Better ADS sensitivity system
Higher-power scopes can feel to slow and insensitive when ADS sensitivity multiplier is at the default setting of 1.0, particularly for low-sensitivity players. Raising the ADS sensitivity multiplier to compensate for this usually causes lower-power optics to feel too sensitive, sometimes ending up more sensitive (in terms of real sensitivity, or the distance a mouse must be moved to rotate some fixed angle) than the base hipfire sensitivity.
In other words, the current system which works to reduce mouse sensitivity when zooming in is too progressive (i.e. sensitivity drops too quickly as zoom increases) for many players, and the crude ADS sensitivity multiplier offers inadequate means to tune this system's progressiveness.
Battlefield's Universal Soldier Aiming and Black Ops 4's relative monitor distance coefficient represent the state-of-the-art of ADS sensitivity systems. They both adhere to the same mathematically sound monitor distance model which produces a zoom-sensitivity curve with no discontinuities and with a progressiveness completely tuneable via one numeric parameter. I suggest Apex Legends should implement this exact system.
The math:
s' = s * arctan(c * tan(θ' / 2)) / arctan(c * tan(θ / 2)), where:
- s is base hipfire sensitivity
- s' is zoom sensitivity
- θ is base vertical FOV
- θ' is zoomed vertical FOV
- c is monitor distance coefficient, in terms of proportion of vertical FOV
The monitor distance coefficient (c) can be reduced all the way to 0. As c approaches 0, the formula becomes:
s' = s * tan(θ' / 2) / tan(θ / 2)
This formula might look familiar as it seems to be what Apex Legends currently uses.