I actually had no idea what the fuck you were talking about but I respect you going into it and breaking down the math behind this. I truly believe one day someone will figure out how to manipulate Alcs to be way stronger than default settings
@Popurety3 ай бұрын
I’m cooking don’t worry I’m almost done Dinner will be done soon Best settings otw
@ItsDeeLive3 ай бұрын
Maybe the “graph” is a circle. So that’s why it’s connected on both ends 😮
@PickedaName_3 ай бұрын
Like a clock that only has 10 hours on it. Each hour is a stage of acceleration in the input mapping. As you wrap around the clock starts to lose hours. The analogy(?) doesn't completely fit though because input strength increases each time it wraps around, this weakens the resistance slowzones (default speeds and ALC optics) provide. I thought it was skipping digits when it overlapped but really it's changing input alacrity, or something like that, and it mainly impacts input interaction in slowzones (while also changing input mapping in general).
@onikrux4 ай бұрын
finally someone is explaining all this. o7
@PickedaName_4 ай бұрын
Previous Outer Threshold video kzbin.info/www/bejne/j3bXp2R9eaiNl7c How FOV affects aim assist kzbin.info/www/bejne/iprbi4qDjKd4qtE Default settings affect ALCs kzbin.info/www/bejne/nH3Jon98dsp-i9U Aim assist shapes of various Curves kzbin.info/www/bejne/fqDHp3uEYsl8bqM How I know my ALC Response Curve decimal kzbin.info/www/bejne/gYfUYaR3pLSnp6M ALC Curves shaped like Zero Curve kzbin.info/www/bejne/iZ-samNqf5x4ps0 ALC Curves with sticky circles kzbin.info/www/bejne/aHzSg3SYiqicg5o Deadzone video kzbin.info/www/bejne/rIa2d2t-rc53nMk Per Optics video kzbin.info/www/bejne/oaGnZJKrmJehfqs Trying Extra Yaw&Pitch at 1.3 kzbin.info/www/bejne/g5Oohqpsrt-gitU Playlist with all my Apex Legends ALC videos over the last like year+ kzbin.info/aero/PL090lxzhDiLRnwH4mwaOrC-IQ6e_A45DA
@dbell38113 ай бұрын
I play on 3 dead 3 outer 4 curv ..its timing
@icecrxm4 ай бұрын
All these videos are just making my beam even more disgusting tbh.
@dbell38113 ай бұрын
Oh yea 220.220.look with 250.250 extra..ads 120.110 30.30 10% delay..like i sed timing..i have started trying to make it consistent..everytine ...it seem to change allot..or just feel werd 4.3 no alc is pready consistent...all my controllers are different...settings
@ghostsniper834 ай бұрын
Would I be right or wrong with what you are saying if I turn down response curve to 0% default and say go to 5% really it is 5.5 % ? Then I would have to try and move the pointer just in front or behind to get say 5.9 with all it janky movements. Also with the size of the aim assist box would also scale with the distance of the enemy player so a big Aim assist area would make long distances engagements easier but hinders up close and the other way small aim assist better up close but not as good long range .. I don't know I'm just trying to get the hang of this all new theory to me ???
@PickedaName_4 ай бұрын
Default 5% outer is 5.4 since you'd probably label lowest 5% outer as 5.0 , which would make highest 5.8. I just say the amount above/below the default position because it is more consistent than assuming the default positions/total positions aren't fluctuating. The DEFAULT SETTINGS response curve aim assist hitbox only changes with FOV. The ALC response curve shape stays the same size afaik; the shape of 1.3 hasn't changed for me as I've changed FOV. The Slowzone assist being created by the DEFAULT SETTINGS speeds & ALC per optics stay the same size regardless of FOV also. Idk if smaller is better up close but I know that if it's smaller than an entire character model I basically can only ACTIVELY AIM/HIT SHOTS in the area where the Slowzone is. Larger slowzones allow me to feel like I'm on target even if I'm off target, which allows me to lead shots at distance, but can struggle vs small models in CQC. I prefer the slowzone to be larger than caustic/new castle (default 3 ads) because it lets me actively aim at any character. If I go to default 4 ads it turns into a column and it feels like I can't aim/lead shots because the arms of targets are being cut out of the slowzone; my ability to hit consecutive shots on moving targets is disrupted also but my ability to initially get on target is better than default 3 ads.
@PickedaName_4 ай бұрын
The default positions on the ALC response curve bar are always the lowest position; so 0.0 1.0 2.0 etc. The default positions on the ALC outer threshold bar always have 4 below them afaik. Idk if there's a constant to the default positions on the deadzone bar because it skips digits. I just know each number has multiple values and how it feels when it's too low or set correctly.
@ghostsniper834 ай бұрын
@PickedaName_ still kinda hard to get my brain wrapped around it as I said this is a new theory to me and interesting and I do have some leaning difficulties so make it harder to understand in away ... I have been trying to do some tests on ps5 with sharefactory seeing when the aim assist kicks on the firing range by spinning in a 360 circle then using SF to frame by frame see when it kicks in I from my understanding I tried 11.1 and 3.4 and both seemed to kick in at the same place but the 3.4 did seem a faster in when going past the bot. I also heard in games like COD 3 and WZ players turn down the max sensitivity threshold to make the aim assist kick in faster but that might be the movement stick 🤔
@ghostsniper834 ай бұрын
Also after doing some testing in your kool theory u can kinda see the aim assist area with one character Vantage with 2x up to 10x and for 1x just have it so you holster your weapon to run faster and press what would be the Aim down sights she will us passive I believe it is and u will see a box around the enemy player .. after doing some messing around for me it see to slow down exactly when the box starts but I dunno maybe it something that could help you hopefully
@PickedaName_4 ай бұрын
kzbin.info/www/bejne/iprbi4qDjKd4qtE This video describes how FOV affects aim assist; it also describes slowzones and the shapes of the aim assist at different Response Curves.