Wednesday, May 16, 2018

Let's Talk about aim, part 2:

So after a few weeks of playing with mouse acceleration(see my previous post about this), I decided to go back to using no mouse acceleration in Quake. I decided to try this because my aim was, well inconsistent with acceleration. I liked the logical ideals behind acceleration(i.e. being able to track well, and also being able to flick on command), but it really threw off my muscle memory at times. I started to find it is really quite difficult to calculate on the fly both the distance your mouse needs to move to land a precise shot, and also factor in the speed at which you do this. One thing to note here is that I was using a low sensitivity at 41.5cm/360 with a lower acceleration rate, so the acceleration wasn't even that much and it was enough to throw off my muscle memory. These are the setting I was using:

dpi = 800
In-Game Sensitivity = 1.25
Sensitivity = 1
Acceleration = 0.0175
Sensitivity Cap = 1.4
Offset = 1.5
Power = 2
Pre-ScaleX = 1
Pre-ScaleY = 1
Post-ScaleX = 1
Post-ScaleY = 1
AngleAdjustment = 0
AngleSnapping = 0
SpeedCap = 0
FancyOutput = 0

Compared to a lot of players I have seen who use acceleration, this is quite low. So I began experimenting and started out at 1.25 sensitivity and raised it over time. As of writing this post I am using:

dpi = 800
In-Game Sensitivity =  1.5
No Acceleration

After using these settings for a while I found it to be more consistent than using acceleration. But this is just for me, I think acceleration is great for certain players, but we all have different preferences, hands, grip styles, and play styles. For some acceleration is wonderful, for others it may just not be the shoe that fits. With doing a lot of this testing I played many games of instagib, here is a clip of me playing with these current settings that I am quite happy with.


Hope my experimenting helps you in your Quake journey, cheers.

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