ADS sensitivity calculator

The half our sensitivity converter deliberately doesn't handle. When you scope in, the world zooms but your mouse doesn't — this finds the multiplier that keeps the two consistent.

Two ways to match, and why the choice matters

The simple approach is trig matching (a coefficient of 0): it makes a given mouse movement rotate you the same number of degrees whether scoped or not. Mathematically tidy, but it feels sluggish to most players, because what your hand actually learns is not degrees — it's how far a target travels across your screen.

Monitor distance matching (coefficient 1.0, the default here) instead keeps the on-screen distance consistent: move your mouse an inch and the crosshair crosses the same fraction of your monitor either way. That's why it's the standard among competitive players, and why it produces a higher multiplier than the trig method — both are shown above so you can feel the difference.

The coefficient is a dial, not a binary. Values between 0 and 1 sit between the two philosophies, and 1.0 is where most people land. Anything above 1 matches a point beyond your screen edge and is unusual outside specific setups. Whatever you pick, apply it consistently across every scope, or you'll be relearning per-weapon aim forever.

The multiplier is what you enter in games that ask for a relative ADS or scope coefficient. Games that instead ask for an absolute scoped sensitivity want your hipfire sens multiplied by this — enter your hipfire value above and the last row does that arithmetic for you.

Questions

What FOV number do I enter for ADS?

The effective FOV while scoped. Some games display it; otherwise divide your hipfire FOV by the scope's magnification for a close approximation — a 2× scope on 100° hipfire is roughly 50°.

Which coefficient should I use?

Start at 1.0 (monitor distance matching) — it's the competitive default and it's what most people find natural. If scoping feels too fast, step down toward 0 and try 0.5; the trig row shows where 0 lands.

Why does my game want a single number for all scopes?

Many games apply one relative coefficient across every magnification and do the per-scope math internally. If yours does, that's exactly what this multiplier is for — set it once and every scope stays consistent.

Does this replace the sensitivity converter?

No, they're complementary. The converter matches hipfire between games; this matches hipfire to scoped within a game. Set hipfire first, then apply this.

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