Default settings affect ALCs ua-cam.com/video/fLfqLFAeKUs/v-deo.html Aim assist shapes of various Curves ua-cam.com/video/HodvHN-dI8A/v-deo.html How I know my ALC Response Curve decimal ua-cam.com/video/KVq0qAoOtqA/v-deo.html ALC Curves shaped like Zero Curve ua-cam.com/video/SnI904J7Epk/v-deo.html ALC Curves with sticky circles ua-cam.com/video/2KoRAbUCiM8/v-deo.html Deadzone video ua-cam.com/video/vUSF8HxiDfg/v-deo.html Outer Threshold video ua-cam.com/video/YEtv1GDCZaU/v-deo.html Per Optics video ua-cam.com/video/kpD3_uc2nHI/v-deo.html Trying Extra Yaw&Pitch at 1.3 ua-cam.com/video/MbEUw6yzmTs/v-deo.html A reddit thread with a speed chart that I used to figure out the SlowZones www.reddit.com/r/CompetitiveApex/comments/wvr1w8/values_for_standard_sensitivities_from_vpk_files/?rdt=38336 Playlist with all my Apex Legends ALC videos over the last like year+ ua-cam.com/play/PL090lxzhDiLRnwH4mwaOrC-IQ6e_A45DA.html
@@tdestroyer4780 you asked this question on another video, I answered. Someone in the comments here asked, I answered them. The info is in the video but there isn't a simple answer for 4-3 because the slowzones are different sizes.
@@Hannah11876 i don't think fov matters on classic because it's a dot. Max fov will make targets smaller so the dot might be less noticeable. Changing your alc stuff will affect your setting more than fov while using classic. Try default 6 or 1 alc curve and it'll create a thin line in the middle of characters, which should pair decently with the dot of classic.
@@CARTUNE. AA was nerfed on pc, I'm on console using pc assist. I think High Velocity is better than Linear above 100 fov, due to the size of the area I'm allowed to do damage on bodies. I use alcs, default settings affect alcs, my opinion is based on the sensation of default "bleed through" to my alc.
I just tested it and I can see how much stronger the AA is but with such a low turn speed how to do you play? I wouldn't be able to turn my head or anything to react to being push from the rear
Not sure what you're referring to. The larger slowZones at lower speeds? These are still active when using ALCs, idk if they're usable on just the default settings. The default speeds barely affect my ALC speeds but the slowZones and Curve shape are there.
I was misunderstanding what was being talked about and went back and watched other videos, I'm a test out what I like today, thanks for the the aiming content you put out :) @@PickedaName_
I'm playing on 4-4 linear no deadzone but when I'm hip firing (no adsing) i feel like I'm losing the advantage of aim assist, any advices? And i tried watching ur vids but English is not my main language so i couldn't understand fully understand them , but thanks anyway cuz they look so helpful
Okey can u explain deadzone , outer threshold & response curve again but in simple way please , like i don't get how it's 1.3 or 1.9 how can u know that@@PickedaName_
I am playing on a ps4, and I want to get my response curve value at 1.3. From what you said on other videos is that I have to change the threshold, and based on that I can tell which response curve I am at, but I just can’t figure it out. I also want to change my dead-zone to where it doesn’t feel choppy.
How I know my ALC Response Curve decimal ua-cam.com/video/KVq0qAoOtqA/v-deo.html If you don't want to make a list of outer patterns the shape of 1.0 is a thin line, 1.1 adds small cushions around it, 1.2 has larger cushions, 1.3 will feel like a circle, 1.4 (o), 1.5 [||], 1.6 (), 1.7 [| |], 1.8 is a circle with an interior smaller than 1.9, 2.0 (| |) Deadzone video ua-cam.com/video/vUSF8HxiDfg/v-deo.html I used 2nd lowest 2% on PS4 but they've changed the deadzone bar since then so it's probably like highest 1%. My perception of deadzone might've been off back then so do what I did in ^that^ video.
@@PickedaName_ so I tried the threshold method but hi said I couldn’t figure it out so I came up with my own method which is counting the withe pixels on 1080p screen and it seems to work fine. I found that 0 response curve goes from 1 white pixel line to 4, so 0.5 to 0.9. At the 5th pixel line, 1 starts (1.0) and it continues to the 14th pixel line (1.9) and so on. this method seems more reliable to me but I don’t know if the decimals math to yours because I don’t know how many zero decimals you got with your method.
@@Tlow_ on ps4 i clicked between 8.0 and 9.0 curve, then increased to 9.? curve, increased the outer threshold to 2 and checked the blocks that moved on the slope, repeated that at 3 and 4 outer. I got to x.9 by decreasing from 8.0 to 7.9 because it was more reliable than decreasing to x.9 from 9.0 to 8.9. The outer threshold pattern method is reliable but requires you to increase the sharpness screen to make a list. I click between 3.0 and 4.0 on ps5 then increase to 9.? to check my patterns. Once you make a list checking your position is extremely quick/easy. Do this at zero deadzone
@@PickedaName_ after increasing the sharpness, I finally got the movement you talked about, and now that I got it I can verify that my method works too decimals translate to on screen pixels, so one pixel line means one decimal. I will stick to my method cause its easier for me but I am glad that I can use both methods just to confirm. Thanks for the help man I appreciate it.
Yes. 110 is the size of 4 hip, 90 is the size of 3 ads. 106 includes most characters w/o making you shoot specific areas. I'm trying 104 so I can aim at more of the character. The interior of the shape is where you can aim and deal damage.
I really wish you’d cover things in gameplay menu like Colorblind Mode, Laser and Reticle colors combined WITH colorblind modes and how each colorblind mode has different laser and reticle colors affecting them - I’d love for you to separate the feeling of “default yellow sight Tritanopia” against “customized red optic tritanopia” and educate us on the differences between the colors affect on aim assist compared to the colorblind mode itself. Thank you bro please consider this. We could use a professional breakdown for the community. I’d love to reference and teach your work. YOU ARE ONE OF THE TWELVE DISCIPLES OF THE CHURCH YOU MAY EVEN BE ALC JESUS HIMSELF. THE CHURCH OF ALC HAS BEEN SEARCHING FOR THIS SALVATION BROTHER AMEN!
@@KunaiMelee someone mentioned stuff like item preview full/minimum affected aim assist (in 22 variations) and I swapped back and forth but it didn't have an effect on my setting. It felt like it was briefly changing my input mapping when I focused to see if anything felt different but the actual gunplay was identical; I was swapping options mid game. I'll try the color stuff if I reinstall (the battle sense stuff killed the vibe of the game) but I doubt it will affect how my alc feels. If it's having an effect for you it might be a PC anomaly; I'm on PS5.
I’ve worked for months if not a year and a half on GAMEPLAY TAB ALONE - and the MAJOR ones to focus on are cross hair damage feedback, damage numbers, incoming damage feedback, and colorblind mode…. I’d love to hear your analysis (Tritanopia feels linear, protanopia feels like steady or fine aim, and off feels like classic. That’s my best articulation) then you have the cross hair damage feedback combined with incoming damage feedback literally removes and adds that window around the target we talk about… 😉 I’m thinking you might be able to remove these vertical “pillar” affects that are happening…
ua-cam.com/video/W8pvoErpiJE/v-deo.htmlsi=lp3oOdgAgsAEcquF About 3 minutes in I start showing the difference between them - my work is not as advanced as yours - but maybe you will see what I was talking about here all that time ago
Probably classic or fine aim. High velocity will be better than steady or linear because you free aim at all of those at 70 but will never get stuck off target at high velocity due to its shape.
Many variables. Alc response curve affects this. The Slowzone created by default speeds affects this. In my experience while using linear default with alc on it's 90 or 110. 90 good hipfire, 88 hip too wide vs rampart. 110 as close to wraith as possible, everything between weird based on who you're aiming at.
Response Curves create shapes. You interact with those shapes when aiming at targets and are your functional aim assist. The default speeds create a slowZone where your input gets weaker which basically affects where you feel like you can aim / actually hit shots on targets. FOV affects the proportions of the Curve shapes but not the slowZones.
I haven't played Apex since like week 2 of the health bar season because the battle sense makes it boring. The subject of this video is how fov affects aim assist in Apex. In it I describe two things, the slowzones being created by default speeds (which aren't affected by fov) and the aim assist shapes of the default curves (which are affected by fov). I'm using an ALC setting and the shapes being created by the default speeds and default curves are still there. ALC optics create a slowzone like the default speed slowzones. The ALC per optic position where slowzones are affected varies with each ALC curve, and at 1.3 ALC curve they are affected at negative values. I have a video "Explaining everything I know about my ALC" that goes into this in more detail but it's probably more confusing than this video because I talk about stuff without completely re-explaining it and just link videos I uploaded previously where I explained it as well as I could. This video is linked in the comments of that video.
Each response curve has a different aim assist shape, fov affects the size of this shape. Each default speed has a different slowzone size; fov doesn't affect this. These things affect alc settings.
Yeah i dont this is correct. The "zones" u are taking about are only "larger" when ur fov is low, since everything looks "larger" with lower fov. Every single character has a slow down zone the size of multiple times the size of that character. The high sens affecting ur aim assist was a myth busted forever ago.
@@Virus.Exe1-n2i www.reddit.com/r/CompetitiveApex/comments/wvr1w8/values_for_standard_sensitivities_from_vpk_files/?rdt=44195 What I'm describing is the target angle velocity cut off
Default settings affect ALCs
ua-cam.com/video/fLfqLFAeKUs/v-deo.html
Aim assist shapes of various Curves
ua-cam.com/video/HodvHN-dI8A/v-deo.html
How I know my ALC Response Curve decimal
ua-cam.com/video/KVq0qAoOtqA/v-deo.html
ALC Curves shaped like Zero Curve
ua-cam.com/video/SnI904J7Epk/v-deo.html
ALC Curves with sticky circles
ua-cam.com/video/2KoRAbUCiM8/v-deo.html
Deadzone video ua-cam.com/video/vUSF8HxiDfg/v-deo.html
Outer Threshold video
ua-cam.com/video/YEtv1GDCZaU/v-deo.html
Per Optics video
ua-cam.com/video/kpD3_uc2nHI/v-deo.html
Trying Extra Yaw&Pitch at 1.3
ua-cam.com/video/MbEUw6yzmTs/v-deo.html
A reddit thread with a speed chart that I used to figure out the SlowZones
www.reddit.com/r/CompetitiveApex/comments/wvr1w8/values_for_standard_sensitivities_from_vpk_files/?rdt=38336
Playlist with all my Apex Legends ALC videos over the last like year+
ua-cam.com/play/PL090lxzhDiLRnwH4mwaOrC-IQ6e_A45DA.html
bros parents are asleep
ᶜᵃⁿ ʸᵒᵘ ʰᵉᵃʳ ᵐᵉ ⁿᵒʷˀ
🤣🤣🤣🤣🤣🤣🤣🤣💀💀💀💀
Where was this information 2 years ago hey thank u
What do I do with my linear settings I just woke up and my friend is linking this vid to me. I understood as much as dots and circles 😂
Answer is in video.
SO what's best fov for 4-3 linear with small deadzone. Video doesn't explain it for linear.
@@tdestroyer4780 you asked this question on another video, I answered. Someone in the comments here asked, I answered them. The info is in the video but there isn't a simple answer for 4-3 because the slowzones are different sizes.
Smart!
If this is actually true, this is insane and seems broken af
Good Sir!
I'm a slow sens player (Classic 3-3, no deadzone, 110 FoV). Would you be so kind to suggest a FoV for maximum aim assist. Please? 😊
@@Hannah11876 i don't think fov matters on classic because it's a dot. Max fov will make targets smaller so the dot might be less noticeable. Changing your alc stuff will affect your setting more than fov while using classic. Try default 6 or 1 alc curve and it'll create a thin line in the middle of characters, which should pair decently with the dot of classic.
Dude, I'd love you take on this now that AA got nerfed. What is king?
@@CARTUNE. AA was nerfed on pc, I'm on console using pc assist. I think High Velocity is better than Linear above 100 fov, due to the size of the area I'm allowed to do damage on bodies. I use alcs, default settings affect alcs, my opinion is based on the sensation of default "bleed through" to my alc.
I just tested it and I can see how much stronger the AA is but with such a low turn speed how to do you play? I wouldn't be able to turn my head or anything to react to being push from the rear
Not sure what you're referring to. The larger slowZones at lower speeds? These are still active when using ALCs, idk if they're usable on just the default settings. The default speeds barely affect my ALC speeds but the slowZones and Curve shape are there.
I was misunderstanding what was being talked about and went back and watched other videos, I'm a test out what I like today, thanks for the the aiming content you put out :) @@PickedaName_
I'm playing on 4-4 linear no deadzone but when I'm hip firing (no adsing) i feel like I'm losing the advantage of aim assist, any advices? And i tried watching ur vids but English is not my main language so i couldn't understand fully understand them , but thanks anyway cuz they look so helpful
The only things you can do on default settings is increase FOV to shrink the circle of Linear, or reduce hipfire speed to get a larger slow zone.
Okey can u explain deadzone , outer threshold & response curve again but in simple way please , like i don't get how it's 1.3 or 1.9 how can u know that@@PickedaName_
@@x_dabi4864 I have videos explaining those things as simply as I can. They're in the pinned comment on this video.
@@PickedaName_ ok thank you so much and keep it up
I am playing on a ps4, and I want to get my response curve value at 1.3. From what you said on other videos is that I have to change the threshold, and based on that I can tell which response curve I am at, but I just can’t figure it out. I also want to change my dead-zone to where it doesn’t feel choppy.
How I know my ALC Response Curve decimal
ua-cam.com/video/KVq0qAoOtqA/v-deo.html
If you don't want to make a list of outer patterns the shape of
1.0 is a thin line,
1.1 adds small cushions around it,
1.2 has larger cushions,
1.3 will feel like a circle,
1.4 (o),
1.5 [||],
1.6 (),
1.7 [| |],
1.8 is a circle with an interior smaller than 1.9,
2.0 (| |)
Deadzone video
ua-cam.com/video/vUSF8HxiDfg/v-deo.html
I used 2nd lowest 2% on PS4 but they've changed the deadzone bar since then so it's probably like highest 1%. My perception of deadzone might've been off back then so do what I did in ^that^ video.
@@PickedaName_ Thanks bro 🙏
@@PickedaName_ so I tried the threshold method but hi said I couldn’t figure it out so I came up with my own method which is counting the withe pixels on 1080p screen and it seems to work fine. I found that 0 response curve goes from 1 white pixel line to 4, so 0.5 to 0.9. At the 5th pixel line, 1 starts (1.0) and it continues to the 14th pixel line (1.9) and so on. this method seems more reliable to me but I don’t know if the decimals math to yours because I don’t know how many zero decimals you got with your method.
@@Tlow_ on ps4 i clicked between 8.0 and 9.0 curve, then increased to 9.? curve, increased the outer threshold to 2 and checked the blocks that moved on the slope, repeated that at 3 and 4 outer.
I got to x.9 by decreasing from 8.0 to 7.9 because it was more reliable than decreasing to x.9 from 9.0 to 8.9.
The outer threshold pattern method is reliable but requires you to increase the sharpness screen to make a list.
I click between 3.0 and 4.0 on ps5 then increase to 9.? to check my patterns. Once you make a list checking your position is extremely quick/easy.
Do this at zero deadzone
@@PickedaName_ after increasing the sharpness, I finally got the movement you talked about, and now that I got it I can verify that my method works too decimals translate to on screen pixels, so one pixel line means one decimal. I will stick to my method cause its easier for me but I am glad that I can use both methods just to confirm. Thanks for the help man I appreciate it.
so for 4-3 linear no DZ i should play at 90 - 110? For optimal AA
Yes. 110 is the size of 4 hip, 90 is the size of 3 ads. 106 includes most characters w/o making you shoot specific areas. I'm trying 104 so I can aim at more of the character.
The interior of the shape is where you can aim and deal damage.
I really wish you’d cover things in gameplay menu like Colorblind Mode, Laser and Reticle colors combined WITH colorblind modes and how each colorblind mode has different laser and reticle colors affecting them - I’d love for you to separate the feeling of “default yellow sight Tritanopia” against “customized red optic tritanopia” and educate us on the differences between the colors affect on aim assist compared to the colorblind mode itself. Thank you bro please consider this. We could use a professional breakdown for the community. I’d love to reference and teach your work. YOU ARE ONE OF THE TWELVE DISCIPLES OF THE CHURCH YOU MAY EVEN BE ALC JESUS HIMSELF. THE CHURCH OF ALC HAS BEEN SEARCHING FOR THIS SALVATION BROTHER AMEN!
BLESS UP BROTHER AMEN 🙏🏻 HALLELUJAH THE CHURCH OF ALC HAS FOUND ALC JESUS IN THE ALGORITHM OF COURSE
@@KunaiMelee someone mentioned stuff like item preview full/minimum affected aim assist (in 22 variations) and I swapped back and forth but it didn't have an effect on my setting. It felt like it was briefly changing my input mapping when I focused to see if anything felt different but the actual gunplay was identical; I was swapping options mid game. I'll try the color stuff if I reinstall (the battle sense stuff killed the vibe of the game) but I doubt it will affect how my alc feels. If it's having an effect for you it might be a PC anomaly; I'm on PS5.
I’ve worked for months if not a year and a half on GAMEPLAY TAB ALONE - and the MAJOR ones to focus on are cross hair damage feedback, damage numbers, incoming damage feedback, and colorblind mode…. I’d love to hear your analysis (Tritanopia feels linear, protanopia feels like steady or fine aim, and off feels like classic. That’s my best articulation) then you have the cross hair damage feedback combined with incoming damage feedback literally removes and adds that window around the target we talk about… 😉
I’m thinking you might be able to remove these vertical “pillar” affects that are happening…
ua-cam.com/video/W8pvoErpiJE/v-deo.htmlsi=lp3oOdgAgsAEcquF
About 3 minutes in I start showing the difference between them - my work is not as advanced as yours - but maybe you will see what I was talking about here all that time ago
controller players are crying right now
I’m stuck at 70 what should I play at???
Probably classic or fine aim. High velocity will be better than steady or linear because you free aim at all of those at 70 but will never get stuck off target at high velocity due to its shape.
tell me were to get the most aim assist on classic or linear
Magic word
So for linear small dz what is a good fov
Many variables. Alc response curve affects this. The Slowzone created by default speeds affects this. In my experience while using linear default with alc on it's 90 or 110. 90 good hipfire, 88 hip too wide vs rampart. 110 as close to wraith as possible, everything between weird based on who you're aiming at.
@@PickedaName_ how about alc off but with bleed through per optics
@@REJR90 idk
@@PickedaName_ it's clunky
I understood nothing😖
Response Curves create shapes. You interact with those shapes when aiming at targets and are your functional aim assist. The default speeds create a slowZone where your input gets weaker which basically affects where you feel like you can aim / actually hit shots on targets.
FOV affects the proportions of the Curve shapes but not the slowZones.
@@PickedaName_ thanks for breaking it down for me I get it now
@@PickedaName_ So what are the settings you suggest for better aiming/more effective AA? do I have to use lower fov? (I use 110)
WHY DOES AIM ASSIST EVEN EXIST OMG
Can we play bro and can you explain this to me
I haven't played Apex since like week 2 of the health bar season because the battle sense makes it boring.
The subject of this video is how fov affects aim assist in Apex. In it I describe two things, the slowzones being created by default speeds (which aren't affected by fov) and the aim assist shapes of the default curves (which are affected by fov). I'm using an ALC setting and the shapes being created by the default speeds and default curves are still there. ALC optics create a slowzone like the default speed slowzones. The ALC per optic position where slowzones are affected varies with each ALC curve, and at 1.3 ALC curve they are affected at negative values.
I have a video "Explaining everything I know about my ALC" that goes into this in more detail but it's probably more confusing than this video because I talk about stuff without completely re-explaining it and just link videos I uploaded previously where I explained it as well as I could. This video is linked in the comments of that video.
@@kellantothemax35 ua-cam.com/video/FVNBkSCzr9k/v-deo.html the video where I explain everything I know about my ALC
@@PickedaName_ anymore advice with how to understand all this stuff
I understand nothing.
Each response curve has a different aim assist shape, fov affects the size of this shape. Each default speed has a different slowzone size; fov doesn't affect this.
These things affect alc settings.
Yeah i dont this is correct. The "zones" u are taking about are only "larger" when ur fov is low, since everything looks "larger" with lower fov. Every single character has a slow down zone the size of multiple times the size of that character. The high sens affecting ur aim assist was a myth busted forever ago.
@@Virus.Exe1-n2i www.reddit.com/r/CompetitiveApex/comments/wvr1w8/values_for_standard_sensitivities_from_vpk_files/?rdt=44195
What I'm describing is the target angle velocity cut off
so play on mnk uwu