Day-to-day

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.