Mine was more in the area of 5-10 cm for a single rotation (so that I could use just my wrist for movements), which is almost impossible to properly aim with.
The idea is to do movements with your whole arm and micro-adjustments with your wrist. It's annoying and weird at first, but after getting used to it your accuracy gets an order of magnitude better.
Not sure if that's your case, but thought I'd share if others had this problem.
I always thought I played normal, but I needed this to be pointed out to me.
If no one has ever seen an e-sports player's physical movements, They have very light mice (under 75g), a mouse pad about 1m (3ft) long and move their whole arm left and right to turn their character 180 degrees while using just their wrist and flexing their fingers to fine tune the cursor onto the head for a headshot.
Here's how to improve:
First, start reducing your mouse sensitivity by 1.5 total percent each day. This is so the change is gradual enough that you can keep playing games like normal, but you'll have brought your sensitivity down to a more manageable level. This will also give your body time to build new muscles in your arm that you'll be using for holding your arm out and moving your mouse (you don't tend to use these muscles in anything else during the day. Don't try to skip to the end even if you're fit, because you'll over exert some specific muscles in your arms that you don't use because they're hidden under other muscles).
Once you're at the point where you comfortably need to move your mouse about 60cm (2ft) to perform a 180 in-game, you should start looking at aim-training. There are aim-training games that will teach you how to flick, track, etc... (If you're not exactly sure what these are, you will learn by watching some in-trainer tutorial videos) Aim-trainers are a lot more focused and intense specifically on aiming compared to regular games which means you build up specific skills in them much faster than regular games.
Spend about 10-15 minutes a day in the aim trainer right before playing your games. This will train you, but also warm you up so you're already playing well when you move to an actual game. The aim-trainer will track your performance and you'll notice it gradually trend upwards bit by bit for about 6 weeks.
By this point, you're probably better in some ways than the average player. But you're still going to get demolished by a few specific people you'll run into online.
To start facing those players, you'll be able to go into your aim-trainer (which has recorded all of your stats so far) and see which specific skills you need to practice.
There are two options:
1. Have one wide arm movement that turns the player 180 degrees, meaning that when the mouse is centred, the player can turn left or right by 90 degrees without lifting their mouse.
2. Have one wide arm movement that turns the player 360 degrees, meaning that when the mouse is centred, the player can turn left or right by 180 degrees without lifting their mouse.
Different players test each option and all available statistics are measured.
Turns out that option 1 performs much better than option 2.
For FFA (Free for all) games, having a reduced turn, also means that the player is more accurate. In a one on one fight, players with reduced-turn are able to consistently get more headshots (which deal much more damage then other shots) leading to winning more fights. This allows them to charge forwards into and out of fights, as it is unlikely for an enemy to be behind them since they had just cleared that area of enemies by previously charging into it.
For Team games, having a reduced turn still gives you the greater accuracy, but you're less likely to charge in since an enemy team can surround you and hit you in the back. This leads to teams of reduced-turn players remaining near each other in formation. If an enemy enters any player's field of view, they are able to kill that enemy faster since they can consistently get more headshots, protecting the whole team. If an entire enemy team appears together, the reduced turn team will still win because they can still get more headshots consistently. This tends to result in the enemy team breaking formation, allowing the reduced turn team to also break formation charging each enemy. The reduced turn team will then form back up into formation when they enemy team is close to regrouping.
Unless you’re playing a game where you’re literally just using a beam weapon, you’ll likely switch between these aim modes frequently and naturally throughout a game and having multiple sensitivities that you switch between can really fuck up your “intuitive” feel when aiming. In those cases I try to find a happy medium. Something a bit higher than optimal for tracking but usable for flicking.