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Beren Hurin
The Vanguardians
1423
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Posted - 2013.09.05 20:37:00 -
[1] - Quote
That is to say, you can't compare them. The way the client/server deals with their input is very different.
DS3 is/was an order of magnitude more difficult to manage and control than the keyboard (as far as aiming and tracking are concerned).
Reason 1: Strafing. In 1.3 strafing could be down with KBM with more ease, faster acceleration, and with more random rhythm than with DS3 sticks. This shouldn't take much explaining. You can tap ADADAD a lot faster than you can pivot a stick. Not to mention KB input creates instant acceleration, not the 'nearly instant' that the DS3 does.
Reason 2: Residual input and input acceleration. With a mouse, depending on how fast you move it it will cross the screen at a rate proportional to speed, this is like the DS3 sticks. But this is where the similarity stops. Mouse movement IS reticle movement. DS3 movement is a force. When you stop moving the mouse the reticle stops. When you let up on the DS3 stick, there is residual movement. This is VERY difficult to manage with moving targets and makes KBM a MUCH EASIER tool for tracking because you have SO MUCH MORE control over stopping acceleration. The mental prediction and correction with a mouse in adjusting aim is by far easier than controlling acceleration from some sliding logarithmic predefined acceleration amount that differs from ADS and hipfire for DS3 input.
Reason 3: Latency. Because of the above reasons when there is any small bit of latency in your connection, the drawbacks of the DS3 are compounded. Knowing when your input of acceleration are going to take effect on your reticle becomes that much more unpredictable. With mouse, correction becomes A LOT EASIER with choppy frame rate. So given two equal connection speeds, KBM has a good advantage. Given two equally crappy connections the KBM has a significant advantage.
Therefore what aim-assist does is it helps to negate the effect of the DS3's residual (returning-to-center) stick movement, by letting the way in which a player lands on target happen on a 'force curve' that lets them cut off stick input more smoothly, whereas before it had to be more sudden and often with a re-correction.
Finally in a related note....this horse is not dead yet, it must be beaten A LOT MORE.
People are dying faster because more bullets are hitting. More bullets are hitting because MORE BULLETS ARE HITTING. More bullets are hitting because of SOME better aiming AND BECAUSE OF HIT DETECTION IMPROVEMENTS. Hit detection improvements means MORE BULLETS ARE HITTING.
If you go toe to toe with a HIGH DAMAGE and HIGH ROF weapon, somebody is going to die FAST. Easy mode is off now.
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Beren Hurin
The Vanguardians
1424
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Posted - 2013.09.05 20:53:00 -
[2] - Quote
Baal Roo wrote:Have you hipfired any of the medium-long range weapons? If you're aiming down sights now, you're just making aiming harder, even at long range. Just point in their general direction and move left and right a bit, when the reticle turns red fire until they're dead. Rinse/repeat.
"Easy mode" is most definitely now ON for any of us using DS3. If this comment corresponds to anything, it has more to do with the design drawbacks of hitscan and not to aim-assist. You are't even commenting on the difficulty of dealing with indirect acceleration control on DS3 vs. direct acceleration control with mouse.
The nature of hip fire with DS3 with med-long range weapons is still more difficult at their medium to long ideal range than it is with a KBM, and it was immensely more difficult before.
If they should look at anything next, it should be the effect of movement on the hitscan mechanic, tuning guns to their effective and intended racial profile/ damage application design but this would likely result in yet another nerf to strafing. |
Beren Hurin
The Vanguardians
1427
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Posted - 2013.09.05 20:58:00 -
[3] - Quote
XiBravo wrote:Beren i have a feeling you do not use kb/m and ds3. I use mouse only and disagree with most of what you have to say.
Specifically what do you disagree with, explain why, please. I'm pretty confident that user input works as I've described and contributes to difficulty in the way I've described. |
Beren Hurin
The Vanguardians
1449
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Posted - 2013.09.07 03:07:00 -
[4] - Quote
https://www.youtube.com/watch?v=qMqe6MhXY6Y
Interesting video of someone testing the AA.
I'm really thinking that if you watch this you will see how the AA is working. It stats to track when a moving target gets in you cosshairs. Therefore, probably one of the ways you can throw it off is to strafe in and out of cover, or behind object tat will turn off the crosshairs from being red, It shouldn't tack you any longer because the crosshairs will stop, but not pull the crosshairs to you. I am not on at the moment to be able to test this until late this next week. |
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