It's been like 3 days and I'm already thinking about selling / returning this thing and getting an artisan. How long is the adjustment period? Do any of you play on glass and how long did it take you guys to adjust? The zero friction is nice but having no stopping power is really annoying when someone changes directions in a strafe and I fear I am not patient enough to learn how to aim on this surface especially with how expensive it is.
I've played 4-3 Classic with small deadzone for the vast majority of my time on Apex, but after the recent controller aim-assist changes, it just doesn't feel solid anymore.
Respawn confirmed that its July 2026 anti-cheat changes altered aim-assist behavior, particularly at range, and that controller accuracy dropped roughly 2–4% from the update.
The first thing I did after the nerf was switch from 4-3 Classic to 4-3 Linear with Small Deadzone, which is where I found an interesting problem:
Apex's native controls don't necessarily preserve the same horizontal-to-vertical relationship as Extra speed activates.
In other words, moving the stick in the same direction does not always produce the same aim direction depending on how hard you push the stick.
A diagonal stick input can start with one directional relationship near the center of the stick and gradually rotate toward another as you push farther outward.
I've been calling this Directional Drift, and the problem occurs when Extra is added disproportionately to Yaw and Pitch.
Disproportional Extra occurs when Extra Yaw and Extra Pitch do not increase their respective Base Yaw and Base Pitch sensitivities by the same percentage.
When that happens, the horizontal-to-vertical output ratio changes as Extra activates, and the farther you push the stick into that Extra region, the more pronounced the Directional Drift can become.
Instead of trying to find a sensitivity that simply “feels good,” I wanted to build ALC settings where the relationship between stick direction and aim direction remains as predictable as possible across the full usable stick surface.
That's what led me to what I've been calling the Zero-Drift ALC model: an ALC calibration method built around Proportional Extra where Yaw and Pitch receive the same percentage of additional speed relative to their own calibrated Base values.
The goal is simple:
Same stick direction → same aim direction. More stick → more speed.
An ALC generated this way should be more directionally consistent across stick magnitude than native settings and many commonly used ALC configurations that don't preserve this relationship.
Here is the visual:
What is native 4-3 actually doing?
Before getting into Zero-Drift, it's useful to look at what is actually happening underneath native 4-3 based on the commonly cited ALC profile extracted by the community from Apex's VPK game files:
Hip
Base Yaw 240
Base Pitch 200
Extra Yaw 220
Extra Pitch 0
Ramp-Up Time 30%
Ramp-Up Delay 0
ADS
Base Yaw 110
Base Pitch 75
Extra Yaw 30
Extra Pitch 30
Ramp-Up Time 100%
Ramp-Up Delay 25%
These numbers come from community inspection of Apex's game files, so I treat them as the best available description of the native sensitivity profile rather than an official Respawn ALC conversion.
Classic and Linear appear to use this same underlying sensitivity-speed profile, with different response curves applied to stick input.
Hip
At Base speed, native Hip has a horizontal-to-vertical ratio of 240:200 or 120% yaw-to-pitch. If the stick is pushed far enough for Extra to fully activate, aim is operating at Base + Extra speed with a horizontal-to-vertical ratio of 460:200 or 230% yaw-to-pitch.
The physical direction of the stick didn't change, but the horizontal-to-vertical output ratio increased from 120% to 230% or by roughly 92% relative to the starting ratio.
That's an extreme example of what I'm calling Disproportional Extra.
As the stick moves from the Base region toward maximum Extra, the sensitivity geometry transitions from 120% yaw-to-pitch to 230% yaw-to-pitch.
If you're holding a diagonal input as Extra activates, the configured direction of the resulting camera movement can shift without you changing the direction of the stick. That's Directional Drift.
ADS
The same thing happens in ADS, although the effect is much smaller.
At Base speed, native ADS has a horizontal-to-vertical ratio of 110:75 or 146% yaw-to-pitch. If the stick is pushed far enough for Extra to fully activate, aim is operating at Base + Extra speed with a horizontal-to-vertical ratio of 140:105 or 133% yaw-to-pitch.
Again, the physical direction of the stick didn't change, but the horizontal-to-vertical output ratio changed from 146% yaw-to-pitch to 133% yaw-to-pitch. That's about a 9% change in the directional ratio across the stick range.
What's especially interesting here is that native ADS adds exactly the same numerical Extra to both axes: +30 Extra Yaw and +30 Extra Pitch.
But equal Extra is not the same thing as Proportional Extra. Relative to their Base values:
Yaw receives 30 ÷ 110 = 27% Extra
Pitch receives 30 ÷ 75 = 40% Extra
So even though the ADS Extra values look symmetrical at 30/30, the two axes are still being accelerated at different rates. That makes native ADS another example of Disproportional Extra, just a much less extreme one than Hip.
How does Zero-Drift solve the problem?
The goal of Zero-Drift is not to remove Extra. Extra is useful because it lets you keep a lower Base sensitivity for precision while still having enough speed for large corrections and fast turns.
The problem is Disproportional Extra, and the Zero-Drift solution gives each ALC layer one specific job:
Base Yaw = baseline horizontal speed
Base Pitch = baseline vertical speed
Base Yaw and Base Pitch should be calibrated for normal aiming, tracking, recoil control, and target settling. They do not need to have a perfectly clean ratio.
The correct Base values are whatever actually perform best for the player.
Total Yaw = Base Yaw + Extra Yaw = maximum horizontal speed
Total Pitch = Base Pitch + Extra Pitch = maximum vertical speed
Once Base values are calibrated, Extra should add the additional speed needed for large corrections without changing the directional relationship established by Base. This is where Proportional Extra matters.
Instead of choosing Extra Yaw and Extra Pitch independently, Extra Pitch is derived from the calibrated Base Yaw and Base Pitch:
Extra Pitch = Extra Yaw × (Base Pitch / Base Yaw)
This means Yaw and Pitch receive approximately the same percentage increase relative to their own Base values.
For example, if Base Yaw = 120, Base Pitch = 96, and a player needs Extra Yaw = 250 for fast turns, then proportional Extra Pitch is:
Extra Pitch = 250 × (96 / 120) = 200
So the settings become:
Base Yaw: 120
Base Pitch: 96
Extra Yaw: 250
Extra Pitch: 200
Total Yaw: 370
Total Pitch: 296
And the horizontal-to-vertical output stays the same:
Base Yaw / Base Pitch = 120 / 96 = 125%
Total Yaw / Total Pitch = 370 / 296 = 125%
Zero-Drift refers specifically to preserving the configured yaw-to-pitch relationship as Extra activates. Maximum speed changed dramatically, but the directional relationship did not.
That's a Zero-Drift ALC setting.
Apex's response curve, aim assist, radial processing, FOV, and other internal behavior can still affect how the sensitivity feels in practice.
What does Ramp do?
Once Base and Proportional Extra are set, Ramp-Up Time is the last part of the ALC system to define.
Ramp-Up Time only controls how quickly the added Extra speed builds once Extra begins to activate. A low Ramp makes Extra arrive quickly, whereas a higher Ramp makes the transition more gradual.
Instead of using Ramp to fix a sensitivity that feels wrong, the order should be:
Set the desired deadzone and response curve
Calibrate Base Yaw and Pitch for tracking and control
Add Proportional Extra for additional look speed
Use Ramp to smooth how Extra is delivered
If Extra feels too abrupt when you push toward the outside of the stick, increase Ramp. If Extra feels delayed, sluggish, or takes too long to reach the speed you need, decrease Ramp.
The goal is to use enough Ramp to make the transition smooth without making the response feel late.
Sample Zero-Drift ALC settings to test
These are two Zero-Drift profiles developed through testing. Both were developed and tested using Response Curve 0 (linear).
These aren't meant to be “the best sensitivity.” They're two different examples of the same Zero-Drift architecture.
If you test these, try each Hip and ADS block independently and give yourself enough time to judge tracking and correction behavior rather than immediately changing individual values.
Zero-Drift Profile 1 — Native 4-3 Derived
Hip
Base Yaw 240
Base Pitch 200
Extra Yaw 220
Extra Pitch 183
Ramp-Up Time 30%
Ramp-Up Delay 0
ADS
Base Yaw 110
Base Pitch 75
Extra Yaw 30
Extra Pitch 20
Ramp-Up Time 100%
Ramp-Up Delay 25%
Zero-Drift Profile 2 — Higher Base / Gradual ADS Ramp
Hip
Base Yaw 160
Base Pitch 130
Extra Yaw 250
Extra Pitch 203
Ramp-Up Time 30%
Ramp-Up Delay 0
ADS
Base Yaw 75
Base Pitch 50
Extra Yaw 57
Extra Pitch 38
Ramp-Up Time 100%
Ramp-Up Delay 0%
Zero-Drift Profile 3 — Lower Hip Base / Faster Extra Delivery
Hip
Base Yaw 120
Base Pitch 96
Extra Yaw 250
Extra Pitch 200
Ramp-Up Time 40%
Ramp-Up Delay 0
ADS
Base Yaw 75
Base Pitch 35
Extra Yaw 50
Extra Pitch 23
Ramp-Up Time 20%
Ramp-Up Delay 0%
Which one should you try?
I wouldn't think of these as “slow” and “fast.” Each setting represents two different ways of distributing speed between Base, Extra, and Ramp.
Profile 1 uses a faster Hip Base and a much slower ADS Extra transition.
Profile 2 uses a lower Hip Base for normal control, maximum proportional Hip Extra for turn speed, and a much faster ADS Extra transition.
You can also mix the Hip settings from one profile with the ADS settings from the other. Hip and ADS are separate systems and don't need to share the same sensitivity philosophy.
And if neither one feels right, build your own Base sensitivity first, then add Proportional Extra so increasing stick magnitude doesn't unnecessarily change your directional geometry.
Prior discussion
After developing this model, I went back through older ALC discussions and found a 2023 Reddit comment describing the same core idea of keeping the Yaw-to-Pitch ratio consistent in the Extra values so acceleration stays consistent in every direction.
I haven't found a full calibration framework built around that constraint, so this post is my attempt to formalize the idea into a repeatable model.
Where did I go wrong and where can I improve. You’ll could be a bit harsh but it doesn’t bother me too much because it’s honest and what helps me too improve. Also does anyone wanna coach/guide me, maybe play a few games ,1v1?
Hey y'all, we know that the system is broken and that Platinum and Diamond should not be the majority of players. So I pose this question to the greatest intellects out there, redditors. How would you change the ranked system to make it better? What rank percentages are you going for?
Can I get some opinions on if I should even invest time into learning this game. I’ve been playing for about 1.5 weeks. I played for a bit when it first came out but honestly, I’m terrible at it. I have my moments. I’ve been practicing recoil control and some movement, peeking and things like that but it feels like there is sooo much to improve on. I’m basically brand new. I like the game but I find myself getting frustrated and eventually have to shut it off because I’m not having fun when it gets to that point.
I’m losing fights I KNOW I should be winning or, I’m with better players than me and I know I’m bogging them down, or I swear I’m with bots lol. I just want some honest opinions, is it worth investing the time to learn this game given that it’s been out for so long and everyone is sweaty? Do I just need to find a couple of teammates to grow with?
It looks like it would be really fun once I’m at least a little better but, I played with a guy yesterday that said it took 3-4 months to really figure things out and notably improve. Not sure if it’s worth that kind of commitment or where to even start. I’ve looked up YouTube videos and things and I’m just lost now lol.
This is is a rant towards players who picks the most aggressive legends in the whole game then proceeds to not push anyone and just rotate zone to zone. (this is plat btw. yes i know its a low rank, let me rant)
I just finished the game where I was a NEWCASTLE and my teammates were ash and wraith, whole entire game we just ran around like headless chicken and everytime IM THE ONE triny got push teams they just back off, and then when it came to endgame, keep in mind WE HAVE TO ROTATION ULTS WITH WRAITH AND ASH then they dont proceed to use it to get to some sort of good position or god spot and we were sitting ducks in a fucking building.
like for fucks sake i understand if they were playing like any controller, or support legend but to play the whole entire game without pushing anyone as those legends are just legiot braindead, not to mention they wont even open their mics, the only instance was when the wriath said "I want kraber" AND THATS IT
God please players in SEA servers are either like yukaf or like your friend who just started to play apex and theres no in between.
TLDR; FOR THE LOVE OF ALL THINGS HOLY, PLEASE PUSH TEAMS WHEN YOURE AN AGGRESIVE LEGEND.
Is there any way I could find a multi masters or even a pred controller player who could live review my gameplay for free ik time is money, and I also know I can post VODs, but ik no one is going to sit through a whole game. Does anybody know where to find people like this to see what I'm doing wrong that's keeping me in plat 2 and 3
the previous tracker websites (looking at stats, past games, etc) are no longer being supported and the one I found, that does have current stats, is not showing any info unless you need to subscribe to their patron to see previous matches or anything of note.
Has anyone been experiencing a random bug which causes you to automatically switch weapons after the first trigger pull? I do not know what has been causing this, but I have noticed it happening on both controller and M&K since the last update. I've done the usual troubleshooting, but I just can't seem to pinpoint what is causing this. I've confirmed this bug occurring with one other person and was wondering if perhaps anyone else has experienced this?
So i decided to start playing wattson on controller, i keep overthinking if wattson is even viable on controller... ´Been using 4-3 linear because i hit most shots with it. Idk i need thoughts and opinios so i can stop thinking lmao
i feel like every fight is just a loba or lifeline ressing behind a wall and the fight never ends. am i the only one who thinks the support meta is a bit over the top?
When i watch pros play, they just seem to know where an enemy is gonna appear, but even with a double headset, 1k hours, ect, sometimes in games especially wildcard, i wont even hear someone land on me or the 15 footsteps I hear will overwhelm me and I start looking at every single angle the enemy could engage, but I played with someone recently who would hold legitimately ONE angle even with several other places he could get rushed from and he was somehow 100% accurate as to where the enemy would be despite audio in the game being garbage
Ive been playing apex for a solid amount of time, nothing competitive or crazy just whenever i got some free time, my friend irl is a pred and hes way better than me but he has a online friend who carried him to pred and this guy is on another LEVEL of skill im talking he can win 1v3s (controller ps5 btw) just solo, he claims their is levels to apex and I just dont understand how tf anyone can be that good, he gets 20s. 4ks like its another tuesday, 9 time pred, no cheats either btw my bud flew out to met him irl and confirmed it, this dude is just a straight DAWG and I just do not understand how its possible
What kind of skills do you need to achieve this level of goated?
Hey guys, OP here! Two weeks ago I posted this gameplay here
and asked for honest feedback, I had my controller fixed for the stick drift and read all the comments and I want to thank the community for giving me honest feedback! I wanted to share with you some of my progress, I’m almost plat and still have a lot to improve, if you have any more constructive criticism for things I have missed I would appreciate it! Thanks in advance 🙂↕️
Currently I play from around 8pm to 6am at the latest, the start of the night generally goes pretty well, around 11-1 though the lobbies seem to increase in difficulty, I'm aware this is because the average player goes to bed around this time and most of the people playing are cheaters (Titan/Zen/Cronus) or full 3 stacks, is there any time NA that would be best to play to try and avoid these types of people
I do understand that it's not realistic to expect to never play with a cheater, but how come they are always on the other team, or god forbid its a 3 stack of cheaters, and it's every game mode, in WC it's always a 3 stack octane, axle or rampart, I would just like to be able to get on and not run into these type of people in back to back games
I attempted to share this in the original subreddit in which case they false banned the first 2 attempts, did not allow me to appeal and then permanently banned me after I called them out on it
I realize I probably should’ve done more but between the random well placed nade and the convenient additional squad shooting with amazing accuracy from the cable car the situation turned impossible to me.. I constantly find myself in these situations where I’m being chased by one squad and then another conveniently is in the worst possible spot imaginable. Is there something I’m doing wrong is it my positioning? Or just rotten luck in this game?
Curious how many hours everyone had in Apex when they first hit Pred. Even if you only touched Pred and didn’t hold it until the end of the split/season, how many hours did you have when you first reached it?
I recently came across the concepts of mirror vs anti-mirror strafing and when to use which (in theory). The way I understood it is that it gives you more control over your gun and should make your aiming more consistent.
However, when I come across an unexpected close to mid-range encounter, it's super difficult to even attempt either one of these strafing techniques. The other person is just randomly A/D + crouch dodging, how am I supposed to read their movement this quickly? Also practicing in R5 in 1v1 I cannot apply this concept whatsoever and I seem to be way more successful just dodging and trying to get my shots in somehow.
Or is this strafe-aiming really only meant for situations where you get the drop on somebody or if they don't notice you from further away? But in the latter case, why strafe at all if you have a free shot on somebody?
Guys need a help to choose for competitive apex legends
Mouse: final mouse frostlord or beast x pro
Keyboard: razer huntsman v3 pro or wooting 60 he v2
Mouse pad: I didn’t find a lot option but I want something fast, I tried razer gigntus v2 but it was so slow for me in tracking enemies, it is control pad, some people and ai recommended to me artisan hayate otsu v2 mid, is fast? And what you recommend?