Originally Posted by
Shostak
It is aggressive in its behavior for searching for the target, but the margin allowed by the Tolerances of X/Y from center of the offset allows for softer looking snaps and more human-like flicks. In addition, the ability to have the crosshair travel over the body makes the aim look more natural so if you really want to rage hard, you'd keep your Tolerances lower but I'm looking for something that does most of the aiming for me, captures more targets in a large FOV and snaps to them in a reasonably human way (because of larger Tolerances), and still lands plenty of shots. Tolerance 6/8 is very small so again, I've already mentioned this in my post. I think the style of setting takes a different approach that I don't prefer. For one, I prefer working with deceleration 1 and adjusting the speeds from there. Deceleration 6 makes the bot feel like there's a long delay or mushy crosshair behavior cause it slows the scan speed down so much, which does make it look more legit, but forces you to use a much smaller Tolerance.
Maybe you don't prefer my approach to creating a legit soldier, but if I may break it down, it comes down these two styles.
Low tolerance, small FOV, not necessarily higher decel (just need to adjust the speeds according to what looks legit/rage, but you'll be forced to use a lower speed in order to lose the target more often so your crosshair doesn't just stay stuck on the center of the offset because you're using 6/8 or something relatively small. 10/20 with high speeds doesn't even look legit. To me legit with high crosshair speeds starts at about 16/32).
Higher tolerance, larger FOV, not necessarily higher decel (just need to adjust the speeds according to what looks legit/rage, but you can use a higher speed because you'll be missing more in a legit way from higher tolerances). You'll miss more shots at long range but can keep a higher speed (adjusting for decel 1 of course, which 15 is to me, still human looking but fast, but once you start hitting 16+, it starts to look very rage for a tracking profile, so the tiniest increments make a huge difference at decel 1) because you'll miss more shots with a higher tolerance.
One advantage of using very low tolerances is that for long-range shooting, such as Pharahs floating in open space and presenting a relatively clean target, they aren't moving very fast, so if you use a tolerance of 0/0, you're going to stay centered on Pharah and not miss much. However, this does not look natural. A higher tolerance will make you miss more shots at long range, but this looks more natural and it's still okay with high speeds, because the margins will allow the crosshair to roam off the body. You can always try to find a compromise of tolerances such as 10/20 or 12/24, etc. that presents a middle ground where you miss a percentage of shots at various ranges that you're comfortable with. It's just about tinkering with the settings and realizing the balancing that you have to do amongst multiple settings to make it work for you.
Another criticism of using any decel higher than 1 (2 can be okay at rage speeds) is that if you go to training ground or play games although it's harder to detect cause so much is going on, you'll notice that decel 1 with high speeds, the crosshair never is truly at the center of the offset on a moving target but is as close as you can get. This problem only gets worse with decel 2 or higher, although with decel 2 and rage speeds, it will stay relatively close to the center of the offset with tracking. However, at decel 3 or higher, the problem really shows in that even with the ragiest speeds, the crosshair is significantly off the center of a moving target. So if you want a semi-legit to rage setting on decel 3 or higher, you have to realize that it's not truly able to maintain the center of offsets even at high speeds, whereas decel 2 you can with rage settings, and decel 1 will work better even with semi-legit speeds.
In regards to high FOV settings. They work, and they work well. Of course in fights with multiple targets clustered together, sometimes the profile works well and sometimes it gets confused, but minimizing erratic crosshair behavior comes with knowing how to work with the bot more effectively. However, I'm also looking to minimize the difficulty of close range fights and a large FOV does WONDERS for allowing you to capture names and healthbars of enemies that are close quarters. 200/200 feels very comfortable on Scan Width/Height. When I start using 300/200 or 400/200, this does present problems more often with erratic crosshair behavior but they still work reasonably well that some of you might prefer those larger Widths for certain profiles. One style already mentioned for setting up profiles is two have 2 alternates for certain characters, which you might set up one with a smaller FOV like 120/100 with slower speeds and have one with a bigger FOV 200/200 with faster speeds so you can switch between them quickly when you're fighting at medium/long range vs. close range. Like F1 is on at the beginning, then when Genji jumps in your face, hit F2, and you're able to follow his name around much more effectively.
Using a larger FOV has helped significantly for creating a more legit looking McCree. With small FOVs like 120/100, your crosshair has to track over a shorter distance without much flicking distance. One way I accommodated for that initially was using an FOV like 120/100, and using really slow speeds like 6 Max, 3 Min, and 1 Decel, and using it more like a TriggerBot with like 13/26 TriggerWidth/Height, which worked pretty well in its own way but I've been tinkering now with a large FOV of 400/200 with much faster travel speeds, but allowing for more misses by having a larger Trigger Width/Height of say 22/44 or 25/50. This actually has worked remarkably well with almost no callouts so far. The problem is if you set your travel speeds too high, then you'll land too many shots or headshots which seems to defeat the purpose of the higher Trigger Width/Height so you still need to work on finding a fast speed that still allows for some misses.