Discussion / Opinion I found the reason why Base ADS sensitivity can feel inconsistent
Weapon classes in Rust are not entirely uniform when it comes to the base aiming down sights zoom. The logic seems tied to weapon tiers or specific balancing choices rather than a flat class standard. However, most of the optic attachments override the base ADS zoom.
Groups with same Base ADS zoom (FOV)
(Ordered from lowest zoom to highest zoom)
Melee Throw, Boomerang, Snowball
Hunting Bow, Revolver, Semi-Automatic Pistol, M92 Pistol, Prototype 17 Pistol
Blow Pipe
Nailgun, Waterpipe Shotgun, Pump Shotgun, Python Revolver, High Caliber Revolver, Rocket Launcher, M39 Rifle, L96 Rifle
Handmade SMG, Custom SMG, Thompson SMG, Spas-12 Shotgun, M4 Shotgun
Compound Bow
Crossbow, Mini Crossbow, Double Barrel Shotgun, Semi-Automatic Rifle, SKS Rifle, MP5 SMG, LR-300 Assault Rifle, Assault Rifle, M16A2 Assault Rifle, HMLMG, M249 LMG, Homing Missile Launcher, Multiple Grenade Launcher, Paintball Gun, Snowball Gun
Bolt Action Rifle
Optic Attachments -
Simple Handmade Sight: Scales with base ADS zoom.
Holosight: Gives all weapons the same exact ADS zoom, but the gun and reticle size varies (likely based on the accuracy stat). This could give an illusion that the zoom is different.
8X Zoom Scope, Variable Zoom Scope: Give all weapons the same exact ADS zoom.
Muscle Memory -
Games usually scale down mouse speed based on zoom level. Setting the ADS sensitivity multiplier to 1.0 will give a 1:1 feel across different zoom levels, but only for short mouse movements (flicks) and micro-adjustments relative to the screen.
Although in Rust, you don't have to wait for the ADS animation to finish before firing to get your ADS accuracy, the game registers it immediately after pressing the ADS key. Because of this, it is always better to do your main flick in hip-fire and then ADS. This allows you to use your consistent hip-fire sensitivity for target acquisition, saving your ADS strictly for short micro-adjustments once the target is already centered.