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sammymanny

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  1. being good with a 4x spray has nothing to do with 0mm, imho. i can also spray full auto with a 2x,3x,4x,6x hell even 8x. its not that hard in this game, but it is also not easy. what my point was and is, is that 0mm for me doesnt feel like the most natural transition between hipfire fov to 8x or whatever scope. the more i read about it (for example stories from top kovaak aimers) the more i start to believe that muscle memory (regarding going from hipfire fov to a very zoomed in scope) is close to a hoax. some very, very good aimers in kovaaks claim that sensitivity settings between fovs dont matter at all, and that even training at a different sensitivity is beneficial (science seems to support this a bit) and that every fov is like learning a new sensitivity anyways,regardless of whatever % you use. not once have i recognized the same sense experience on 0mm, or 50, or 75, v2 or 100 when we talk about going from hipfire to very zoomed in. if you look at pubg, all that 0mm does is either making high zoom scopes very slow or ads/hipfire very very fast. all imho of course, and open to change my mind at anytime
  2. i think 0mm is great for transferring sensitivity from game A to game B if the fov's are more or less the same, for me thats the only usefull thing about 0%mm In a game where u have a lot of different scopes where your fov can move from 103 to 70 to 40 to 20 to 10 like pubg (not sure if its the correct fov, just to get the idea) , 0mm is actually something i started to dislike and never use it anymore i more and more believe that A. sensitivity is all personal preference (duh) and B. every scope has its own sensitivity anyways, whether it is 0mm or 100mm and therefor set the sense in the same game to something that makes it easier for you to aim with that scope. it can even be 239823%mm if that makes it easier for you to control recoil and aim. in pubg more and more pro players are using a different vertical sense, like ranging from a 1.17 - 1.8 multiplier. s1mple uses 75% mm in csgo and is a god. it doesnt matter at all imho if you look at scope sensitivities in the same game. Sure, when you look at the math 0mm is the way to go. but going from 103fov to 20 fov with 0mm is such a big difference that i feel 0mm is really the same as 100mm. muscle memory from 103fov to 20fov with 0mm, i don't see it. in a world where you will never see the same image with a scope as zoomed out, it just doesnt feel ok to me. it might be the best option, but for me it just hinders me in controlling recoil, tracking and target switching. I tried 0mm a very long time in pubg, i perform way better with monitor matches between lets say 50 and 100 or with no match at all and just tweaking per scope.
  3. i dont get one thing , pubg uses 100%mm right? so for ads/scopes same values will end up with 100%mm. so 35 ads and 35 for 4x is 100%mm but why is 35 hipfire with any fov a 100%mm with 35 ads? id imagine that with 90fov a 100% mm for ads will end up different than a 103fov hipfire to ads?
  4. really nice! but.... it is bugged for pubg there is on each sensitivity line one ")" to much, it is a single () per block, not ()) current implementation does not work because of that (for me at least), cool feature though!
  5. since last update it seems to be impossible to change sensitivity ingame with decimals, it seems to be possible - but it isn't not sure how to change sense now, i think in the config file we need to change the normal menu sensitivity and the calculated ones?
  6. I think it is really weird that alot of people dont notice the very big difference in vertical/horizontal speed of the mp510 (where vertical is noticable slower than horizontal). i think that if you dont notice that, mouse/pad choice doesnt matter at all (jkjk ) dreammachines pad is imho the best consistent fast cloth pad (without taking into account the artisan's )
  7. I understand why 0mm is in theory the best way to convert sensitivities between different fov's. But i am just wondering at what level do people play that moved to 0mm play their games, casual/competitive/pro and did moving to 0mm really improve your game? not so interesting long wall of text : the main issue i have with 0mm is that moving from a higher (hipfire) fov to a lower (scoped) fov in a game, has the most impact on how we aim. Even after long periods of trying (months). The reason is that i feel that with aiming there are 3 ways to aim: aiming with the fingers, aiming with the wrist and aiming done by the arm. These 3 ways of aiming are working together with the way we grip the mouse (fingertip,claw,palm,hybrids) and the preferred style of aiming the user has. People tend to favour a type of aiming, high sensitivites mostly skip large arm movements and low sensitivities of course do need that. now with 0mm every fov change in a game (like going from 103fov hipfire to a 20fov scope) will impact the way we have to use the way of aiming. This results in maybe the perfect conversion of sensitivity between fov's, but i have to relearn for every fov a different way of aiming -> so i get the feeling that 0mm in the same game for scopes is maybe less usefull than using a mm % that preserves the way we aim the most or the way of aim we prefer. Personally i would like to preserve the way i have to aim, keep the finger/wrist/arm movements as close as possible within 1 game. I think 100mm, 75mm, 56.25 and viewspeed do all a better job at that than 0mm. Question here, is there a best way to calculate this?
  8. anyone know the fov when zoomed in with a red dot with an AR (the "shift" extra zoom in thats possible with reddot/holo) i have would like to calculate my sensitivity zoomed to all other scopes with 0mm. how do i do that?
  9. im bad at math so my question is: When i am using a resolution of 1728x1080, what should my vertical sense multiplier be when i want the same sensitivity as 1920x1080? should it be 1.111111?
  10. so i saw this on reddit, and i think its interesting. what did they calculate here? from high fovs its almost 0mm, but from lower fov to zoom they use something different:
  11. i really like this topic, if this post is polluting this topic, feel free to delete it i think that it is very hard to find a perfect formula for every game. Just because games have different mechanics. If we only talk about FPS games, i think these things are relevant: - there are hitscan mechanics and more realistic mechanics with bullet speed / drop. - FPS games with recoil and without recoil With hitscan and no recoil it makes more sense to me using 0mm, since tracking a target is almost always the same in every situation -> put the crosshair on target and track it. Sure, moving from hipfire to a scope will almost never be perfect dead center on a target, so we have to adjust -> but when we put that crosshair on the target the sensitivity should be correct right? With hitscan and recoil things will become a bit harder, we still have the same issue with going from hipfire to scoping, but when we have the crosshair adjusted on target and shoot, the recoil kicks in. Depending on the game this recoil can be little or really much, but it will move the crosshair off target and we have to readjust -> making the sensitivity for a small moment incorrect again right. Now, the issue is when there are realistic mechanics in play, bullet drop and bullet speed. Depending on how far the target is, how fast the target moves in a certain direction, we have to put the crosshair off target and also it can change each shot we take at the target. the target might try to dodge bullets by rapidly changing direction and speed, so in these games we have to compensate for bullet drop, bullet speed, recoil and target movement. first shot might be needed to be shot 2cm left of the target in a 4x scope, after that shot recoil kicks in so our crosshair ends up 3cm higher than before, we have to drag the crosshair down, but in the meantime that target went from full speed running tot the left to a full stop, so we have to move the crosshair to the new location etc etc. In these games tracking a player almost never means you are able to put the crosshair deadcenter on a stable path so to say. in these games there is actually alot of small off target flicks while using a scope on a moving target. Now with 0mm human errors in compensation of recoil and bulletdrop/speed will add up quite fast imho, compensating recoil might be done wrong, and u have to even adjust way more the next shot. this for me is why 0mm in CSGO with an awp feels great, but 0mm in pubg feels way too slow. it always feels great on static targets though. it also might be the case that 0mm is still correct, but just feels to slow and needs time to get adjusted to.
  12. where is the ads value in the calculator?
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