Aim engine settings
Smoothing, FOV, target priority, and the trigger key. What each does and what we recommend.
Smoothing
Smoothing controls how aggressively the aim engine corrects your cross-hair toward the computed aim point. Lower values snap harder; higher values pull more gradually.
- 0.0 — pure snap. Highly visible. Don't.
- 0.3 — clearly assistive, still suspicious on demos.
- 0.6 — competitive default. Looks like a tracked flick.
- 0.85 — feels like a great mouse-pad day.
- 1.0 — barely-on. Useful for highlight-reel humility.
FOV
The size of the on-screen circle inside which targets become eligible. Smaller = more deliberate, you have to point near them first. Larger = more sticky.
The number is in screen-degrees, not pixels — it scales with the game's field-of-view so the actual on-screen size stays consistent.
Target priority
When two enemies are both inside FOV, the engine has to pick. The options:
- Closest to crosshair — default, the most "you aimed at it" feel.
- Lowest health — finishing-kill bias.
- Highest threat — uses the ult-charge and recent-damage table to pick the player most likely to wipe your team next.
Trigger key
The aim engine only runs while you're holding the trigger. Default: right mouse button. You can rebind to any keyboard or mouse key in Aim → Trigger.
Leaving the trigger as RMB has the nice side-effect of co-existing with the game's own ADS-on-RMB hold, so nothing looks weird in demos.
Silent aim
Silent aim writes the target to the weapon-fire payload at the moment you click, without moving the visible cross-hair. It's available on projectile heroes only (hitscan can't use it without snapping the camera).
It is more obvious than smoothed aim to a watchful spectator because the shots land where the cross-hair isn't pointing. Use it sparingly.