Vrain Matari
ZionTCD
773
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Posted - 2013.09.04 12:48:00 -
[1] - Quote
Assert Dominance wrote:1. Mouse and keyboard is braindead accurate in comparrison to ds3
2. Aim assist was on all throughout chromosome, you know "the good ol days" when dust was "fun" and at its best.
3. When uprising was realeased there was overwhelming complaints and threads about how bad aiming was, due to aim assist being disabled.
4. Aim assist is back to normal and that horrid input laggish feeling is completely gone and now its "aimbot this aimbot that" fact: your beloved ps2 and destiny and bf4 will have aim assist as well, console fps, who wouldve known?
5. This community is a real peace of work, i respect ccp so much not on their ability to develop an iffy disfunctional game, but dealing with these forum crybabies day in day out. I couldnt do it honestly.
Aim assist doesnt make skill, good players will be good, bad players will be bad, period. Good points, Assert. We should start thinking about how much aim assist we want for DUST.
I've been playing AR with aim assist off since Mordu's trials, and will continue to play that way for personal reasons.
We're seeing a triple whammy effect in 1.4.
1) Core aiming mechanics are better. Just to be perfectly clear, i'm talking about aiming with aim assist turned off. There is more fine control and more predictable movement of the reticule. Less lag? Less input lag? I dunno but something has changed. I can 'feel' that i'm not fighting the game anymore, and it feels f*cking great.
2) Hit detection is much better(sorry shotties, you gotta wait one more day) for every weapon i've tried. Applied dps has prolly doubled from this alone.
3) The aim assist is aggressive. But it's second day of the patch, we need to give CCP time to collect data, things like adhesion and magnetism are easily adjusted.
How strong should the aim assist be? How do we calibrate it?
My suggestion is this: CCP should keep adjusting Aim Assist until the best DS3 players have similar stats to the best kb/m players.
This is an attractive approach because it's a black box philosophy: The 2 control systems have very different strengths and weaknesses, and anyone who thinks they can analyse and quantify the differences across all circumstances is fooling themselves.
The best approach in situations like this is to look only at the output and compare it to your pre-defined goal.
I believe that pre-defined goal should be parity between the best players in the game. This comes out of the same philosphy that says balancing should be done at only the highes levels of gameplay. It goes a long way to preventing absurd mechanics destroying pub-level gameplay. |