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When you're fighting controls more than fighting your enemies you aren't really playing the game. You're in the world, doing stuff, but you're missing the whole point of being there. For PvE games it's fine but you're never going to be competitive with a controller in a PvP game.
Aim assist is great for super close really bad for long range leads.
It's not possible to get 'owned' by controller players given that they can't hit the side of a barn.
Aim assist is not a recent trend introduced by developers. It has been a standard feature for decades with franchises like Halo (notably Halo 3 on Xbox 360), Call of Duty, and Gears of War all using it to some extent. To suggest this is a "new" phenomenon is inaccurate.
In Apex, aim assist is still present across all platforms. Tournaments are not dominated by controller players due to aim assist. The majority of successful Apex pros continue to use keyboard and mouse (KBM) and very few actually stuck with controller.
KBM offers numerous advantages over controller aim assist, such as:
- Instant 180-degree turns via mouse movement.
- DPI Shift for aiming on pretty much any mouse.
- The ability to strafe while looting.
- Tap-strafing and super-gliding.
- Separate input bindings for actions like opening doors, interacting, and reviving.
It’s true that controllers have a higher skill floor. If two players with one hour of gameplay each were to gunfight, then the controller player is taking it.
However what is also true is that controllers have a far lower skill ceiling and KBM has a far higher Skill ceiling. If two players with 1000 hours of gameplay were to gunfight, the KBM player is going to win most of the time assuming they have equal game sense. KBM players consistently outperform controller players due to the inherent limitations of joystick precision.
For a game like Strinova controller support is essential as platforms like Xbox and PlayStation require it. Ignoring these platforms would be throwing away revenue.
What's important is that aim assist is balanced and fair. This could be achieved with a ham-fisted solution such as input-segregated lobbies, or simply finding a middle-ground coefficient for aim stickiness. This is not a new problem. Many games have successfully navigated it for over 20 years.
Is anyone here a beta tester? Did they add aim assist
2.全服补偿八个赛季通行证少的40抽,或者按购买记录补偿
3.艾卡和蝴蝶皮肤给购买过的玩家原价退还晶核,皮肤改成基弦购买并永久上架
4.心夏和飞鲨的卡池金皮,国服拥有的玩家补偿金皮自选券
5.国际服开首冲双倍和限时累充活动,持续时间与当初国服一致
6.国服和国际服未来不再出现售价不一致的情况。
7.红皮自选次数
8.对于国服和国际服福利不一样进行补偿