HHow-to

CODM Season 8 "Against All Fate" sensitivity settings for GameLoop PC

Season 8 changes the SMG meta and slows the movement game — here is how that affects your optimal DPI, ADS multipliers, and per-class tuning on GameLoop PC.

Season 8 "Against All Fate" launches on September 9, 2026, and it moves the meta in a direction that is specifically good news for keyboard-and-mouse players: the patch nerfs high-mobility tactics and rewards direct, aimed fighting. That shift changes which sensitivity settings work best. The guide below starts with the principles, then applies them to the specific S8 balance changes.

What controls aim speed on GameLoop

Three layers stack when you move the mouse in CODM on GameLoop:

DPI is set in your mouse driver and controls how many counts the OS registers per centimetre of physical movement. A higher DPI means a smaller physical movement generates a larger cursor movement. This is configured outside the game entirely.

In-game sensitivity (the slider in CODM Settings) multiplies on top of DPI to control how fast the camera rotates per input count. The slider and DPI interact — a mid-range slider with high DPI produces different feel than a maxed slider with low DPI, even at the same effective speed.

ADS multipliers apply on top of in-game sensitivity every time you right-click to aim down sights. A multiplier of 60 means your ADS camera moves at 60% of your hip-fire speed. Each scope magnification has its own multiplier, which is why 3× tracking and 6× tracking feel different without any setting change.

The standard advice for GameLoop players coming from desktop FPS games is to run DPI 800 with a moderate in-game slider (around 100), rather than DPI 400 with a maxed slider. Higher DPI with moderate in-game gives a more linear, consistent relationship between mouse movement and camera movement. The alternative — low DPI with a high slider — introduces more non-linearity and makes fine adjustments less repeatable.


Baseline settings for Season 8

These values work well as a starting point. Season 8 rewards controlled mid-range fighting, which slightly favours lower overall sensitivity than an aggressive high-mobility meta:

SettingS8 starting point
Mouse DPI800
In-game sensitivity (hip)95–100
Aim sensitivity (non-scoped ADS)70
Red Dot / Holo68
Scope multiplier — 2×65
Scope multiplier — 3×60
Scope multiplier — 4×55
Scope multiplier — 6×50
Scope multiplier — 8×45

If you ran a higher hip-fire sensitivity in S7 specifically because the FSS Hurricane's sprint-fire timing required fast tracking at close range, consider dropping hip-fire to 90–95. The Hurricane nerf removes some of that close-range chaos. Aim for the range where you can track a target walking laterally at 20 metres without over-rotating past them.


How Season 8 balance changes affect sensitivity

FSS Hurricane nerf — sprint speed reduced

The FSS Hurricane was the dominant close-range weapon in S7 on emulator. Its sprint speed nerf means slower push-in timing and a wider reaction window before it enters firing range.

From a sensitivity perspective, this is a de-escalation. S7 favoured slightly higher hip-fire sensitivity to track hurricane rushes quickly. In S8, the situations that demanded rapid hip-fire tracking — a hurricane user sprinting into your position at full speed — become less common. If your hip-fire was dialled up for hurricane defence, test backing it off a few points.

Fennec and LAPA SMG buffs

The Fennec and LAPA both receive buffs in S8. Both weapons sit in the same close-to-mid-range engagement bracket as the Hurricane. If you are switching to either as your main SMG, your existing close-range hip-fire settings carry over with no adjustment needed — their engagements happen at the same distances.

What changes is the timing: neither the Fennec nor the LAPA has the Hurricane's sprint speed. Engagements are slightly more measured. The hip-fire window where you need precise tracking opens a fraction of a second earlier in the approach, giving you marginally more time to track before firing.

S36 LMG — ADS time 420 ms → 380 ms

The S36 LMG loses 40 ms on its ADS time. For sensitivity purposes, the change means the S36 now punishes slightly faster window-movement on targets. When a target steps into view at mid-range, you have 380 ms to right-click and be at full ADS — previously 420 ms.

This does not require changing your ADS multiplier settings. What changes is when you right-click: with 380 ms ADS, you can commit to right-click a moment later than you previously could without missing your window. The 3× and 4× scope multiplier settings that were comfortable for S7 LMG play remain correct in S8.

If you are planning to run the S36 as your primary weapon this season (it becomes a viable mid-range choice with this buff), the recommended approach is a 3× or 4× scope with a 55–60 multiplier and DPI 800. Mount using C or left Control to get the visual recoil reduction — the S36 benefits from mounting more than most weapons.

Battle Royale: Quick Strike and Ninja class changes

Quick Strike's dash range is reduced, but its damage is increased. For tracking sensitivity, the shorter dash means Quick Strike users close less ground per activation. Camera whip — the fast horizontal pan required to track someone who dashes across your field of view — is less extreme. If you found S7 Quick Strike tracking difficult and bumped your hip-fire sensitivity as a coping mechanism, you can consider reverting to baseline.

Ninja now has more charges and a shorter cooldown, but grapple range is capped at 15 m. More-frequent, shorter-range grapples are easier to track with a mouse than occasional long-range ones. The movement is busier but smaller in amplitude. High sensitivity is not an advantage here; controlled mid-range sensitivity handles short-range Ninja movement better than reactive high sensitivity does.

Jet Boost wall-running is removed from Battle Royale. Wall-running required fast vertical tracking — a movement axis where mice already outperform thumbs, but which still demanded reactive speed. Without wall-runs in BR, vertical tracking requirements drop. Enemy movement in BR is now ground-run, jump, and slide — predictable inputs that standard sensitivity handles cleanly.

The combined effect of these BR changes: you can play slightly more deliberate sensitivity than S7 required and be better off for it in Season 8.


Per-class guidance for Season 8

SMGs (Fennec, LAPA, and others)

Hip-fire sensitivity matters most for SMGs. The class is close-range and often fires before or during ADS.

  • Start at in-game sensitivity 95–100
  • If you over-rotate past targets at 10 m in the practice range, drop 5 points and retest
  • Non-scoped ADS at 70 handles the moment before you go to hip-fire on a close target

The FSS Hurricane's removal from top-tier does not change SMG sensitivity fundamentals — any SMG engagement happens in the same range and requires the same tracking skill. The weapon change is about reload timing, sprint speed, and damage; not about how fast the camera needs to move.

ARs (Cronen Squall, Krig 6, FFAR 1 — all buffed)

All three ARs receive improvements in S8. AR engagements happen at 20–50 metres, where ADS multipliers matter more than hip-fire sensitivity.

Use your per-scope multiplier at 65 (Red Dot/non-scoped) and 60 (2×) for AR play. At these ranges, mouse aim on GameLoop is already more accurate than touchscreen aim — the buffs make these weapons relatively stronger without requiring sensitivity changes.

If you are new to AR play in CODM after coming from SMG-dominant S7 loadouts, the adjustment is to right-click earlier (before the target enters the engagement) and trust the AR's accuracy while ADS'd. A lower non-scoped ADS multiplier (65 vs 70) gives you slightly more fine-control when tracking a target stepping through a doorway at 30 m.

LMGs — S36 as a new primary option

As covered above, the S36 ADS buff opens it as a legitimate mid-range primary. Settings summary:

  • DPI 800
  • In-game sensitivity 95–100 (LMGs do not benefit from high hip sensitivity — they fire ADS)
  • 3× scope with multiplier 60, or 4× with multiplier 55
  • Mount whenever a surface is available: C or left Control
  • Small-map modes (Hardpoint, S&D) remain unsuitable for LMGs regardless of sensitivity

Snipers (Arctic .50 — buffed)

The Arctic .50 receives improvements in S8. Sniping on GameLoop is significantly more viable than on mobile because mouse tracking is far more precise than thumb tracking for a one-shot scope alignment.

For sniper ADS multipliers, most emulator players find 45–50 on the 6× and 8× scopes comfortable. Lower feels sluggish; higher makes micro-corrections overshoot. The standard FPS rule applies: you should be able to align a stationary target at your expected snipe range in one smooth mouse movement, not two.


How to dial in your settings

The practice range is the right place for this. Run each test before your first Season 8 ranked match:

Hip-fire test: Set a target at 10 metres. Spin your character 180° using only hip-fire mouse movement. You should be able to make the full turn in one sweep without picking up the mouse. If you have to pick up: too low DPI. If you over-rotate past the return point consistently: lower in-game sensitivity 5 points.

ADS test: Stand 25 metres from a moving target and track it in ADS using your main scope. One mouse motion should produce one camera motion without correction lag. If corrections are consistently overshooting: lower the per-scope multiplier. If you can never keep up: raise it.

Post-nerf adjustment check: If you ran the FSS Hurricane in S7 with higher-than-baseline sensitivity for close-range tracking, specifically test the Fennec or LAPA at 10 metres. The engagement timing is slightly different — slightly more time before you need to fire. If your current sensitivity makes it feel jumpy, back it off 5 points.

Write down your values after each session. The most common mistake is adjusting multiple settings simultaneously and not knowing what worked.


Season 8 "Against All Fate" — more guides

This article is part of the Season 8 "Against All Fate" guide series for GameLoop PC. For a full overview of what changed this season, see the CODM Season 8 "Against All Fate" overview for GameLoop PC.