What I originally started with
Original setup
my normal typing profile was:
- for GunZ, I wanted to find the lowest WASD actuation I could still reliably control
- I lowered WASD until I reached:
- .20 mm gave me the fastest first press I could still control
- I also had Wooting's Snappy Tappy / SOCD enabled on A and D
- this allowed quicker left/right direction changes
- I used this mainly for:
- strafing
- quick A/D changes
- potshots
- because WASD was set so low, I could not just leave the rest of the GunZ action keys at one normal actuation
- I had to tune those keys individually so their actions still felt deliberate and consistent
- I ended up with:
- so my original GunZ profile was already more than just a low WASD setting
- WASD was tuned for the fastest reliable movement I could control
- Snappy Tappy / SOCD on A and D allowed me to switch between left and right movement quickly for strafing and potshots
- the other action keys had to be adjusted around that movement setup so I could still switch weapons, reload, block, and jump cleanly
- at this point I basically had two very different keyboard setups:
- the GunZ setup worked, but everything was being built around .20 mm WASD
- this is what eventually made me question the .20 mm WASD method
- if I need to individually compensate for the rest of the keyboard around .20 mm WASD, is .20 mm really the best overall physical baseline?
- this eventually led me to try one actuation value across the keyboard and let Rapid Trigger handle the GunZ pacing
How I started tuning Rapid Trigger
First RT baseline
- once I had the GunZ-specific actuation values where I wanted them, I stopped changing actuation and moved on to Rapid Trigger
- at this point my GunZ profile was:
- the actuation values were already doing what I wanted
- my next goal:
- find Rapid Trigger values that matched the double-tap pace I was already trying to perform
- my normal typing actuation at the time was 2.00 mm
- Wootility did not give me a 2.00 mm RT A option, so I started from the closest available value:
What I was actually tuning
- WASD Actuation was still only .20 mm, so the first press turned ON very early
- for the double tap, I was mainly tuning the release → reversal → second accepted press
- that second accepted press is what I was relying on for the next dash
- for the double tap, I was mainly tuning the release → reversal → second accepted press
- .65 mm RT D was my release checkpoint:
- clear .65 mm upward → key turns OFF
- I could keep releasing farther upward before reversing
- after reversal, RT A controlled how much downward travel I needed before the next ON
- I was not looking for the lowest RT A
- I was looking for the value where the second press matched my natural double-tap pace
- I stopped at:
- double tapping felt comfortable
- movement was repeatable
- I was reproducing it around my 95% consistency target
- 1.75 mm was the downward travel that consistently gave me the second accepted input after I cleared RT D and reversed
that 1.75 mm result is what led me to the next 1.55 mm actuation test.
How I refined the GunZ pacing
PvP refinement
once I had my first Rapid Trigger baseline:
- I started testing it in actual GunZ movement instead of only looking at whether the double tap worked
- my next test:
- keep the movement consistent, but find out if the pacing was still too slow once I had to aim, react, and move against other players
- I kept:
and continued lowering RT A only
Baseline pacing
the 1.75 RT A / .65 RT D setup was my safe baseline
- double taps were comfortable
- movement was consistent
- I could clearly complete the release
- I was not trying to make the keyboard as fast as possible
this gave me a reliable starting point that I could always go back to
Refined / PvP pacing
- once I started fighting real players, I could tell when the movement worked but the pacing was still behind
- if I consistently felt one or two dashes behind:
- I continued doing this through:
- close-map 1v1s
- TDM
- scrims
- Clan War
this eventually brought me to:
- this became my Post-CW / refined pacing checkpoint
- the movement was faster, but .65 RT D was still clearing cleanly
- so at this stage:
Preferred / high-pressure pacing
- after the Post-CW value was working, I started testing faster reactions and longer movement sequences
- this is where I finally started seeing a different problem
- the first dash could still work, but the later movement chain could break
- later movement could fail
- I could miss the release
- .65 RT D started requiring more upward travel than I naturally wanted to make at that pace
- the first dash could still work, but the later movement chain could break
- at this point I did not keep lowering RT A first
- I held RT A around the known working value and started lowering RT D
- I lowered RT D in small steps until the release consistently cleared during the faster sequence
- I started lowering RT A again
- tested the same movement
- kept the value only if the full sequence stayed consistent
this eventually led to my old preferred / high-pressure profile:
this was not one jump from 1.00 / .65 to .35 / .25
- the order mattered:
- first I found a reliable baseline
- then I lowered RT A to match real PvP pacing
- once the first dash was correct, I watched the later movement chain
- only when the release became the limiting factor did I lower RT D
- once RT D cleared consistently, I continued lowering RT A for the faster preferred pace
comfortable and repeatable
faster first-dash and PvP pacing while keeping the same release
- faster repeated movement with less release travel for the higher-pressure movement sequences
- this is where the original GunZ method left me
- I had:
- a safe baseline
- a faster PvP / Post-CW value
- a preferred high-pressure value
- and all three were still built around the same original:
- .20 mm WASD GunZ actuation profile
- I had:
What the GunZ checkpoints taught me
What each value changed
after going through:
I started to understand what each Rapid Trigger value was actually changing in my movement
RT A changed my movement pace
- when RT A was higher:
- the second press required more downward travel
- my double tap felt slower
- when I lowered RT A:
- the next press required less downward movement
- my movement pacing became quicker
- I was still clearing the release
- I just needed the next press to happen faster
- so:
- if the movement works but I feel too slow, I look at RT A first
RT D changed how easily I could clear the release
- at the slower baseline and Post-CW pace, .65 RT D was clearing cleanly
- once I started moving faster:
- the first dash could still work
- later movement could break
- I was not always releasing far enough to clear .65 before pressing again
- that is when I started lowering RT D
How I started thinking about the two values
- both values are still part of the full Rapid Trigger cycle
- I use this separation to diagnose which part of the movement is actually breaking
- movement is clean but feels too slow → I look at RT A
- the first dash works but the later sequence keeps breaking → I look at RT D
Why I did not just use the lowest values
- the preferred profile eventually reached .35 RT A / .25 RT D
- that did not mean lower was always better
- those values only made sense after I had a baseline, a release I could clear, and a movement pace I could compare against
- the rule became:
- change the value that matches the problem I am actually seeing
Where this left me
- my original .20 mm WASD method was working
- I had a safe baseline, a refined PvP value, and a faster high-pressure value
- the next thing I looked at was the original 1.75 mm RT A result against my ≈3.30 mm switch travel
that gave me the next value to test as normal actuation.
Why 1.55 mm changed my actuation method
The actuation rework
after finding my original GunZ Rapid Trigger baseline:
- 1.75 mm was already a tested result
- I had reached it by starting at 1.95 mm and lowering RT A by .05 mm until the double tap felt comfortable and repeatable
I was treating RT D and RT A as separate parts of the movement
- RT D was the release checkpoint I had to clear first
- after the key turned OFF, I could keep releasing before reversing
- once I reversed, RT A measured the downward travel from that point
- I do not subtract RT D from RT A because they are opposite parts of the cycle
Where 1.55 mm came from
- my calibrated switch bottom was about 3.30 mm
- the RT A downstroke that had become comfortable was 1.75 mm
- if the full 1.75 mm downstroke finished at my ≈3.30 mm bottom, it would begin at 1.55 mm
- that made 1.55 mm a useful physical reference from the double-tap movement I had already learned
I tested 1.55 mm without Rapid Trigger
my normal typing profile at the time was:
so I tested:
- 1.55 mm also felt comfortable as a normal fixed actuation point
- that is what turned 1.55 mm from a travel reference into my new actuation baseline
This changed the GunZ profile
- my old GunZ profile had been built around .20 mm WASD with several action keys tuned separately
- now I had one actuation point that felt comfortable on its own
- instead of keeping .20 mm WASD and adjusting the rest of the keyboard around it, I changed the full keyboard to:
- I kept 1.55 mm actuation for typing with Rapid Trigger OFF
- for GunZ, I used the same 1.55 mm actuation, with Rapid Trigger added for the repeated-input pacing
- Snappy Tappy / SOCD stayed on A and D for the GunZ movement setup
Why this mattered
- my original question was: how low can I make the first actuation?
- the Rapid Trigger testing gave me a different way to look at it:
- keep one comfortable first-actuation point
- use RT D for the release requirement
- use RT A for the repeated-input pacing
Retuning Rapid Trigger around the 1.55 mm actuation
Server retuning
once I changed the full keyboard to:
- I needed to retune Rapid Trigger
- the old Rapid Trigger values were originally found while WASD was at .20 mm
- my goal now was:
- keep the actuation consistent and use Rapid Trigger to find the movement pacing I need for each GunZ server
- I kept the rest of my settings the same when I started testing:
this allowed me to focus on the keyboard first without changing multiple things at the same time
Starting on iGunz
I started on iGunz with:
- I started from the larger Rapid Trigger values and began scaling them down while testing my normal movement
- during the testing I reached around:
- but once I was moving and aiming against another player:
- I was still undershooting
- my movement still was not completely clean
- I could tumble during the sequence
- so I continued adjusting Rapid Trigger
- I eventually reached:
- my movement was clean
- I was completing the movement sequence without errors
- but I was still undershooting the player
- I was shooting near the person instead of consistently landing where I wanted
- this told me:
- my keyboard movement could already be correct while my aim was still wrong
Separating keyboard pacing from sensitivity
- my sensitivity during this testing was:
- 2650
- before this, if I was undershooting while moving, I could continue making the keyboard faster to try to make the shot line up
- but now:
- movement had no errors
- the Rapid Trigger cycle was completing correctly
- I was still undershooting
- so instead of making the keyboard faster again:
- I left the keyboard settings alone
- I started increasing my sensitivity
- I gradually increased:
- 2650 → 2950
- once I reached:
- I started getting:
- more consistent damage
- better center-mass placement
- while still keeping the movement clean
this separated the two problems for me:
I no longer needed to keep making the keyboard faster just because I was undershooting
iGunz result
after the iGunz testing, I ended up with:
- at these values:
- movement was clean
- I was not getting movement errors
- I could keep up with the movement I was seeing
- my hits became more fluent once sensitivity was corrected
- iGunz became my reference for what clean movement + correct sensitivity felt like
- my keyboard movement was keeping up
- the movement sequence was clean
- and my sensitivity allowed the shot to land where I expected
Why RT D .35 became my release baseline
another result from the iGunz testing was:
- once I reached .35:
- I was consistently clearing the release
- the movement sequence stopped showing the same release errors
so instead of changing RT D every time I changed servers, I treated:
- as the release distance I already knew I could consistently clear
- this meant I could focus mainly on RT A when changing the movement pacing
- so the method started becoming:
Moving from iGunz to FXP
when I moved to FXP, I kept:
- I did not carry the extremely low iGunz RT A directly into FXP
- I reset RT A back to my known baseline:
- 1.75 gave me a familiar starting point and enough travel to clearly judge what needed to change
- from there I lowered RT A while keeping RT D fixed
FXP training-room calibration
- while testing in the training room, I continued lowering RT A
- I eventually reached:
this became my:
- at .95:
- my movement itself felt smooth
- my keyboard felt responsive
- the movement sequence worked consistently
- the value felt properly calibrated in the controlled training-room environment
- .95 told me the movement worked in training; it did not tell me yet if it would keep up in PvP
- the movement itself works at this value
- but that did not automatically mean it would keep up once I was fighting another player
FXP preferred / PvP value
once I started testing against actual players, I noticed something different
- my movement itself was working at .95, but:
- my movement could still lag behind the enemy's movement
- I could feel myself arriving behind where the fight was moving
- that affected how naturally I could transition from movement into my shot
this stood out because I had already experienced the opposite on iGunz
- on iGunz:
- my movement kept up
- the fight felt fluent
- I could move into my shots without feeling behind the other player's movement
so on FXP I continued lowering RT A while keeping:
I eventually reached:
this became my:
- the reason I kept .35 / .35 as preferred was not simply because I wanted faster movement
- it was because:
- my movement stopped lagging behind the enemy's movement
- once I reached .35 / .35:
- my movement could keep up with what I was seeing from the other player
- I was no longer arriving behind their movement
- my positioning flowed into the next action more naturally
- I could hit more fluently
- it started feeling much closer to the fluency I had experienced on iGunz
- so FXP gave me three checkpoints:
starting point
the movement itself was smooth and properly calibrated
- my movement no longer lagged behind the enemy's movement, allowing me to move and hit fluently like I was able to on iGunz
- this separated the two tests for me:
- .95 showed me that my movement worked
- .35 showed me that my movement could keep up with the player I was actually fighting
Moving from FXP back to FGunZ
- after FXP, I went back to FGunZ
- I kept:
- just like FXP, I did not carry the preferred RT A directly over
- I reset RT A back to my known baseline:
- from there I started scaling RT A downward again based on how FGunZ actually felt
- this is where I noticed:
- my previous sensitivity had been:
- 2650
- while using 2650:
- I was undershooting
- I was making the keyboard faster
- that faster keyboard pacing was helping compensate for where my aim was landing
- but now my sensitivity had been corrected to:
- 2950
- and my aim was already reaching closer to center mass
- so the keyboard no longer needed to compensate for the lower sensitivity
- this changed what I needed from the keyboard
- instead of continuing to make it faster:
- I needed to find the RT A value where the movement pace matched my corrected aim
Retuning FGunZ
I started from:
- and lowered RT A while testing:
- Clan War
- TDM
- scrims
I eventually reached:
this became my current:
- at 1.15:
- my keyboard was no longer moving too fast for where my aim was landing
- my movement pace matched my corrected sensitivity better
- I could move and aim without needing keyboard speed to compensate for undershooting
so the FGunZ progression became:
Today's server results
- after rebuilding my keyboard around:
- 1.55 mm actuation
- I was able to keep one consistent release baseline:
and use RT A to find the movement pacing that worked for each server
- this is where I separated the movement problem from the aiming problem
- movement was already clean, but I was still undershooting at 2650 sensitivity
- after increasing sensitivity to 2950, my hits became more fluent without needing to make the keyboard faster again
the familiar starting point before calibrating FXP
the movement itself was smooth and consistent in the controlled training-room test
- .95 showed that the movement itself worked
- against another player, however, my movement could still lag behind theirs
- at .35:
- my movement stopped lagging behind the enemy's movement
- I could keep up with the fight
- my movement into my shots became more fluent
- it felt much closer to the fluency I had on iGunz
I again started from the known 1.75 RT A baseline instead of carrying the FXP value over
- after correcting sensitivity from 2650 to 2950, the faster keyboard pacing I had previously been using was no longer necessary
- 1.15 gave me the movement pace that matched my corrected aim better
What today's testing changed in the method
- my biggest discovery was that I did not need different actuation values to create different GunZ movement pacing
- I could keep:
- 1.55 mm actuation across the full keyboard
- and separate the remaining variables
Actuation
I no longer need to change the first actuation just because I need different movement pacing
RT D
once I know I am consistently clearing the release, I can leave RT D alone unless the movement shows me that the release itself is the problem
RT A
- I can start from a known baseline and lower RT A based on what I am actually seeing
- the important part is not only:
- does the movement work by itself?
- but also:
- can my movement keep up with the player I am actually fighting?
- FXP made this especially clear:
- .95 showed that the movement worked
- .35 prevented my movement from lagging behind the enemy's movement and allowed me to hit more fluently like I was able to on iGunz
- FGunZ followed the same basic process:
Sensitivity
- previously:
- 2650
- if my movement is clean but I am still undershooting or overshooting, I should look at sensitivity instead of automatically making the keyboard faster or slower
The method now makes more sense to me
- before:
- WASD used .20 mm
- other action keys needed their own actuation values
- I could keep making Rapid Trigger faster when I felt behind
- keyboard pacing could also end up compensating for my sensitivity
- now:
- the full keyboard stays at 1.55 mm
- RT D stays at the release value I know I can clear
- RT A changes based on the movement pacing I need
- I start each new server from a known baseline instead of copying the preferred value from another server
- training-room testing tells me if the movement works
- PvP tells me if that movement actually keeps up with the opponent
- sensitivity controls where my aim lands during that movement
- so my method from today's testing became:
- keep the actuation comfortable
- keep a release I can consistently clear
- start RT A from a known baseline
- lower RT A until the movement itself is calibrated
- validate it against actual player movement
- continue adjusting RT A if my movement is lagging behind the fight
- use sensitivity to correct the aim instead of using keyboard speed to compensate
The method I use now
Current method
- after going through the original .20 mm WASD method, finding 1.55 mm as a comfortable actuation point, and retuning each server around it, my method became much simpler
- I no longer start by asking:
- what is the lowest actuation I can control?
- I now start with:
- this is my comfortable physical baseline
- for typing:
for GunZ:
I keep the actuation itself consistent
Start with the release I know I can clear
my current release baseline is:
- I already know I can consistently clear this amount of upward travel
- so when I am building or recalibrating a profile, I do not immediately start changing RT D
- I keep:
unless the movement itself shows me that the release is becoming the problem
if I already know I can clear the release, leave it alone and solve the pacing with RT A first
Start RT A from a known baseline
when calibrating a server, I start from:
- 1.75 is not automatically the final value
- it is the known starting point
- I lower RT A
- test the movement
- keep RT D the same
my goal is not to find the smallest number
find the RT A value where the movement is being reproduced at the pace I am actually trying to perform
Use the training room to find the calibrated value
my first test is controlled movement
- I want to know:
- does the movement come out correctly?
- am I tumbling?
- am I dead dashing?
- am I clearing the sequence?
- does the movement feel smooth and repeatable?
- this gives me the calibrated value
- for example, on FXP:
- at .95:
- my movement itself worked
- the sequence was smooth
- the keyboard was responding correctly
- so the training room answered:
- does my movement work at this value?
- but that is only the first test
Use PvP to find whether the pacing actually keeps up
- after the movement works by itself, I test against another player
- this is where I look at something different:
- is my movement keeping up with the movement I am seeing from the other player?
- a value can feel completely fine in a training room and still leave me behind during an actual fight
- that is what happened on FXP
- at:
the movement itself was working
- but against another player:
- my movement could still lag behind theirs
- I could arrive behind where the fight was moving
- my movement into the shot did not feel as fluent
- so I continued lowering RT A
- at:
my movement stopped lagging behind the enemy's movement
- I could:
- keep up with the fight
- move into the next action naturally
- hit more fluently
- reproduce the same type of fluency I was getting on iGunz
- so my rule became:
- training tells me whether the movement works
- PvP tells me whether the movement keeps up
How I adjust RT A
- once RT D is already working:
- if the movement is too slow
- lower RT A
- if the movement is too fast
- increase RT A
- if the movement works in training but I lag behind players
- lower RT A
- test against players again
- if the movement is keeping up and feels fluent
- stop changing the value
- the goal is not:
- get RT A as low as possible
get RT A low enough that my movement keeps up without making the movement faster than I actually need
When I look at RT D instead
RT D is not the first value I change anymore
- I look at RT D when:
- the first movement works
- but the later movement chain starts breaking
- I am not consistently clearing the release
- I repeatedly dead dash or fail the next movement even though the pacing itself feels correct
- that tells me:
- the release may be the limiting part of the sequence
- until I see that problem:
Keep sensitivity separate from keyboard pacing
- another major part of my method is no longer using keyboard speed to compensate for aim
- my previous sensitivity was:
- 2650
- during the iGunz testing:
- movement became clean
- but I was still undershooting
- instead of continuing to make Rapid Trigger faster:
- I increased sensitivity from 2650 → 2950
- at 2950:
- I was reaching closer to center mass
- damage became more consistent
- movement stayed clean
so now:
- movement is clean
- movement keeps up
- but I am consistently undershooting or overshooting
I look at sensitivity before changing the keyboard again
this is where I separated clean movement from the aim problem and established the .35 RT D release baseline
my movement itself worked correctly
this prevented my movement from lagging behind the enemy's movement and allowed me to hit more fluently like I was able to on iGunz
- after correcting sensitivity from 2650 to 2950, I no longer needed the keyboard to move as fast to compensate for undershooting
- 1.15 gave me the movement pace that matched my corrected aim better
The method now
- set the full keyboard to 1.55 mm actuation
- keep RT D at .35 mm
- start RT A at 1.75 mm
- lower RT A until the movement works cleanly in a controlled test
- take that value into PvP
- if my movement is clean but still lagging behind the enemy, lower RT A again
- stop once the movement keeps up and feels fluent
- only change RT D if the release itself starts causing movement errors
- if movement is clean but my shots are still undershooting or overshooting, adjust sensitivity instead of using keyboard speed to compensate
- keep the actuation comfortable
- keep a release I know I can clear
- start RT A from a known baseline
- use training to confirm the movement works
- use PvP to confirm the movement keeps up
- use sensitivity to correct the aim
this lets me use each setting for its own problem instead of trying to make one value fix everything
What another player should take from this
Copy the method, not my numbers
- the most important part of this method is:
- copy the method, not my numbers
- the values I ended up with are the result of:
- my hand movement
- my keyboard
- my switch travel
- my sensitivity
- my movement timing
- how I respond to each server
- how I play against other players
- another player may go through the same process and end up with completely different values
- that does not mean the method failed
- it means the method did what it was supposed to do
1.55 mm is my comfortable actuation point
- for me:
- 1.55 mm became the comfortable physical actuation point I could use across the full keyboard
- it worked for:
- normal typing
- general key control
- GunZ movement
- GunZ profiles with Rapid Trigger enabled
- but another player does not automatically need to use:
- 1.55 mm
- the important part is finding:
- an actuation point that feels comfortable and consistent enough to use as the physical baseline
- the actuation should not be chosen just because it is the lowest number the keyboard allows
- it should be a value the player can actually control consistently
.35 mm RT D is my release baseline
for me:
- became the release distance I knew I could consistently clear
- that does not mean .35 is the correct RT D for everyone
- another player may naturally:
- release farther
- release less
- bottom out differently
- reverse the key at a different point
- find an RT D they can consistently clear during movement
- once that value works:
- keep it stable
- stop changing it unless the release itself starts causing movement errors
1.75 mm RT A is my starting baseline
when I start calibrating a server, I use:
- because this is a known and comfortable starting point for me
- another player does not have to use exactly 1.75
- start from a slower / more deliberate RT A that is already controllable
- then lower RT A gradually
- this gives a clear direction to the test instead of starting extremely low and trying to figure out why movement is inconsistent
do not copy the final RT A values
my current testing produced values like:
- these are not universal recommended values
- they are:
- the values I reached after testing my own movement
- another player could use the exact same method and end up with:
- a higher RT A
- a lower RT A
- a different RT D
- a different comfortable actuation
- the goal for another player is not:
- make their settings match mine
- only change a value when they know what problem they are fixing; stop when the movement works
training and PvP answer different questions
- one of the biggest things I learned is that a controlled test and a real fight do not tell me the same thing
- training tells me:
- does the movement work?
- I look for:
- clean dashes
- no tumbling
- no dead dashes
- repeatable movement
- consistent transitions
- if the movement is not working here, I keep calibrating it
- PvP tells me:
- does the movement keep up?
- once the movement already works, I test against another player
- now I watch:
- am I keeping up with their movement?
- am I consistently arriving behind them?
- does my movement flow naturally into the shot?
- do I feel like I am waiting on my own movement before I can complete the next action?
- training can pass and PvP can still show that the pace is wrong
- FXP .95 RT A worked in training
- FXP .35 RT A prevented my movement from lagging behind the enemy during PvP
- both values were useful
- they were just answering different questions
do not use keyboard speed to fix every miss
- another player should also separate:
- movement
- aim
- the movement is clean
- the movement is keeping up
- but the shot is consistently landing short or going past the target
- their keyboard may not be the problem
- for me, I was still undershooting at:
- even after my movement became clean
- once I increased sensitivity to:
- 2950
- my aim reached closer to center mass without needing to make the keyboard faster again
- so the rule became:
- if movement is wrong, tune movement
- if aim is wrong while movement is already clean, look at sensitivity
- do not automatically use Rapid Trigger to compensate for every aiming problem
the numbers should come from the problem being seen
- the method makes more sense when every change has a reason
- change actuation when:
- the physical first press itself is uncomfortable or inconsistent
- change RT A when:
- movement is working but pacing is too slow or too fast
- movement works in training but lags behind the opponent in PvP
- change RT D when:
- the release itself is not being consistently cleared
- later parts of the movement chain start failing even though the pace feels correct
- change sensitivity when:
- movement is already clean
- but shots are consistently undershooting or overshooting
- this keeps me from changing several values at once and guessing what fixed it
the method another player should follow
- another player should:
- find a comfortable actuation point
- find a release distance they can consistently clear
- start RT A from a controlled baseline
- lower RT A until the movement works cleanly
- take that value into PvP
- see whether the movement keeps up with the player they are fighting
- continue adjusting RT A only if the movement pacing needs it
- only change RT D if the release itself becomes the problem
- keep sensitivity separate from the keyboard
- stop once the movement is consistent and fluent
- the result does not need to match mine
- the important part is that every value has a reason for being there
The main takeaway
my settings are my results:
- my method is how I got there, not the numbers themselves
- find a comfortable physical baseline
- find a release you can consistently clear
- calibrate RT A until the movement works
- use PvP to confirm the movement keeps up
- keep aim and keyboard pacing separate
- so if another player uses this method correctly, their final values may be completely different from mine
- and that is expected
- copy the process, not the settings
Troubleshooting
Diagnose one repeated problem at a time
Diagnose one repeated problem at a time
- once I have a working baseline, I do not change settings because of one bad dash or one missed shot
- I look for something that keeps happening under the same conditions
- the first question is:
- what part of the movement is actually causing the problem?
- I try to separate:
before I change anything:
movement is clean, but feels too slow
- the movement comes out correctly
- I am not tumbling
- I am not dead dashing
- but the movement feels behind the pace I am trying to perform
- I adjust:
- RT A
- I lower RT A and test again
- my goal is not:
- make the keyboard as fast as possible
- lower RT A and retest until the movement matches the pace I am trying to perform
movement works in training, but I lag behind another player
- a value can work in training and still be too slow in PvP
- the movement is clean in training
- but against another player I consistently arrive behind their movement
- my movement does not flow naturally into the next shot
I keep:
- and lower:
- RT A
- then I test against another player again
- this is what happened on FXP
- my movement itself worked
- at .35:
- my movement stopped lagging behind the enemy's movement
- I could keep up with the fight
- my movement flowed into my shots more naturally
- I could hit fluently like I was able to on iGunz
- training tells me if the movement works
- PvP tells me if the movement keeps up
movement feels too fast
- the movement is clean
- but I am moving faster than the pace I am trying to perform
- my movement is getting ahead of where my aim naturally wants to land
- I increase:
- RT A
- more RT A means I need more downward travel before the next ON
- this slows the repeated-input pace back down
- I keep RT D alone unless the release itself is also causing a problem
the first movement works, but the later sequence breaks
- the first dash works
- the pacing feels correct
- but later movements repeatedly fail
- I tumble
- or I cannot consistently clear the next movement
- then I start looking at:
- RT D
- this tells me the release may be the problem instead of the next press
- my current release baseline is:
- I already know I can consistently clear this value
- so I leave it alone unless the movement repeatedly shows me that the release itself is causing the error
the release feels too difficult to clear
- the pacing feels correct
- but I repeatedly fail to release enough before the next movement
- I can lower:
- RT D
- this reduces how far I need to release before the key turns OFF
- I make the change carefully and retest the same movement
the release becomes too sensitive or inconsistent
- if lowering RT D causes:
- releases to happen too easily
- movement to feel unstable
- repeated inputs to become less controlled
- I raise RT D back toward the last value that worked
- use a release distance I can consistently clear and control
- use the lowest RT D the keyboard allows
resting fingers cause accidental first presses
- I treat this as an Actuation problem
- if I am triggering keys just by resting my fingers on them:
- raise Actuation
- I do not use RT A or RT D to fix an uncomfortable first press
- for me, the comfortable actuation I eventually found was:
- 1.55 mm
movement is clean, but I am still undershooting
- this was a big one for me
- the movement is clean
- I am not getting movement errors
- my movement is keeping up
- but my shots consistently land short of the player
- I do not automatically make Rapid Trigger faster
- I look at:
- sensitivity
- during my testing:
- movement became clean
- I was still undershooting at 2650 sens
- instead of continuing to speed up the keyboard:
- I increased sensitivity from 2650 → 2950
- at 2950:
- my shots reached closer to center mass
- damage became more consistent
- the movement stayed clean
- if the movement is clean, I check aim/sensitivity before making the keyboard faster again
movement is clean, but I am overshooting
- same thing in the other direction
- movement is working
- movement is keeping up
- but my aim consistently passes the player
- I look at sensitivity before slowing down the keyboard
- I do not want to change good movement pacing just to compensate for incorrect mouse sensitivity
one bad dash does not mean the setting is wrong
- I do not change a value from one bad dash
- a failed dash can also come from:
- my own execution
- another key being held
- positioning
- the movement itself
- the situation I am testing in
- I change it when the same problem keeps repeating
if I do not know what caused the problem
- go back to the last working checkpoint
- the new setting performs worse
- I introduced another problem
- I cannot tell what changed
- or I am changing multiple things trying to fix it
- I stop
- then I restore the last value I know worked
- this is why I save checkpoints throughout the method
My troubleshooting order now
- when something feels wrong, I check it in this order:
- is the first actuation comfortable? if not, adjust Actuation
- does the movement work cleanly? if the pacing is too slow or too fast, adjust RT A
- does it work in training but lag behind another player? lower RT A and test PvP again
- does the first movement work but the later release repeatedly fail? look at RT D
- is movement already clean but my shots are consistently short or long? look at sensitivity
- did the change make the result worse or unclear? return to the last working checkpoint
- change the value that matches the problem I am actually seeing
- change several values and hope one of them fixes it
GunZ Profiles
Typing + base + server results
One typing profile, one GunZ base, then server-specific results
- after finding 1.55 mm, I simplified the profiles: one Typing profile + one untouched GunZ Base
- I duplicate GunZ Base and only save a server profile when the result keeps repeating
- this currently leaves me with:
- Profile 1 — Typing
- Profile 2 — GunZ Base
- Profile 3 — iGunz
- Profile 4 — FXP GunZ
- Profile 5 — FGunZ
5 total profiles
Profile 1 — Typing
my normal everyday profile is:
- 1.55 mm is comfortable for normal typing; Rapid Trigger stays OFF here
Profile 2 — GunZ Base
I keep a clean GunZ starting profile:
- GunZ Base is my clean starting point; I do not overwrite a server profile just to test something new
- when I test a server: duplicate GunZ Base → leave the original alone
Why I keep the GunZ Base separate
- once a server profile works, I want to preserve it. If FXP is already working at .35 RT A and FGunZ is already working at 1.15 RT A , I do not overwrite either one just to test something new.
- I return to:
- and start again from there — same starting point every time
Tune from the GunZ Base
when I test another GunZ server:
- then lower RT A based on what I actually see
- start from the same known baseline instead of copying another server's final RT A
Then see if the result can be reproduced
- once I find a working result, I repeat the same testing process while keeping the rest of my setup stable:
- DPI
- sensitivity
- resolution
- FOV
- camera distance
- crosshair
- positioning habits
- movement being tested
- first I determine whether the movement itself works . Then I determine whether the movement keeps up against actual players .
- I am trying to reproduce the same tuning process, not force every server to end at the same number.
Duplicating the result does not mean duplicating the exact RT A
- same RT A = fine; different RT A = also fine if the result repeats
- what matters is that I can repeat the process:
- start from GunZ Base
- calibrate the movement
- test it against actual players
- identify what needs to change
- reach a value that stays consistent
- I should be able to repeat the method; the final number does not have to
Profile 3 — iGunz
iGunz became its own profile once the result kept repeating:
- iGunz helped me:
- get the movement clean
- establish .35 mm RT D as my reliable release baseline
- separate keyboard pacing from mouse sensitivity
- identify that I was still undershooting even after the keyboard movement was working correctly
- sens 2650 → 2950: movement stayed clean + aim moved closer to center mass + damage became more consistent
- iGunz became both a saved profile and my reference for fluent movement
Profile 4 — FXP GunZ
when I tested FXP, I started again from the GunZ Base:
then I lowered RT A until I reached:
- at .95, the movement itself worked, the sequence was clean, and the keyboard felt properly calibrated. But once I fought actual players, my movement could still lag behind the enemy's movement.
- so I continued lowering RT A until I reached:
- at .35: movement stopped lagging behind the enemy + I could move into the shot fluently → saved as FXP profile
- training = does my movement work? PvP = does my movement keep up?
Profile 5 — FGunZ
- after finding the FXP result, I returned to FGunZ. I did not start FGunZ from iGunz .10 RT A or FXP .35 RT A .
- I returned to my GunZ Base:
same process on FGunZ →
- the result was different from iGunz and FXP, but the process was the same; because it kept working, I saved it as the FGunZ profile
My current 5-profile structure
- normal everyday keyboard profile
- untouched starting / calibration profile that I duplicate when testing a server
saved iGunz result
- saved FXP PvP result — path: 1.75 baseline → .95 training-room calibration → .35 preferred PvP
- saved FGunZ result — path: 1.75 baseline → 1.15 preferred / current
The profile method I use now
- keep my Typing profile separate
- keep an untouched GunZ Base profile
- duplicate GunZ Base when I want to test a server
- start from 1.75 RT A / .35 RT D
- keep the rest of my setup stable
- lower RT A until the movement works cleanly
- validate that value against actual players
- see whether the result can be reproduced
- if the server produces a repeatable result, save that result as its own GunZ server profile
- leave GunZ Base untouched so I always have the same starting point for the next test
- Typing = normal profile; GunZ Base = calibration start; iGunz / FXP / FGunZ = saved server results
- current total = 5 profiles
Glossary
Quick reference
Quick reference
this section is here so I do not have to re-explain every term each time I use it
some terms are normal Hall-effect / Wooting terms; others are labels I use in this notebook
Hall-effect keyboard
- keyboard reads switch position with magnetic sensing
- this is what allows adjustable actuation + Rapid Trigger
Actuation Point
the depth from the released top where the first press turns ON
- the first press turns ON when the key reaches 1.55 mm from the released position
- Actuation controls that first ON; RT A describes a later Rapid Trigger reactivation while Rapid Trigger is still active
Total Travel Distance
full physical travel from released → bottom-out
NOTE: 3.30 mm is the calibrated bottom I use for my math, not the published travel for every Magnetic Jade switch
Bottom-out
- the physical end of the key's downward travel
- I tend to press toward bottom-out during GunZ movement, which is why some of my travel examples use an exact-bottom assumption
- Rapid Trigger itself does not require me to bottom out
Post-actuation travel
travel left after the first actuation has already turned the key ON
the key is already ON, but there is still travel left
Dead zone
- this term can mean different things depending on who is using it
- I do not use it as a blanket name for all travel below actuation, because the key is already ON and that travel can still matter to the Rapid Trigger cycle
- when I mean the remaining physical travel after first actuation, I call it post-actuation travel
ON / Key Down
- the keyboard is reporting the key as pressed
- in this GunZ setup, the game receives the digital keyboard state — not the switch's physical millimeter position
OFF / Key Up
keyboard reports the key OFF / released
while RT is active, RT D is the upward travel needed before the key turns OFF
Rapid Trigger
- Rapid Trigger uses switch movement for repeated OFF / ON instead of one fixed reset point
- the simplified cycle I use in this notebook, while Rapid Trigger remains active, is:
RT D — Key Release / Deactivate
RT D = upward travel needed to deactivate / turn OFF
- while Rapid Trigger is active, the active key needs to move upward by that selected distance before the keyboard reports OFF
- .35 mm is my current reliable release baseline — my result, not a value everyone should copy
Reversal
where I stop releasing upward and start pressing down again
RT D can turn OFF first; I can still release farther before I reverse
RT A — Key Press / Activate
RT A = downward travel after reversal before the next RT ON
- after the key has turned OFF and I reverse downward, a 1.15 mm RT A requires 1.15 mm of downward travel before the next Rapid Trigger ON
- RT A is a distance, not milliseconds
- in my tuning method, RT A is the value I mainly use to adjust repeated movement pacing
RT A-ready point
- a travel-capacity reference I created for my exact-bottom examples
- it is the deepest reversal depth that still leaves enough downward travel to complete the full selected RT A before my bottom limit
- historically, the 1.55 mm result also became the fixed-actuation comfort candidate I tested after 1.75 mm RT A had already proven comfortable in my double-tap test
- 1.55 mm is therefore the deepest reversal depth that leaves the full 1.75 mm downstroke before the 3.30 mm bottom in that exact-bottom model
- NOTE: 1.55 mm is not the next ON point; this math only shows the remaining travel in the exact-bottom example
- those state conditions still have to be satisfied separately
RT A-ready zone
- the range of reversal positions that can still complete the selected RT A before bottom-out and still satisfy the active Rapid Trigger state
- in the old baseline where Actuation was .20 mm and Continuous Rapid Trigger was OFF, the usable range sat between the Rapid-Trigger-active side of the .20 mm actuation boundary and the 1.55 mm deepest ready point, assuming the key had already deactivated
- if I release above the configured Actuation Point with Continuous Rapid Trigger OFF, normal Rapid Trigger cancels and the next press uses the fixed Actuation Point again; those positions are not part of an RT A-ready zone for that cycle
Split Sensitivity
lets me set RT D and RT A separately
Standard Rapid Trigger
NOTE: “Standard Rapid Trigger” is my label for this setup; it is not a separate Wootility mode
Continuous Rapid Trigger
- a Wooting option that keeps Rapid Trigger active beyond the normal actuation-point boundary until the key is fully released
- I keep Continuous Rapid Trigger OFF for the method documented here
Checkpoint
- a saved profile or value that already passed the current test
- I save checkpoints so I know what worked, can test one change, and can return to the previous result if the new value performs worse
- my GunZ Base is also a permanent checkpoint because I can duplicate it whenever I want to recalibrate a server
Baseline
known starting value before I begin scaling
baseline is not the final value — it is the starting point
Dead dash
- a failed next movement where the next expected ON does not occur
- one Rapid Trigger-related reason, while the RT cycle is active, is reversing so deep that there is not enough downward travel left to complete the selected RT A before bottom-out
- a failed dash does not automatically prove RT A caused it — execution, held keys, positioning, or another movement mistake can also cause the failure
First-dash pace
the next movement pace I am trying to reproduce
my wording for the pace I am tuning — not a Wooting setting or server timing measurement
Undershooting / one or two dashes behind
- how I describe the situation where the movement itself is working but I repeatedly end up behind the position I need while following another player
- if the movement is clean but repeatedly falls behind the enemy's movement, I retest RT A while keeping sensitivity, FOV, camera distance, positioning habits, and the test itself stable
- that observation does not prove a specific server-delay value or prove the keyboard caused a missed shot
Validation
take the training value into real play and see if it still works
- training-room movement
- PvP
- TDM
- scrims
- Clan War
- another repeatable player-based test
training pass does not automatically = preferred PvP value
Travel-math rules I keep in mind
- Actuation and RT A are different: Actuation controls the first ON; RT A controls a later reactivation while Rapid Trigger is active.
- RT D and RT A do not subtract from each other: RT D is upward release to OFF; RT A is downward travel after reversal to the next ON.
- RT D OFF is not automatically the reversal: I can release farther upward after OFF before changing direction.
- RT A-ready does not mean RT A activated: it only describes available travel; the selected RT A still has to be traveled downward.
- Continuous RT OFF creates an actuation boundary: if I release above Actuation, normal Rapid Trigger cancels and the next press returns to the fixed Actuation Point.
- millimeters are not milliseconds: Actuation, RT A, RT D, and Total Travel are distance values; real time depends on finger motion, keyboard reporting, and the game.
My profile values are results, not presets
- 1.55 mm Actuation
- .35 mm RT D
- .10 iGunz RT A
- .35 FXP RT A
- 1.15 FGunZ RT A
- these are examples of where my testing led me, not universal settings another player should automatically copy
- the part I want another player to copy is the process used to find the values
Downloads & Resources
Tools that support the method
Tools and references that support the method
- these are the tools/references I use with the notebook
- my goal here is to make the testing easier to record, repeat, compare, and roll back — not give someone a preset
RT A-ready travel math reference
- I use the travel math to see if the selected RT A fits before bottom-out
- NOTE: this only checks the travel math; it does not measure my real finger path or predict the exact OFF / ON position on every press
- NOTE: Continuous RT OFF means Actuation still creates a boundary; I keep that separate from the simple bottom − RT A math
Troubleshooting quick reference
- if something feels wrong, go to Troubleshooting before changing multiple values
- movement pace problem → check RT A
- repeated release problem → check RT D
- accidental first presses → check Actuation
- movement clean but aim consistently short or long → check sensitivity
- if I cannot clearly identify the problem, I return to the last working checkpoint
Saved checkpoint examples
- I keep old working values so I can see the path + roll back
- baseline
- refined / PvP
- preferred
- later server-specific calibration
- old values = checkpoints/results, not presets
Glossary
- Glossary = quick reference for the terms used in the notebook
- I label my own terms so they do not look like official Wootility terms
Profile + Checkpoint Sheet
- Profile + Checkpoint Sheet = record the values/test/result
- profile name
- server
- Actuation
- RT A
- RT D
- sensitivity
- test condition
- result
- previous working checkpoint
- save the working value before changing it → always keep a rollback point
15-Minute Test Log
- 15-Minute Test Log = hold one change long enough to see if the result repeats
- what I changed
- what stayed fixed
- what movement I tested
- what repeatedly happened
- whether the setting passed or failed
- for my own testing, I generally look for around 95% consistency before I treat something as reliable enough to save
- 95% is my personal standard; the important idea is not judging the profile from one successful movement
Why the working templates stay blank
- templates stay blank so my values do not look like required presets
- .35 RT D is my release result
- 1.55 mm is my actuation result
- .35 RT A is my saved FXP result
- 1.15 RT A is my saved FGunZ result
- another player should record their own results
Save Notebook as PDF
- I can still use my browser's normal Print command when I want to save the notebook as a PDF
- that gives me an offline copy of the method, troubleshooting, profiles, glossary, travel explanations, and references
How I use these resources
- duplicate my GunZ Base profile
- record the starting values in the Profile + Checkpoint Sheet
- keep the other test conditions stable
- use the 15-Minute Test Log while changing one variable at a time
- save every value that passes as a checkpoint
- use Troubleshooting if a repeated problem appears
- use the travel math when I need to check the physical relationship between the selected values
- use the Glossary when I need to confirm what a term means
- return to the last checkpoint if the next change performs worse
- copy someone else's numbers and hope they work
References & Credits
Documentation vs my testing
What comes from documentation and what comes from my testing
this notebook has two sources:
- Important: the documentation supports how the keyboard works; my GunZ values come from my testing
Wooting documentation
- Wooting docs = keyboard / Rapid Trigger behavior
- they do not tell me what GunZ values to use
My Wootility screenshots
- my Wootility screenshots = the labels/values I was actually looking at on my setup
- Key Press / Activate
- Key Release / Deactivate
- Split Sensitivity
- the .55 mm starting release value observed on my setup
- RT A / RT D = my short labels throughout the notebook
Gateron Magnetic Jade specification
- Gateron's current published specification for the Magnetic Jade HE lists total travel as 3.5 ± 0.2 mm
- my own calibrated bottom used throughout this notebook is approximately 3.30 mm
- I keep these separate: 3.5 ± 0.2 mm = published spec; ≈3.30 mm = my calibrated bottom used for the math
Travel arithmetic
- I also use simple travel math for exact-bottom examples
- the math is simple; “RT A-ready point” and “RT A-ready zone” are labels I created to explain what the remaining travel means
- NOTE: the math does not prove the exact ON/OFF state or my actual reversal; that depends on the real RT cycle + Actuation / Continuous RT setting
GunZ movement references
- GunZ Academy = game controls / K-Style / movement reference
- they are movement references, not sources for my RT values
Additional keyboard references
- Wooting — What is Rapid Trigger & Actuation Point?
- Wooting — Rapid Trigger FPS demonstration
- Wooting — CS2 settings and profiles
- Optimum — independent Wooting 60HE v2 review
- supporting keyboard references only — not the source of my GunZ method
What comes specifically from my testing
- my original .20 mm WASD setup
- the individually tuned action-key actuation values
- my original 1.75 / .65 Rapid Trigger baseline
- the Post-Clan War checkpoint
- the old .35 / .25 preferred checkpoint
- the 1.55 mm actuation discovery and later full-keyboard actuation change
- establishing .35 mm RT D as my current reliable release baseline
- changing sensitivity from 2650 → 2950
- the iGunz .10 / .35 result
- the FXP 1.75 → .95 → .35 progression
- the FGunZ 1.75 → 1.15 progression
- the training-room vs PvP distinction
- my troubleshooting order
- my profile method
- my personal 95% consistency target
- my current 5-profile structure
- these are my results — not manufacturer recommendations
My current profile results
- the FXP path was 1.75 baseline → .95 training-room calibration → .35 preferred PvP
- these values show where the method led me; they are not a preset for every GunZ player
The evidence limit
- I do not claim that:
- my values are universally correct
- every Hall-effect keyboard should use my settings
- every player should use 1.55 mm Actuation or .35 mm RT D
- different preferred RT A values prove a measurable server-delay ranking
- a lower RT A proves one server is objectively slower or faster than another
- there is one universal GunZ double-tap timing window revealed by my settings
- what I can say: same method + different GunZ servers = different repeatable results for me
- that is my test result; it does not prove why the servers feel different
Credits
Research, testing, and writing: HYPNATIQ
- Wooting — keyboard documentation, Wootility, and Rapid Trigger educational material
- Gateron — Magnetic Jade HE switch specifications
- GunZ Academy — GunZ learning material and K-Style movement references
- Optimum — independent Wooting keyboard reference
- the GunZ RT method comes from my own testing + checkpoints + adjustments
Continue to the Public Guide →
Final note
- this notebook is not: “here are my settings — copy them”
- it is here to preserve how I reached the settings, what I changed, why I changed it, and what happened after
- the values are my results; the process is the part to take from it