SiegeIQ / The Principles of Competitive Siege / Chapter 14
Part V · Gunplay and Combat

14. Aim, Recoil and Sensitivity

Why a Slower Sensitivity

Posture

Your hardware is an extension of your body, and how you sit determines how you move. Sit correctly. If you sit sluggish, you play sluggish. If you lean on one side for hours at a time, you are building a long-term physical problem, not a playstyle.

Shooting Technique

Segment your arm so each part has a job:

Console You are limited to joysticks, so you want a higher sensitivity — roughly 30–50 vertical and 70–100 horizontal — so you can move something like a mouse-and-keyboard player. Watching someone take three seconds to turn around is painful for everyone involved.

Sensitivity

Make sure your sensitivity is not so high that you overcompensate and exaggerate recoil to your own disadvantage. A lower sensitivity helps because it is easier to stop, since it takes longer to travel left to right — whereas on high sensitivity a flinch puts you well past your target.

If you run a high DPI, my only concern is whether you can actually control it. If you can, that is fine. If you cannot, drop it. It will take time to adjust, but some improvement beats none.

Move how you want to move, not how fast you can get there.

Finer control Change the sensitivity multiplier in your game configuration file from 0.02 to 0.002. A setting of 50 becomes an effective 5, and 51 becomes 5.1.

Reference ranges 400–1600 DPI. 1.0x ADS: 30–55. 2.5x ADS: 40–70.

Recoil Control

Shoot at a plain wall to learn each pattern. If it pulls left, you learn to drag right, and so on. Distance also affects how much you compensate, because a target further away is effectively smaller and every degree of error matters more.

If you are completely new, use the firing range first.

Choosing a Scope

If you are still learning a map, or fighting people who like unexpected positions, use a 1x so you see more of your screen and can find them without difficulty — assuming your reflexes hold up. Never run a red dot.

Once you are comfortable with a map and know where people usually are, an ACOG lets you pre-aim positions, hit pixel angles and take long-range fights.

Distance and Cover

Distance plays a major role in recoil. A target further away is smaller, so the same recoil requires more compensation to stay on them. Siege is a game of perspective — where you stand relative to your cover changes both what you can see and how much of you is visible.

Ammunition Management

Make sure you always have enough ammunition to kill at least one person. How much that is depends on your aim — if you can hit a headshot, it is very little. After a kill you can either hold off reloading until the next fight, or take cover and reload before engaging again. What you cannot do is walk into a fight with four rounds in the magazine.

On SiegeIQ

Related: the sensitivity calculator.

This chapter is from The Principles of Competitive Siege, a free guide by Szhutsen K. Liang. SiegeIQ puts the same thinking on your own clips: upload a round and get a breakdown of what actually went wrong. Try it free.

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