ISuperstar wrote:I find it funny how the player base, mainly the vets and KBM users are complaining about the new Aim assist. I quit this game just a little over 2 months ago, you know, back when you nerds were complaining about Aiming being BROKEN.
AnywayI get an email about a Dust update and download the patch yadayadayada, Play a few games and the game is feeling better than it ever did in terms of aiming and UI.
How can you 2-faced monkey's ever hope to see this game succeed when you're always hopping on to the other side of the fence when changes you asked for get implemented.
And just lol @ all the KBM users calling people scrubs for using aim assist. Hey E-nerd welcome to the 21st century, aim assist has been on consoles ever since 2000. And for someone who's been using an obvious and well known advantage referred to as Keyboard & Mouse, to look down upon controller players who use Aim assist. You guys are the true scrubs.
Keep up the good work CCP, it may be a little too late to save your game but job well done.
It's not perfectly even, though. It's not as bad as some people are yelling about, but it's not balanced either.
While watching Jungian stream, who many of you probably know is a pretty good player, Cat Merc and I watched him engage a Caldari player at about 20-25 meters.
Now, they started shooting while not moving very much. Jungian was landing hits, but this guy had just come around the corner and was missing to either side of him.
Now, Jungian was in a Minmatar Logistics suit, and began to strafe quickly to the right.
BOOM
The moment he started moving rapidly to the side, his opponent's AR turned into a laser and hit him with every round, dropping him almost instantly.
To be brief, it would appear from that example and many others both observed personally and relayed to me that the "adherence" aspect of the aim assist is heavily dependent on the movement speed of both players.
This became even more evident in that same stream when as opposed to Jungian hitting that guy standing still with most of his shots in the example I stated, when a shotgun Scout came sprinting at him later, he dropped him in less than a second.
This helps to illustrate that what we appear to have is a situation where the movement of a target, even if it is directly toward you, is somehow causing the "stickiness" of the reticle to compound and result in the aim assist seeming far more potent than it should be.
This would also explain why the observations cited so far on these forums vary so widely from person to person. Someone who is new to the game, or not used to strafe-shooters would feel the aim assist to be fine, while someone who has been playing this game over a long period can now see that the tactics they used to use are being excessively impacted by this new system.
Overall, aim assist needs another look.
NOT to be left alone.
NOT to be removed entirely.
But to have the designers take another look into the mechanics and make sure it's working like it should.