Features Description
TIPS
The AI does not predict data. If testing aimbot speed in the training ground, select stationary AI. The AI defaults to not having visual inspection (because there isn't any), so you may aim at AI behind cover, which won't happen in actual combat.
Personally tested, self-aiming combined with recoil macro is truly stable. Some people say the self-aiming doesn't lock because of recoil. You can try to control vertical recoil to 1.0 or use a recoil macro like me. A smoothness of 15 is great.
Regarding smoothness, there's an option called dynamic smoothness. The principle is that the closer the enemy, the lower the smoothness, which won't exceed original smoothness (except 1.5 times).
The dynamic range is similar, larger the closer, but it's doubled.
Tracking can lead to bans. It's for casual play. The smaller the range, the more stable, but using it for too long can also lead to bans, there's a chance once activated.
The large map radar needs to be activated after landing in the game, it's a memory radar, not a scripted one. And you can't activate it with the large map open, or it will crash the lobby.
There's something called glow enhancement, maybe some people haven't used it. It makes glow incredibly bright, making it visible even in snowy areas.
Key explanation: Mouse's Left is left click, Right is right click, Middle is scroll click, X2 is the upper side button, X1 is the lower side button; Controller's Trigger is the trigger, Bumper is the shoulder button, supports all controllers (including miscellaneous).
AIMBOT INSTRUCTION
APEX has a relatively precise AI detection for aimbot. If the aimbot speed is too fast (sticking to the target), or the aimbot angle changes too smoothly (uniform motion), it may trigger the game's built-in detection and result in a ban. Users are advised to control the use of self-aiming, increase randomness and dead zones as much as possible, and combine with some manual techniques to avoid detection to the greatest extent possible (though the best method is still to slow down the aimbot and avoid locking onto targets).
Recommended parameters: Dead zone: 1-2 Aimbot target: Random Shitf lock Head enabled Aimbot smoothness: 30 or higher Aimbot random min value: 0, Max value: 20 (adjust as needed) No Recoil value: 0.6
TRIGGER INSTRUCTION
After the trigger's full upgrade, it's no longer the traditional automatic firing but a combination of self-aiming and automatic firing (flickbot). This is the trigger that everyone likes, so it's been upgraded accordingly. Adjustments are similar to self-aiming, with the option to select from 3 parts:
Head: Trigger only in the head area, self-aiming specifically for the head. The trigger is strict and aggressive, please use it with caution.
Upper body: Trigger area includes head/neck/chest, self-aiming is for the chest, default configuration.
Whole body: Trigger area includes head/neck/chest/pelvis/left thigh/right thigh, self-aiming is for the chest, trigger condition is lenient, recommended for target practice and situations requiring wide-range attacks.
SILENT AIM AIMBOT
Silent aimbot, as the name suggests, aims silently, achieving the effect of only the server's perspective changing while the local perspective remains unchanged by modifying server packet data. It's commonly known as tracking (not magic bullets). FD has two types of silent triggers:
Silent Aimbot: Requires manual firing, default is left click. Press and hold this button, and firing in-game will achieve silent self-aiming, suitable for fully automatic weapons, set to None to disable.
Silent Trigger: Automatic firing, triggers silent self-aiming and firing when the enemy is visible. This method directly modifies server data packets, so there's no sound when firing.
LOWER-PERFORMANCE COMPUTER OPTIMIZATION INSTRUCTION
【Low-performance Computer Optimization Instructions】 Due to the need to process a large amount of data every second to maintain normal data refresh and improve performance, it may perform poorly on devices with lower hardware configurations (CPU). After entering the game, there is a frame rate display of Core and FPS in the upper left corner. How to optimize:
Try to enable vertical synchronization (too fast refresh will increase CPU burden).
Set CoreTick (core loop interval) to a reasonable range. How to adjust: CoreTick represents the shortest time interval required for each loop of the main core. The default is 1, which means that within 1000 milliseconds (1 second), it can loop up to 1000 times at most. This is relatively strenuous for configurations with poor CPU performance. It is recommended to set the corresponding value according to your screen refresh rate. For example, if the monitor is 144Hz (up to 144 refreshes per second), then use 1000/144≈6.95 (rounded to 7, but it is recommended to choose a smaller value, and the core refresh rate is recommended to be greater than the monitor refresh rate) for calculation. Set CoreTick to 6 to achieve 166 refreshes per second to ensure optimal performance. Recommended refresh rates: 144Hz: 6 —— 165Hz: 6 —— 180Hz: 5 —— 240Hz: 4 —— 360Hz: 2
If optimal drawing effects cannot still be achieved after the above processing, you can also choose to disable player drawing. Heat is still your best choice.
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