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Ghost Recon Wildlands

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Hmm it seems I'm going to just have to play on '1' for hipfire sensitivity. My 'Source engine' sensitivity is too low I guess for the game. RIP

 

EDIT: Looks like anything below '1.97' (SOURCE ENGINE - 1000 DPI) would be considered too low for the game.

 

I can't lower my DPI anymore unfortunately.

Edited by dennis20014

I'm not sure if this game is ready for a calculator yet. I am playing the beta and I am pretty sure the mouse sensitivity slider does absolutely nothing. I had to mess with the DPI on my mouse on this one to get something that was similar to what I am used to.

  • 3 weeks later...

Anyone roughly know the percentage for aiming to get 1:1 with hipfire sens?

 

Edit: Not exact, but for anyone else wondering this, try 30%. That felt like 1:1 with hipfire (my hipfire is 6%).

Edited by guanjyn

The Hip-Fire seems to work fine, but Aim sens is way too high. It suggests 53% for Aim while Hip is 1%. Just by feel, the aim should be around 10%.

Unfortunately the game doesn't maintain a great ratio when it comes to different scopes, so for example when you use a red dot the viewspeed is the preferred 70-75% value, however sniper scopes and such seems to be too fast. Nothing to really do about it, it's on Ubisoft's end

 

Personally i feel the aim sens is great when it comes to iron sights and red dots.

Edited by Traxilla

  • Author
  • Wizard
1 minute ago, Traxilla said:

Unfortunately the game doesn't maintain a great ratio when it comes to different scopes, so for example when you use a red dot the viewspeed is the preferred 70-75% value, however sniper scopes and such seems to be too fast. Nothing to really do about it, it's on Ubisoft's end

 

Personally i feel the aim sens is great when it comes to iron sights and red dots.

The one currently in the calculator is MP5 ADS, I'll add a scope as well, so you can choose which one to match.

  • 2 months later...

I can't get my sensitivity to convert from CSGO. It just keeps saying too high or too low dpi. Even tried converting it from Siege and it says the same.

  • 7 months later...

It seems the Red Dot Sights in this game aren't all the same zoom (and definitely not like Ironsights). Backreading, I'm assuming you used MP5 with iron sights, so I'm assuming the ADS calculator is only accurate for iron sights? Unless Ghost Recon Wildlands has a Universal Soldier Aiming System like Battlefield...?

What zoom is your ADS Sens for this game configured to? Could you add the different sights? (At least the CompM4 :D since it's my fave). @DPI Wizard

Edited by Carlos Resurreccion

  • 1 month later...

@DPI Wizard could you please start a custom game in ghost war and measure the panoramic sights?

i think the current aim sensitivity in the calculator isn't all that useful since most people probably wouldn't bother with iron sights in this game and all the scopes are way faster.

  • Author
  • Wizard
Just now, stereo3D said:

@DPI Wizard could you please start a custom game in ghost war and measure the panoramic sights?

i think the current aim sensitivity in the calculator isn't all that useful since most people probably wouldn't bother with iron sights in this game and all the scopes are way faster.

I will!

  • Author
  • Wizard
1 hour ago, stereo3D said:

@DPI Wizard could you please start a custom game in ghost war and measure the panoramic sights?

Added it now. Any of the other scopes also worth adding? I could potentially add everything, but if there's a handful of them most commonly used I'll stick to them.

 

thanks!

i think the fov type is bugged though because it switches to vdeg.

you measured the sights in first person, not the over the shoulder view, right?

i'd suggest ta31h and tars101. someone above requested the compM4.

  • Author
  • Wizard
1 minute ago, stereo3D said:

thanks!

i think the fov type is bugged though because it switches to vdeg.

you measured the sights in first person, not the over the shoulder view, right?

i'd suggest ta31h and tars101. someone above requested the compM4.

It's not a bug, just a workaround for now since the FOV is locked to a specific Vdeg and having it default to multiplier has some undesirable effects.

I'll check out the other scopes :)

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