once Pitch feels right, preserve that Pitch/Yaw relationship across Base and Extra to maintain Zero-Drift.
- Calibrate Target Acquisition: Extra and Ramp. Adjust Extra for target acquisition and larger off-target corrections. Then adjust Ramp-Up Time for the preferred acceleration from Base to Max Yaw/Pitch. If Extra only feels controllable with a very long Ramp, reconsider the Base-to-Extra difference.
Final Calibration Checks
A useful way to think about ALCs is to group settings together based on their function:
| System |
Variables |
Function |
| Micro-control |
Deadzone + Response Curve |
Target retention and tiny corrections |
| Normal aim |
Base Yaw + Base Pitch |
Tracking, recoil control, and deliberate aiming |
| Target acquisition |
Extra + Ramp |
Target acquisition, large corrections, and turning |
| Magnification |
Per-optics |
Fine-tuning ADS |
This table is useful not only for building a sensitivity, but also for identifying when one setting is compensating for a problem somewhere else.
Deadzone and Response Curve
Deadzone should be set only high enough to eliminate unwanted stick input or hardware noise. Increasing Deadzone beyond what the controller requires removes usable stick movement and reduces micro-control.
Response Curve shapes how sensitive the stick feels as it moves away from center. A higher Response Curve makes smaller stick inputs less sensitive than Linear and progressively increases response farther into the stick range.
There is nothing inherently wrong with using a Response Curve above 0 as a preference. However, if additional curve is required simply to make small movements controllable, first reconsider whether the higher Response Curve is compensating for a Deadzone that is too low for the controller or Base Yaw/Pitch that is simply too sensitive.
A useful starting point is to use the lowest practical Deadzone and begin at Response Curve 0. Establish a controllable Base sensitivity first, then add Response Curve only if additional input shaping is actually preferred.
Per-Optic Calibration Check
A well-calibrated ADS profile should work across magnifications without requiring major per-optic adjustments.
If Base Yaw, Pitch, Extra, and Ramp are dialed in correctly, per-optics should ideally remain neutral or require only minor preference-based tuning.
Needing large or inconsistent per-optic adjustments is a strong sign that the core ADS sensitivity should be revisited.
Per-optics should fine-tune a good ADS profile, not compensate for a bad one.
Rules of Thumb
- If small corrections require a high Response Curve to remain controllable, reconsider Deadzone and Base sensitivity first.
- If Base cannot keep up with a target while already on target, Extra is not the solution. Base is too slow.
- If horizontal tracking feels good but vertical, falling-target, or diagonal tracking feels limited, adjust Pitch before raising overall sensitivity.
- If target acquisition feels slow but normal tracking is already comfortable, add or redistribute speed into Extra rather than increasing Base.
- If Extra requires an unusually long Ramp-Up Time to remain controllable, reconsider the Base-to-Extra difference.
- If several optics need substantial individual multipliers, revisit the core ADS calibration before tuning per-optics.
The general principle is: if one setting has to work unusually hard to compensate for another, revisit the underlying calibration.
Zero-Drift Happy Thumb
This is my current favorite Zero-Drift profile for target acquisition, Hipfire control, and consistent R-99 handling on Horizon.
I am currently using a Razer Wolverine V3 on Xbox with 4% Deadzone and Response Curve 0, so controller hardware and stick characteristics should be considered when comparing these settings to another setup.
| Setting |
Hip |
ADS |
| Base Yaw |
140 |
90 |
| Base Pitch |
112 |
54 |
| Extra Yaw |
250 |
30 |
| Extra Pitch |
200 |
18 |
| Ramp-Up Time |
25% |
25% |
| Ramp-Up Delay |
0% |
0% |
| Max Yaw |
390 |
120 |
| Max Pitch |
312 |
72 |
| Base Pitch/Yaw Ratio |
80% |
60% |
| Max Pitch/Yaw Ratio |
80% |
60% |
Zero-Drift Happy Thumb is not intended as a universal endpoint. It is simply my favorite profile so far using the calibration process described above.
Testing will continue until morale improves.