*This comment explains how the hitbox changes at each Curve position. It's easier to explain through text. Half of it is copy/pasted from my "Best 5&6 Curve" video* ____________ I double checked 6 and this is the best position at 6 curve due to the aim assist barriers. : 6.9 has a thick cushion on the target's outline. Once you enter that area you're in the aim assist but it's tough to get on target if the aim assist is strong (low yaw&pitch). : 6.8 has a smaller cushion. It feels slow, slippery, and bouncy. : 6.7 gets directly on the target's outline then hits bulletproof plastic that stops you from getting on target. It's decent but it isn't smooth. Hitting this extra strong barrier made my teeth hurt. *THIS SENSATION IS THE MOST OBVIOUS. IT'S RAPID BUT GETS STUCK ON OUTLINES.* : 6.6 can get on to the target but there's no aim assist on like 20% of their outline. I only feel aim assist in the middle 60% of the character. I couldn't make this feel good; it always felt like I was missing and hoping the aim assist locked on. : 6.5 only has aim assist in the stomach. : 6.4 - 6.3 there is no aim assist. Once it reappears it stops feeling like it's pushing you away. : 6.2 it reappears in the stomach but it feels stronger. Like you're hitting something sticky instead squishy. : 6.1 the aim assist expands to roughly the width of the character's head. Like 20% of their center. : 6.0 it expands to almost the edge of their shoulders. : 5.9 there's aim assist on like 80% of the character. : 5.8 it's the character's outline. : 5.7 it starts to feel slippery like 6.6 did. I'm on PS5 now and used the 5 curve setting (I think. The outer threshold patterns are different than they are on PS4...) and it seemed solid but felt slow. 0@4 on ps5 has an input delay similar to 0@10 on ps4. I'm pretty sure the same aim assist barrier thing is happening at every curve in a similar pattern. ::The sticky aim assist at 5.8 is a solid brick that turns into rubber as you decrease to 5.4. Rubbery aim assist helps stick to targets while tracking without actually locking on. After 5.4 it turns into (push away aim assist) until ~4.7 where it starts to morph into rubbery aim assist until 4.3. From 4.2 to ~3.8 it's changing but I can't describe it, it's similar to what happens between 6.2 and 5.8 but different. ____________ *This is how the aim assist felt to me at different decimals and curves.* 0* (feels like 4.0 & 1.7 shaped like 1.3) 0.1 (solid column with no cushions) 0.2 (slim stick with feathery cushions) 0.3 (sticky brick, similar to 1.4 but .5 size) 0.4 (sticky line surrounded by seran wrap) ^Faded version of 1.5 and 5.6. Use default aa 0.5 (soft brick at very low numbers) 0.6 (a rolling pin. Like 2.2 but a line) 0.7 (idk but it's bad. A line of poo) 0.8 (circle with hollow center, smaller 1.3) ^It protects Lifeline and feels slow 0.9 (sliver of 1.0 expands) 1.0 (sticky sliver similar to 6.0) 1.1 (quicker 1.2) 1.2 (sticky center slippery edge) 1.3 (circle with a hollow center) ^ Struggles vs Big characters 1.4 (column of 1.5 becomes 80% sticky) ^ can't get to 20% center 1.5 (column with sticky center like 5.6) 1.6* (the gap of 1.7 becomes a column) ^ bouncy edge, slippery center 1.7* (columns with a hollow gap) ^ the gap is very wide like 9 curve 1.8 (circle of rubber aim assist like 5.6) 1.9 (sticky area of 1.8 is wider; like 5.7) 2.0* (sticky circle) ^make yaw & pitch different, pitch is center 2.1 (almond of bouncy sap) ^decent but size is too small 2.2 (a sphere I can't stay in center) 2.3 (stickier than 2.4 but sketchy) ^columns with hollow gap, thinner 1.7 2.4 (wider 2.5) ^It's decent. Similar to 0.4 2.5 (sticky spectral amorphous idk) 2.6 (sticky stomach with bounce?) 2.7 (thinner 2.8) 2.8 (push away assist shaped like 2.9) 2.9 (empty area of 3.0 is wider) 3.0 (slim empty almond with push) 3.1 (empty toothpick with push away cushions) 3.2* (squishy almond? with sticky center) ^center of 3.3 becomes sticky and expands 3.3* (thinner version of 3.2, stickier 0.5) ^soft brick in cushions? like 5.5 or 5.4 3.4 (ultra sticky chest, 3.2 but no cushion) 3.5 (like 4.0 but head not included) 3.6 (almond wider than 4.0 shaped like millennium eye) ^Pupil is soft brick; very similar to 0.5 3.7 (center of 3.8 expands and dissolves) 3.8 (is a bouncy brick) 3.9 (similar to 4.1 with bounce) 4.0* (hollow almond surrounded by squish) 4.1* (no almond squishy column. Like 5.5?) ^ Column is as wide as Horizon 4.2 (thinner version of 4.1 like 1.8?) 4.3 (is a squishy brick at low yaw/pitch) 4.4 (ball of something) 4.5 (ball with sticky center? something's odd tho) 4.6 (wider 4.5 struggled vs caustic & valk) ^Big donut with little hole. ::Lifeline tougher to shoot as I increased to 5.0 5.4* (is a rubber brick) ^Tracks less than 5.5; gets on target easier 5.5* (is rubber surrounding a rubber brick) ^Better than 5.6 'cause I can free-aim center 5.6 (is rubber surrounding a thin sticky brick) ^ Great iron snipers, allows aggressive aim 5.8 (is a sticky brick like 2.0) 6.9* (solid circle) *s indicate what I preferred. ________ Video explaining my per optics setup: ua-cam.com/video/kpD3_uc2nHI/v-deo.html
I like the width of 3.1 but it is sketchy on PC assist because it's a spot where it pushes you away instead of being sticky. It lacks the ability to stick to a target so it might be good on Default assist. Being unable to stick on PC assist makes it feel like I'm on m&k but using a controller. Usable but sketchy in chaos; especially close on console. (edit) there's a toothpick in the center of 3.1 and the cushions extend to the elbows. I can't be where the toothpick is. The toothpick gets wider as I decrease it while removing some cushion. :: 2.9 the toothpick is large and the cushions are strong and compact.(like 6.7) :: 2.8 everything feels softer, idk how else to describe it. Like the toothpick and cushions are blending together. :: 2.2 feels like it wants to pull you into the center of the character but it feels like a cloud or something idk fluffy. Felt too slow to me. :: 2.1 Seems good but feels slow also. :: 2.0 has sticky assist in between the shoulders and the cushions are gone. :: 1.9 the assist between the shoulders starts to get soft and turn into rubbery cushions. Still sticks but this area is more thin than 2.0 :: 1.8 scuffed but ok for similar^ reasons.
Glad it helped ua-cam.com/video/HodvHN-dI8A/v-deo.html Like half way through this video (3:15) I list a bunch of alc curves with shapes similar to default curves. Whatever your vertical is affecting the solidity of is the area where it feels like you need to be for shots to register.
How do you test out your aim assist? Because the range aim assist for me isn’t the same as it is in game so I play arenas games and adjust my alc’s in game each other round to see what locks on close and mid range. But I only used what I thought was standard 4.0 response curve by sliding from 0.0 to 4.0. I feel like it could be much better if I adjusted it by each decimal like you do. I’m on Xbox though
Maybe a 3.9-.8 would be better or 4.1-.2 I feel like my 2 dead zone helps with the aim assist in game as well. Should I be trying to find my response curve with 0 dead zone? Or should I leave it where I feel its good?
@@anthonyacedo5244 I play the BR to test assist and curves because I can usually tell if something is weird while looting. The dynamics of BR combat (high/low ground, 3rd parties, unbalanced architecture) make issues at positions more obvious. Arenas combat is very balanced and on flat ground usually. As long as your Deadzone isn't adding "build up" to the sensation of the Curve you can see/feel the "hitbox aim assist". Lowest 2 is as high as I can go on PS5 because it maintains a solid idk "hockey puck" sensation. The center of the "puck" turns hollow as I increase it further, sort of creating a chamber where pressure builds up.
@@PickedaName_ what are some of these weird experiences you have while looting? I noticed for me when I loot that my look sense hovering over something I intend to loot doesn’t always register that I’m close enough to pick up and that I often have to hover back over the item.
@@anthonyacedo5244 While looting I can notice how quick/twitchy it is and feel how it is "dipping" and accelerating. There's a rate of acceleration tied to the "2 types of aim assist" that I felt at each Curve as I decreased it. It's like the "dip" at each Curve needs a certain amount of "twitch", or something like that. High decimals can feel faster than low decimals; which seems wrong but it's why I think it's tied to the "twitch" affecting the "dip". I can usually tell what's going on with the "hitbox" after a few fights. Based on what was happening in hipfire at first, eventually I could tell while aiming. I think my Per Optics make seeing/feeling the hitbox easier than if I didn't have Per Optics.
Thank you for asking a question. This conversation helped me explain aspects of what I've been doing without realizing it. I feel like I learned more as I was trying to give you an answer.
Good morning, this is day 2 of me trying to reach out and have a conversation with you surrounding understanding this better. As a fellow optimization and improvement person. I have gone through all of your videos yesterday on this topic and I am very interested in also helping you out. Because someone who has figured this out, but is still plat/diamond must have certain aspects of gameplay that I might be able to provide value to. I peaked at #17 pred on Xbox (I don’t care about rank in terms of ego or anything). You have done me a huge service in creating these type of videos. Would love to talk farther on this subject
@@PickedaName_ well right now I am playing on the higher 2% that turns into a 4% and the gray area 2% because I always felt like 1% was a bit less but the 2% was a bit more. I use to play on 0% 3% 9% but I played on like a slightly less 3% because I always felt like it was better, but I couldn't understand why sometimes it just didnt feel exactly right. so I have changed my sens a billion times. but not only that, I literally play custom buttom layouts and let me tell you I have changed it so much that I could change like 5 things and get use to it quickly (maybe exageration) but my neuroplasticity is high and I feel like I notice every tiny small change in my sens. So after trying 8 7 7 for the alcs because this was around what I was looking for (except the deadzone was too high) I decided to just play 4/3 classic no deadzone because I really just couldnt get the alcs to be how I wanted them too so I just said frick it. well the other day I wanted to play classic with a smaller deadzone than small deadzone and I just found your videos. I am playing 279 279 and 36 36 with 3.4 optics and a high 8.9/8.8 response curve because this felt the most natural to me. , but I want to better understand how exactly you tweak the aim assist. I do not fully udnerstand that part. I do understand the concept of tweaking it so you are not fighting against the aim assist anymore, but the actual mechanism of what you are changing I do no yet fully understand. sorry for rant
@Aectd I played at 0.3.9 also but stopped because to me it felt like it was decelerating or something halfway through. (ua-cam.com/video/iHoghJJ9Ocs/v-deo.html video with those settings). This is because the Outer Threshold pattern at 0.3.9 isn't creating a full acceleration pattern, there are pockets of deceleration where blocks on the slope haven't moved. That's when I started messing with per optics to try to make it faster without adding an acceleration pattern; because when I went to 0.5.9 it was ok but too rapid iirc. But optics don't help the hipfire so 9 still had problems. I can tell/feel if a block/step on the slope moves forward as I increase the Outer Threshold. At some point I tried to find a 1
The decimal position at each Curve below 8 is affecting its natural acceleration rate by making the front taller and the middle more shallow as you decrease it. This affects how the aim assist around the target feels. If the front is too tall for how steep the slope becomes after it "dips" then it's like my acceleration pattern is too quick. I'm currently only paying attention to if the assist is pushing me away or wants me to be on target (aka gets sticky). If it's pushing me away and the Curve is creating a narrow assist barrier then it makes fighting people who are moving back and forth difficult because if I'm not shooting a specific area on the target the assist is going to try to push me away.
ua-cam.com/video/SnI904J7Epk/v-deo.html video with visual examples of the hitbox of 0.0 response curve ua-cam.com/video/2KoRAbUCiM8/v-deo.html video with visual examples of sticky circle hitboxes
Hello! I appreciate the amount of work you spent on this. Sounds quite appealing that you're dedicated to analyzing this to such an extent to help others! I don't think you've ever shared any proof that aim assist is "different" based on what decimal position you are on in the response curve. Are you able to share the specific time of a video or practice that led you to such a conclusion. While it is indeed probable that players can customize their response curve to the final (by the way good find!!), it does not seem plausible that this decimal affects the aim assist given on ALCs. However I am indeed open to see the evidence that led you to this fact especially since there's great analysis being shared here. The reason I am asking is because if someone comes across your video they might be confused if they can't find what is backing up your observations. Again, please be well and take it easy. Apex can definitely transform into a rabbit hole that is a time sink so going down that path even if it might return minimal gains may not be worth it.
It's obvious once you do it. It's different at every spot. Decimal positions aren't necessary to notice it. The shape of the aim assist is a line at 6.0 but a circle at 7.0. The aim assist is a circle at 2.0 but a line at 1.0. The aim assist at 4.0 feels different than the aim assist at 8.0. This isn't theory. It is fact. Best 5 and 6 (ua-cam.com/video/OQBFemi05ak/v-deo.html) is when I started noticing the size/shape/function of the assist was changing because it was easier to see/feel. It's happening at every spot, it's just easier to see it below 7.0 because everything above 7.0 has an additional shape surrounding the hitbox assist.
The pinned comment on this video describes shapes at each decimal position. It's written because it's easier to explain that way. The community section of my channel has posts related to this also.
Hi there! Thank you for your response. Appreciate it :) I read your comments and watched multiple videos of yours before I wrote my initial response. That is why I asked for you to give a specific time in a video where proof is provided that aim assist changes due to the response curve that is chosen. Are you able to provide that, because I wouldn't want others to be unintentionally led down a rabbit hole. I see clearly that you believe this is the case so I am willing and open to see any evidence backing up these claims. Also you wrote here "The aim assist at 4.0 feels different than the aim assist at 8.0.". Theres a very valid answer to why it "feels different". That answer being that since response curve artificially alters the speed of your reticle based on your thumb stick input, it impacts how aim assist zone "feels" to the player. Not due to aim assist in itself at each response curve changing, but precisely because you as a player have to perform fine motor instructions to move your thumb stick across different speeds to achieve the desired reticle movement while aim assist is in effect. I can see why you made the conclusion that you did, thinking that perhaps Respawn for some reason changed the internals of aim assist to be different per decimal of your response curve. But unfortunately, in your videos, I can't find any evidence for your claim besides you going off your observation of feeling, which I believe I offered a reasonable explanation above. Correlation =/= Causation. Again if you do have any evidence to share, I'm absolutely open to it. I also think it's neat that you came up with a strategy to get even more fine grained with regards to setting the decimal in the setting bars. That likely took a lot of trial and error to figure out. I can see good value in that, but not sure if setting the decimal is worth investing in UNLESS there is a sweet spot that a player just can't reach. But even with that, I would not use the response curve to adjust that. It is an inconsistent way to adjust speed, it is only meant to make considerable adjustments to your acceleration curve The common recommendation would be simply increase or decrease your ads and hipfire speeds and maintain the response curve that is optimal to your current skill level. I've spent long time than I would like understanding Apex settings. But I would just be cautious about pursuing very tiny details like this. The devil is in the details but sometimes the devil is the details. Don't go down that rabbit hole. I would be glad to continue this discussion for a few if you have any desire to, but if not, I said my piece and hope you remain well! Enjoy Apex.
... The thing you shoot at, that has aim assist, changes size and function. The shape and feel follows a pattern. It isn't twitch/dull it is the hitbox of the target being altered. It shrinks and grows as you go through a curve, if it was just "twitch" then this wouldn't be how it feels. I have used per optics which allowed me to have a constant between the curves. My optics setup makes it extremely clear what is happening. It matches what is happening on the hipfire. I went down the rabbit hole, there's nothing else to see in Wonderland. What I'm saying is true, this is not assumption or misunderstanding. I kept constants as I altered the decimal and the aim assist hitbox is the only thing that changes. You don't have to follow the white rabbit, I caught it already. I don't need to prove anything and I don't need you to believe me. Everything I have done is on the channel. Watch and read, or don't.
Wasn't my intention to upset or challenge you! All I requested was simple video evidence of the hitbox changing per response curve. If this was the case, this would be an easy thing to add in any video of yours or for you to upload. The videos I've seen is you talking about your observations that when you change your speeds (whether that's through the per optic, ads setting bars, or through changing your response curve) that aim assist "feels different". And I shared with you above a reasonable explanation on why it does that has nothing to do with Aim Assist changing per response curve. However, to keep an open mind (although I watched your videos and read your comments), I wanted to see if you can share anything that I missed. I just think it might be misleading for others to find this video as it stands now and I think this focus on tiny details might feel exhausting to you. But it is clear you're passionate on this and I think the decimal observation you found is pretty cool! Overall, as someone who studied Apex settings myself, I gave my general recommendation above. Don't use per optics, dradzone, outer threshold, or response curves to change your base speeds. It is counter intuitive and difficult, plus doesn't allow you to get as fine grained as you like. Rather, use the yaw and pitch settings to change your speed, and only change the response curve in order to try a new curve that might be better suited to your input movement for your stick. Anyway, thanks for discussion!
Great video sadly most of the number talk i couldn't fully understand you explained it really well i'm just kinda dumb got a learning disability where i struggle to understand the concept but i did understand a bit of it my setting are at 3 deadzone,1 outer, and 2 Response curve i wish it was a bit better to a bit easier micro adjustments but i tried 2 deadzone in a couple of tdm games and aside from a bit more stick drift which was a bit more Uncomfortable and it also affect my aim assist a bit to stick and track my target i play on a 220 yaw& pitch with 180 extra yaw only and ads 140 yaw & pitch i used a conversion chart a while back so i know full well i want to play on a 4-4 setting i been playing apex since the og days haven't missed a season but started my journey on alc about season 9-10 and still struggle to fine that part setting that is just right for me and i have watched countless youtube videos from different channels that give in depth Explanation of each alc setting and a bit of Recommendation of what is about right but again it's so hard to find that perfect setting for me i have thought of countless times where i should just give up on apex because i can't seem to find that setting for me and i still struggle even now after watching you video a bit but has helped me understand a bit more of what i should be adjusting and i know i don't & can't play classic anymore because Linear is a way more natural feel to it and i stay on alc because Regular setting i can't go back to since it lacks the full ability to fine tune to your needs
The only way I've liked extra yaw/pitch is with 100% ramp up and no delay. It makes it slippery but I find that easier to control than having my aim jump/explode with 0 ramp up. Have you tried per optics settings? I'll copy/paste some info here. ____ Info from "1st 2.5k on Path" video Each per optic number has 3 positions. The number you find with the d-pad is the middle value. Low/High 3.4 is ".01" to the left/right of any even number you get to by using the d-pad. *2.4 is a good spot to find high/low on PS5.* *4.0 is a good spot to find high/low on PS4* 1x = low 3.4 2x & 3x = changed to middle 3.4 4x = high 3.4 6x = low 3.6 8&10x = middle 3.6 **Oh and the 1x is set to the speed where ironsights are "best"/match the hipfire. Ironsights are faster than 1x optics. Default will make 1x "best" and irons quick** _____ This is a different video where I explain what I was doing with optics awhile ago. ua-cam.com/video/kpD3_uc2nHI/v-deo.html
@@PickedaName_ i do have my per optics set by 2 decimals so 1x default, 2x 1.2, 3x 1.4, 4 1.6 and the rest as the 4x i play on xbox series x but i hope it still matches as close as possible regardless of console
@@Mentally_Vile the optics are multiplying your yaw/pitch to create a new speed. Try 35 yaw/pitch at that 3.4 optic setup and see if it feels slow. You can use any combination of yaw & optics, I've been around 3.4 at ~30 at a lot of curve positions. If I use middle 3.5 on my 1x I can use 0 yaw/pitch at some spots
@@PickedaName_ oh i think i get it now so the reason why most players don't use per optics is because its mutiplaying the per optics along the basic ads yaw and pitch omg :( so i been looking at things and videos of other players wrong this whole time i haven't been copying other players setting only using them as refernce to see how i can set it to my personal feel
The slope in the bottom right of the screen is made of blocks or steps. Each spot is a position that can move towards the front of the slope when the Outer Threshold is increased; creating acceleration. It's easier to see each block/step at 9+ curve.
@@PickedaName_ Ok nice that was my assumption but I wanted to be sure. Awesome channel man there's a lot of good info here that helped improve my aim. Thank you for taking the time to figure all this out.
So if anyone is listening 3.1 on the response curve is the sweet spot and of the deadzone is at 1.9?the one just before u hit 2. its aim assist for me.
Are you still using 3.1? I liked the size/shape of 3.1 but after using it for awhile I noticed I was constantly pushing to center character then bouncing back to their elbows. I'd push to center then get pushed away without ever really sticking to the target; even at low yaw/pitch. It's usable but 3.2-3.4 are better because there's stickiness while being pushed away.
Would love to talk about this topic with you. I use to run 0 3 9 and always felt something was wrong but couldn’t use 8. And I swear to god I was using 8-7-7 because it felt exactly what I needed and I was trying to use lower deadzone than 8 but it wouldn’t work. These videos are exactly what I needed
Everything below 3.2 is too specific in aim assist. If you don't want to make a list of decimal patterns then try 2.0 or 4.0 because those are default spots with sticky aim assist.
I'm on xbox. Does any of this information apply to your sensitivity or just deadzone, response curve, and outer threshold also do you recommend any defaults for response curves, deadzones, and outer thresholds rn I play 9 deadzone 2 outer threshold and 6 response curve.
The default curve positions that are decent to me are 0, 2, 4, 6. Curves above that need acceleration from the Outer Threshold to cut through the aim assist areas 7+ Curve create. Deadzone is unique to each controller, I liked lowest 2% on PS4 and lowest 1% on PS5. I don't like my deadzone being high because it disrupts my ability to track and aim.
@@Marcsympho-4354 the acceleration pattern of the Outer Threshol is randomly generated based on the combination of your Deadzone and Curve position. You can try clicking on the screen to make the least amount of blocks move. If it feels explosive it's accelerating too soon. You can change your deadzone and get a different random pattern.
*This comment explains how the hitbox changes at each Curve position. It's easier to explain through text. Half of it is copy/pasted from my "Best 5&6 Curve" video*
____________
I double checked 6 and this is the best position at 6 curve due to the aim assist barriers.
: 6.9 has a thick cushion on the target's outline. Once you enter that area you're in the aim assist but it's tough to get on target if the aim assist is strong (low yaw&pitch).
: 6.8 has a smaller cushion. It feels slow, slippery, and bouncy.
: 6.7 gets directly on the target's outline then hits bulletproof plastic that stops you from getting on target. It's decent but it isn't smooth. Hitting this extra strong barrier made my teeth hurt. *THIS SENSATION IS THE MOST OBVIOUS. IT'S RAPID BUT GETS STUCK ON OUTLINES.*
: 6.6 can get on to the target but there's no aim assist on like 20% of their outline. I only feel aim assist in the middle 60% of the character. I couldn't make this feel good; it always felt like I was missing and hoping the aim assist locked on.
: 6.5 only has aim assist in the stomach.
: 6.4 - 6.3 there is no aim assist. Once it reappears it stops feeling like it's pushing you away.
: 6.2 it reappears in the stomach but it feels stronger. Like you're hitting something sticky instead squishy.
: 6.1 the aim assist expands to roughly the width of the character's head. Like 20% of their center.
: 6.0 it expands to almost the edge of their shoulders.
: 5.9 there's aim assist on like 80% of the character.
: 5.8 it's the character's outline.
: 5.7 it starts to feel slippery like 6.6 did.
I'm on PS5 now and used the 5 curve setting (I think. The outer threshold patterns are different than they are on PS4...) and it seemed solid but felt slow.
0@4 on ps5 has an input delay similar to 0@10 on ps4.
I'm pretty sure the same aim assist barrier thing is happening at every curve in a similar pattern.
::The sticky aim assist at 5.8 is a solid brick that turns into rubber as you decrease to 5.4. Rubbery aim assist helps stick to targets while tracking without actually locking on. After 5.4 it turns into (push away aim assist) until ~4.7 where it starts to morph into rubbery aim assist until 4.3. From 4.2 to ~3.8 it's changing but I can't describe it, it's similar to what happens between 6.2 and 5.8 but different.
____________
*This is how the aim assist felt to me at different decimals and curves.*
0* (feels like 4.0 & 1.7 shaped like 1.3)
0.1 (solid column with no cushions)
0.2 (slim stick with feathery cushions)
0.3 (sticky brick, similar to 1.4 but .5 size)
0.4 (sticky line surrounded by seran wrap)
^Faded version of 1.5 and 5.6. Use default aa
0.5 (soft brick at very low numbers)
0.6 (a rolling pin. Like 2.2 but a line)
0.7 (idk but it's bad. A line of poo)
0.8 (circle with hollow center, smaller 1.3)
^It protects Lifeline and feels slow
0.9 (sliver of 1.0 expands)
1.0 (sticky sliver similar to 6.0)
1.1 (quicker 1.2)
1.2 (sticky center slippery edge)
1.3 (circle with a hollow center)
^ Struggles vs Big characters
1.4 (column of 1.5 becomes 80% sticky)
^ can't get to 20% center
1.5 (column with sticky center like 5.6)
1.6* (the gap of 1.7 becomes a column)
^ bouncy edge, slippery center
1.7* (columns with a hollow gap)
^ the gap is very wide like 9 curve
1.8 (circle of rubber aim assist like 5.6)
1.9 (sticky area of 1.8 is wider; like 5.7)
2.0* (sticky circle)
^make yaw & pitch different, pitch is center
2.1 (almond of bouncy sap)
^decent but size is too small
2.2 (a sphere I can't stay in center)
2.3 (stickier than 2.4 but sketchy)
^columns with hollow gap, thinner 1.7
2.4 (wider 2.5)
^It's decent. Similar to 0.4
2.5 (sticky spectral amorphous idk)
2.6 (sticky stomach with bounce?)
2.7 (thinner 2.8)
2.8 (push away assist shaped like 2.9)
2.9 (empty area of 3.0 is wider)
3.0 (slim empty almond with push)
3.1 (empty toothpick with push away cushions)
3.2* (squishy almond? with sticky center)
^center of 3.3 becomes sticky and expands
3.3* (thinner version of 3.2, stickier 0.5)
^soft brick in cushions? like 5.5 or 5.4
3.4 (ultra sticky chest, 3.2 but no cushion)
3.5 (like 4.0 but head not included)
3.6 (almond wider than 4.0 shaped like millennium eye)
^Pupil is soft brick; very similar to 0.5
3.7 (center of 3.8 expands and dissolves)
3.8 (is a bouncy brick)
3.9 (similar to 4.1 with bounce)
4.0* (hollow almond surrounded by squish)
4.1* (no almond squishy column. Like 5.5?)
^ Column is as wide as Horizon
4.2 (thinner version of 4.1 like 1.8?)
4.3 (is a squishy brick at low yaw/pitch)
4.4 (ball of something)
4.5 (ball with sticky center? something's odd tho)
4.6 (wider 4.5 struggled vs caustic & valk)
^Big donut with little hole.
::Lifeline tougher to shoot as I increased to 5.0
5.4* (is a rubber brick)
^Tracks less than 5.5; gets on target easier
5.5* (is rubber surrounding a rubber brick)
^Better than 5.6 'cause I can free-aim center
5.6 (is rubber surrounding a thin sticky brick)
^ Great iron snipers, allows aggressive aim
5.8 (is a sticky brick like 2.0)
6.9* (solid circle)
*s indicate what I preferred.
________
Video explaining my per optics setup:
ua-cam.com/video/kpD3_uc2nHI/v-deo.html
I like the width of 3.1 but it is sketchy on PC assist because it's a spot where it pushes you away instead of being sticky. It lacks the ability to stick to a target so it might be good on Default assist.
Being unable to stick on PC assist makes it feel like I'm on m&k but using a controller. Usable but sketchy in chaos; especially close on console.
(edit) there's a toothpick in the center of 3.1 and the cushions extend to the elbows. I can't be where the toothpick is. The toothpick gets wider as I decrease it while removing some cushion.
:: 2.9 the toothpick is large and the cushions are strong and compact.(like 6.7)
:: 2.8 everything feels softer, idk how else to describe it. Like the toothpick and cushions are blending together.
:: 2.2 feels like it wants to pull you into the center of the character but it feels like a cloud or something idk fluffy. Felt too slow to me.
:: 2.1 Seems good but feels slow also.
:: 2.0 has sticky assist in between the shoulders and the cushions are gone.
:: 1.9 the assist between the shoulders starts to get soft and turn into rubbery cushions. Still sticks but this area is more thin than 2.0
:: 1.8 scuffed but ok for similar^ reasons.
Insanely informative video. The subdivisions in the response curve values is something I’ve never heard talked about.
Glad it helped
ua-cam.com/video/HodvHN-dI8A/v-deo.html
Like half way through this video (3:15) I list a bunch of alc curves with shapes similar to default curves. Whatever your vertical is affecting the solidity of is the area where it feels like you need to be for shots to register.
@@PickedaName_ Thanks I'll check it out
How do you test out your aim assist? Because the range aim assist for me isn’t the same as it is in game so I play arenas games and adjust my alc’s in game each other round to see what locks on close and mid range. But I only used what I thought was standard 4.0 response curve by sliding from 0.0 to 4.0. I feel like it could be much better if I adjusted it by each decimal like you do. I’m on Xbox though
Maybe a 3.9-.8 would be better or 4.1-.2
I feel like my 2 dead zone helps with the aim assist in game as well. Should I be trying to find my response curve with 0 dead zone? Or should I leave it where I feel its good?
@@anthonyacedo5244 I play the BR to test assist and curves because I can usually tell if something is weird while looting. The dynamics of BR combat (high/low ground, 3rd parties, unbalanced architecture) make issues at positions more obvious. Arenas combat is very balanced and on flat ground usually.
As long as your Deadzone isn't adding "build up" to the sensation of the Curve you can see/feel the "hitbox aim assist". Lowest 2 is as high as I can go on PS5 because it maintains a solid idk "hockey puck" sensation. The center of the "puck" turns hollow as I increase it further, sort of creating a chamber where pressure builds up.
@@PickedaName_ what are some of these weird experiences you have while looting? I noticed for me when I loot that my look sense hovering over something I intend to loot doesn’t always register that I’m close enough to pick up and that I often have to hover back over the item.
@@anthonyacedo5244 While looting I can notice how quick/twitchy it is and feel how it is "dipping" and accelerating. There's a rate of acceleration tied to the "2 types of aim assist" that I felt at each Curve as I decreased it. It's like the "dip" at each Curve needs a certain amount of "twitch", or something like that. High decimals can feel faster than low decimals; which seems wrong but it's why I think it's tied to the "twitch" affecting the "dip".
I can usually tell what's going on with the "hitbox" after a few fights. Based on what was happening in hipfire at first, eventually I could tell while aiming. I think my Per Optics make seeing/feeling the hitbox easier than if I didn't have Per Optics.
Thank you for asking a question. This conversation helped me explain aspects of what I've been doing without realizing it. I feel like I learned more as I was trying to give you an answer.
Good morning, this is day 2 of me trying to reach out and have a conversation with you surrounding understanding this better. As a fellow optimization and improvement person.
I have gone through all of your videos yesterday on this topic and I am very interested in also helping you out. Because someone who has figured this out, but is still plat/diamond must have certain aspects of gameplay that I might be able to provide value to.
I peaked at #17 pred on Xbox (I don’t care about rank in terms of ego or anything). You have done me a huge service in creating these type of videos. Would love to talk farther on this subject
What's up? Ask and I'll try to answer.
@@PickedaName_ well right now I am playing on the higher 2% that turns into a 4% and the gray area 2% because I always felt like 1% was a bit less but the 2% was a bit more. I use to play on 0% 3% 9% but I played on like a slightly less 3% because I always felt like it was better, but I couldn't understand why sometimes it just didnt feel exactly right. so I have changed my sens a billion times. but not only that, I literally play custom buttom layouts and let me tell you I have changed it so much that I could change like 5 things and get use to it quickly (maybe exageration) but my neuroplasticity is high and I feel like I notice every tiny small change in my sens. So after trying 8 7 7 for the alcs because this was around what I was looking for (except the deadzone was too high) I decided to just play 4/3 classic no deadzone because I really just couldnt get the alcs to be how I wanted them too so I just said frick it. well the other day I wanted to play classic with a smaller deadzone than small deadzone and I just found your videos. I am playing 279 279 and 36 36 with 3.4 optics and a high 8.9/8.8 response curve because this felt the most natural to me. , but I want to better understand how exactly you tweak the aim assist. I do not fully udnerstand that part. I do understand the concept of tweaking it so you are not fighting against the aim assist anymore, but the actual mechanism of what you are changing I do no yet fully understand. sorry for rant
@Aectd I played at 0.3.9 also but stopped because to me it felt like it was decelerating or something halfway through. (ua-cam.com/video/iHoghJJ9Ocs/v-deo.html video with those settings). This is because the Outer Threshold pattern at 0.3.9 isn't creating a full acceleration pattern, there are pockets of deceleration where blocks on the slope haven't moved. That's when I started messing with per optics to try to make it faster without adding an acceleration pattern; because when I went to 0.5.9 it was ok but too rapid iirc. But optics don't help the hipfire so 9 still had problems.
I can tell/feel if a block/step on the slope moves forward as I increase the Outer Threshold. At some point I tried to find a 1
The decimal position at each Curve below 8 is affecting its natural acceleration rate by making the front taller and the middle more shallow as you decrease it. This affects how the aim assist around the target feels. If the front is too tall for how steep the slope becomes after it "dips" then it's like my acceleration pattern is too quick.
I'm currently only paying attention to if the assist is pushing me away or wants me to be on target (aka gets sticky). If it's pushing me away and the Curve is creating a narrow assist barrier then it makes fighting people who are moving back and forth difficult because if I'm not shooting a specific area on the target the assist is going to try to push me away.
ua-cam.com/video/SnI904J7Epk/v-deo.html video with visual examples of the hitbox of 0.0 response curve
ua-cam.com/video/2KoRAbUCiM8/v-deo.html video with visual examples of sticky circle hitboxes
Hello! I appreciate the amount of work you spent on this. Sounds quite appealing that you're dedicated to analyzing this to such an extent to help others!
I don't think you've ever shared any proof that aim assist is "different" based on what decimal position you are on in the response curve. Are you able to share the specific time of a video or practice that led you to such a conclusion.
While it is indeed probable that players can customize their response curve to the final (by the way good find!!), it does not seem plausible that this decimal affects the aim assist given on ALCs.
However I am indeed open to see the evidence that led you to this fact especially since there's great analysis being shared here. The reason I am asking is because if someone comes across your video they might be confused if they can't find what is backing up your observations.
Again, please be well and take it easy. Apex can definitely transform into a rabbit hole that is a time sink so going down that path even if it might return minimal gains may not be worth it.
It's obvious once you do it. It's different at every spot. Decimal positions aren't necessary to notice it. The shape of the aim assist is a line at 6.0 but a circle at 7.0. The aim assist is a circle at 2.0 but a line at 1.0. The aim assist at 4.0 feels different than the aim assist at 8.0.
This isn't theory. It is fact.
Best 5 and 6 (ua-cam.com/video/OQBFemi05ak/v-deo.html) is when I started noticing the size/shape/function of the assist was changing because it was easier to see/feel. It's happening at every spot, it's just easier to see it below 7.0 because everything above 7.0 has an additional shape surrounding the hitbox assist.
The pinned comment on this video describes shapes at each decimal position. It's written because it's easier to explain that way. The community section of my channel has posts related to this also.
Hi there! Thank you for your response. Appreciate it :)
I read your comments and watched multiple videos of yours before I wrote my initial response. That is why I asked for you to give a specific time in a video where proof is provided that aim assist changes due to the response curve that is chosen. Are you able to provide that, because I wouldn't want others to be unintentionally led down a rabbit hole. I see clearly that you believe this is the case so I am willing and open to see any evidence backing up these claims.
Also you wrote here "The aim assist at 4.0 feels different than the aim assist at 8.0.". Theres a very valid answer to why it "feels different". That answer being that since response curve artificially alters the speed of your reticle based on your thumb stick input, it impacts how aim assist zone "feels" to the player. Not due to aim assist in itself at each response curve changing, but precisely because you as a player have to perform fine motor instructions to move your thumb stick across different speeds to achieve the desired reticle movement while aim assist is in effect.
I can see why you made the conclusion that you did, thinking that perhaps Respawn for some reason changed the internals of aim assist to be different per decimal of your response curve. But unfortunately, in your videos, I can't find any evidence for your claim besides you going off your observation of feeling, which I believe I offered a reasonable explanation above. Correlation =/= Causation.
Again if you do have any evidence to share, I'm absolutely open to it. I also think it's neat that you came up with a strategy to get even more fine grained with regards to setting the decimal in the setting bars. That likely took a lot of trial and error to figure out. I can see good value in that, but not sure if setting the decimal is worth investing in UNLESS there is a sweet spot that a player just can't reach. But even with that, I would not use the response curve to adjust that. It is an inconsistent way to adjust speed, it is only meant to make considerable adjustments to your acceleration curve The common recommendation would be simply increase or decrease your ads and hipfire speeds and maintain the response curve that is optimal to your current skill level.
I've spent long time than I would like understanding Apex settings. But I would just be cautious about pursuing very tiny details like this. The devil is in the details but sometimes the devil is the details. Don't go down that rabbit hole. I would be glad to continue this discussion for a few if you have any desire to, but if not, I said my piece and hope you remain well! Enjoy Apex.
... The thing you shoot at, that has aim assist, changes size and function. The shape and feel follows a pattern. It isn't twitch/dull it is the hitbox of the target being altered. It shrinks and grows as you go through a curve, if it was just "twitch" then this wouldn't be how it feels.
I have used per optics which allowed me to have a constant between the curves. My optics setup makes it extremely clear what is happening. It matches what is happening on the hipfire.
I went down the rabbit hole, there's nothing else to see in Wonderland. What I'm saying is true, this is not assumption or misunderstanding. I kept constants as I altered the decimal and the aim assist hitbox is the only thing that changes.
You don't have to follow the white rabbit, I caught it already. I don't need to prove anything and I don't need you to believe me. Everything I have done is on the channel. Watch and read, or don't.
Wasn't my intention to upset or challenge you! All I requested was simple video evidence of the hitbox changing per response curve. If this was the case, this would be an easy thing to add in any video of yours or for you to upload.
The videos I've seen is you talking about your observations that when you change your speeds (whether that's through the per optic, ads setting bars, or through changing your response curve) that aim assist "feels different". And I shared with you above a reasonable explanation on why it does that has nothing to do with Aim Assist changing per response curve. However, to keep an open mind (although I watched your videos and read your comments), I wanted to see if you can share anything that I missed.
I just think it might be misleading for others to find this video as it stands now and I think this focus on tiny details might feel exhausting to you. But it is clear you're passionate on this and I think the decimal observation you found is pretty cool!
Overall, as someone who studied Apex settings myself, I gave my general recommendation above. Don't use per optics, dradzone, outer threshold, or response curves to change your base speeds. It is counter intuitive and difficult, plus doesn't allow you to get as fine grained as you like. Rather, use the yaw and pitch settings to change your speed, and only change the response curve in order to try a new curve that might be better suited to your input movement for your stick.
Anyway, thanks for discussion!
Great video sadly most of the number talk i couldn't fully understand you explained it really well i'm just kinda dumb got a learning disability where i struggle to understand the concept but i did understand a bit of it my setting are at 3 deadzone,1 outer, and 2 Response curve i wish it was a bit better to a bit easier micro adjustments but i tried 2 deadzone in a couple of tdm games and aside from a bit more stick drift which was a bit more Uncomfortable and it also affect my aim assist a bit to stick and track my target i play on a 220 yaw& pitch with 180 extra yaw only and ads 140 yaw & pitch i used a conversion chart a while back so i know full well i want to play on a 4-4 setting i been playing apex since the og days haven't missed a season but started my journey on alc about season 9-10 and still struggle to fine that part setting that is just right for me and i have watched countless youtube videos from different channels that give in depth Explanation of each alc setting and a bit of Recommendation of what is about right but again it's so hard to find that perfect setting for me i have thought of countless times where i should just give up on apex because i can't seem to find that setting for me and i still struggle even now after watching you video a bit but has helped me understand a bit more of what i should be adjusting and i know i don't & can't play classic anymore because Linear is a way more natural feel to it and i stay on alc because Regular setting i can't go back to since it lacks the full ability to fine tune to your needs
The only way I've liked extra yaw/pitch is with 100% ramp up and no delay. It makes it slippery but I find that easier to control than having my aim jump/explode with 0 ramp up.
Have you tried per optics settings? I'll copy/paste some info here.
____
Info from "1st 2.5k on Path" video
Each per optic number has 3 positions. The number you find with the d-pad is the middle value. Low/High 3.4 is ".01" to the left/right of any even number you get to by using the d-pad.
*2.4 is a good spot to find high/low on PS5.*
*4.0 is a good spot to find high/low on PS4*
1x = low 3.4
2x & 3x = changed to middle 3.4
4x = high 3.4
6x = low 3.6
8&10x = middle 3.6
**Oh and the 1x is set to the speed where ironsights are "best"/match the hipfire. Ironsights are faster than 1x optics. Default will make 1x "best" and irons quick**
_____
This is a different video where I explain what I was doing with optics awhile ago.
ua-cam.com/video/kpD3_uc2nHI/v-deo.html
@@PickedaName_ i do have my per optics set by 2 decimals so 1x default, 2x 1.2, 3x 1.4, 4 1.6 and the rest as the 4x i play on xbox series x but i hope it still matches as close as possible regardless of console
@@Mentally_Vile the optics are multiplying your yaw/pitch to create a new speed. Try 35 yaw/pitch at that 3.4 optic setup and see if it feels slow.
You can use any combination of yaw & optics, I've been around 3.4 at ~30 at a lot of curve positions. If I use middle 3.5 on my 1x I can use 0 yaw/pitch at some spots
@@PickedaName_ oh i think i get it now so the reason why most players don't use per optics is because its mutiplaying the per optics along the basic ads yaw and pitch omg :( so i been looking at things and videos of other players wrong this whole time i haven't been copying other players setting only using them as refernce to see how i can set it to my personal feel
One thing I don't see anyone asking is what do you mean by "blocks?"
The slope in the bottom right of the screen is made of blocks or steps. Each spot is a position that can move towards the front of the slope when the Outer Threshold is increased; creating acceleration. It's easier to see each block/step at 9+ curve.
@@PickedaName_ Ok nice that was my assumption but I wanted to be sure. Awesome channel man there's a lot of good info here that helped improve my aim. Thank you for taking the time to figure all this out.
So if anyone is listening 3.1 on the response curve is the sweet spot and of the deadzone is at 1.9?the one just before u hit 2. its aim assist for me.
Are you still using 3.1?
I liked the size/shape of 3.1 but after using it for awhile I noticed I was constantly pushing to center character then bouncing back to their elbows. I'd push to center then get pushed away without ever really sticking to the target; even at low yaw/pitch. It's usable but 3.2-3.4 are better because there's stickiness while being pushed away.
@PickedaName_ I change my settings alot I'm not using 3.1 anymore I like to test out different settings to see what they do in game
Would love to talk about this topic with you. I use to run 0 3 9 and always felt something was wrong but couldn’t use 8. And I swear to god I was using
8-7-7 because it felt exactly what I needed and I was trying to use lower deadzone than 8 but it wouldn’t work. These videos are exactly what I needed
Well this sucks since I'm on Xbox can't even figure none of this out for myself
Everything below 3.2 is too specific in aim assist. If you don't want to make a list of decimal patterns then try 2.0 or 4.0 because those are default spots with sticky aim assist.
I'm on xbox. Does any of this information apply to your sensitivity or just deadzone, response curve, and outer threshold also do you recommend any defaults for response curves, deadzones, and outer thresholds rn I play 9 deadzone 2 outer threshold and 6 response curve.
The default curve positions that are decent to me are 0, 2, 4, 6. Curves above that need acceleration from the Outer Threshold to cut through the aim assist areas 7+ Curve create.
Deadzone is unique to each controller, I liked lowest 2% on PS4 and lowest 1% on PS5. I don't like my deadzone being high because it disrupts my ability to track and aim.
I have a lot of stick drift so I play on 9% deadzone only really struggling to find a good default outer threshold now
@@Marcsympho-4354 the acceleration pattern of the Outer Threshol is randomly generated based on the combination of your Deadzone and Curve position. You can try clicking on the screen to make the least amount of blocks move. If it feels explosive it's accelerating too soon. You can change your deadzone and get a different random pattern.
dont care still playing 4-3
Why are you watching ALC videos?
@PickedaName_ you came up on my home screen I appreciate the depth though
Good to know. GL HF