From Counter-Strike 2 to Deadlock
Deadlock is Valve’s third-person hero shooter, and plenty of CS2 players try it. The trap is that the two games’ sensitivity numbers don’t mean the same thing: Deadlock turns 0.044° per mouse count at sensitivity 1, twice CS2’s 0.022°. Typing your CS2 value into Deadlock doubles your speed. The tool above starts with CS2 1.2 at 800 DPI (43.3 cm per turn), which is Deadlock 0.6.
Third person changes the picture, not the turn
Deadlock’s camera sits behind your hero, so a turn moves a lot of scenery across the screen. Matching cm/360 keeps the turn itself the same, which is what your flicks rely on. The first games can still feel slow or fast because of the view; give it a few matches before you change the number.
Settings that matter
- Copy the Deadlock value from the result.
- Type it into Deadlock’s mouse sensitivity setting rather than dragging the slider.
- Zoomed and ability-aiming sensitivity, where the game offers it, is separate; leave it alone until hip-fire feels right.
Keeping both games in sync
If you play both, decide which game sets your “home” cm/360 and convert the other to it. Changing DPI later? Pick CS2 on both sides with the new DPI on the right to get the new CS2 value, then convert that to Deadlock again; or just halve your new CS2 value.
The value used here comes from community measurements, since Valve doesn’t publish Deadlock’s. If the game changes its scale in a patch, the converter’s sources are listed below with the date they were checked.
Game values and sources
Each game turns the view by a fixed angle for every count the mouse sends (its yaw). These are the hip-fire values the converter uses, checked as of October 2026. The Source and Quake engines' 0.022 is in code Valve and id Software published, and Minecraft's curve is in its decompiled mouse code; the other publishers don't publish theirs, so those values come from the community tables that aim trainers and converters use.
| Game | Turn per mouse count | Sources |
|---|---|---|
| Counter-Strike 2 | 0.022° at 1 | Valve Source SDK, KovaaK's table (mirror) |
| Valorant | 0.07° at 1 | csdb.gg, KovaaK's table (mirror) |
| Overwatch 2 | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Apex Legends | 0.022° at 1 | KovaaK's table (mirror), csdb.gg |
| Fortnite | 0.005555° per 1% | KovaaK's table (mirror), csdb.gg |
| Call of Duty (MW3, BO6, Warzone) | 0.0066° at 1 | KovaaK's table (mirror), csdb.gg |
| Rainbow Six Siege | 0.005730° per point (0.018 ÷ π) at multiplier unit 0.02 | KovaaK's table (mirror), Ubisoft |
| Rust | 0.1125° at 1 | KovaaK's table (mirror), csdb.gg |
| Minecraft (Java Edition) | 1.2 × (0.6 × setting ÷ 200% + 0.2)³ degrees | Minecraft code |
| Deadlock | 0.044° at 1 | KovaaK's table (mirror), skin.club |
| Team Fortress 2 | 0.022° at 1 | Valve Source SDK |
| Quake Champions | 0.022° at 1 | KovaaK's table (mirror), Quake III source |
- CS2: The same scale as CS:GO: the "sensitivity" setting, at the default m_yaw 0.022.
- Valorant: Valorant turns 3.18 times as far per count as CS2 at the same number (KovaaK's uses 0.06996, 0.06% apart).
- Overwatch 2: Hip-fire sensitivity; per-hero and relative aim sensitivity while zoomed are separate settings.
- Apex: Hip-fire mouse sensitivity, on the same scale as CS2. ADS multipliers are separate.
- Fortnite: The X-axis sensitivity in percent, as the menu shows it (6.5%, not 0.065). Set Y to the same value for the same feel up and down.
- Call of Duty: Hip-fire mouse sensitivity; Legacy or Relative only change aiming down sights.
- Siege: Horizontal mouse sensitivity, a whole number from 1 to 100, scaled by MouseSensitivityMultiplierUnit in GameSettings.ini (default 0.02).
- Rust: The look sensitivity in Options; aim sensitivity is separate.
- Minecraft: The slider is not linear: the turn grows with the cube of the setting. Bedrock Edition uses another scale.
- Deadlock: KovaaK's table and skin.club give 0.044°, twice CS2's turn at the same number; csdb.gg lists 0.022 instead, so check a full turn in game.
- TF2: Source engine: the same scale as CS2 and Apex.
- Quake Champions: The same 0.022 yaw as Quake III, Quake Live and Source games.