Aim assist in Favade
How Favade's humanized aim assist works - mouse-delta motion, targeting modes, per-weapon-group overrides, the calibration drawpad, and the RCS trainer.
Last updated: 2026-06-02
Favade's aim assist moves the mouse, not the view angle. The motion model adds humanized noise and tremor scaled by frame time so the input path looks like a person playing - not like a script writing directly into the engine. This guide covers what the controls do and how to tune them.
The two gates
Aim assist will not run unless two conditions are met:
- Safe-mode is on. A global VAC-conservative toggle. See safe-mode and VAC posture.
- You are alive in-game. The aim subsystem self-disables when the local pawn is dead or in a freeze period.
Every affected tab in the menu shows an inline safe-mode notice explaining what's gated and why. If aim assist is enabled in the menu but nothing happens in-game, one of these gates is closed.
Targeting modes
The aim subsystem picks a target each frame from the entities the SDK has resolved. Targeting modes change which enemy gets picked when more than one is in your FOV cone:
- Closest to crosshair - the default. Most stable in scrims and matchmaking.
- Closest in world - useful when you want priority to whoever is physically nearest you.
- Lowest HP - finishes off damaged players first.
Per-weapon-group overrides
Aim assist carries separate settings for rifles, pistols, snipers, SMGs, and shotguns. Each group has its own FOV, smoothing, and activation parameters - configured once per group rather than fighting one global profile.
The aim tab is split into subtabs so the active group's settings are always one click away. A smaller FOV with higher smoothing on rifles, a wider FOV with tighter smoothing on pistols, and an extremely narrow FOV on snipers is a reasonable starting point - tune from there.
Calibration drawpad
The drawpad is a small pad in the menu. Draw a path on it and the aim subsystem plays the path back through the same motion model it uses in-game. Use it to feel out the speed slider and smoothing without leaving the menu or queueing into a match.
Two paths to try first: a horizontal swipe (tests how the smoothing handles wide movements) and a small circle (tests how the tremor and noise behave at low speed).
RCS - recoil control
Recoil control is a separate layer that runs on top of the aim assist motion. It pulls the mouse against the weapon's spray pattern as you fire. Dry-fire on the RCS trainer card in the menu to watch the layer compensate before you commit to its values in a real match.
The sign and scaling are corrected per weapon group so the compensation pulls the right way on every weapon. If a specific weapon feels off, check that its group profile is the one driving the spray.
Speed slider and smoothing
Frame-rate-independent. The tremor and noise inside the motion model scale with delta time, so the motion feels the same at 60 FPS and 300 FPS. The speed slider controls how aggressively the model closes the angle between your crosshair and the target; smoothing controls how much filtering rides on top.
Hotkey rebinding
Aim assist supports rebinding the activation key in any mode. Open the aim tab, click the hotkey field, press the key or mouse button you want, and the binding takes effect immediately.
Recommended first-session settings
- Safe-mode on.
- Targeting mode: closest to crosshair.
- Rifles: medium FOV, medium smoothing.
- Pistols: medium-wide FOV, slightly tighter smoothing.
- Snipers: narrow FOV, slow speed.
- RCS: start low and raise it after a few rounds of feel-testing.