DesertMummy said:
Holy Christ, I think I just lost faith in people, all people. It doesn't matter what you use, neither is definitively better than the other, It all comes down to what you personally prefer.
See, it has less to do with personal preference (playing with a gamepad on SP is just fine) as he's talking about competitive MP. Simply put, he'll get destroyed against M&K on a fast-paced FPS, especially without aim-assist.
Here's what a dev of Monday Night Combat, a
console developer, had to say about it.
It all comes down to how each input mechanism affects your ability to turn. On a console, the angle in which a player can turn is a function of both time and displacement of the thumb stick. No matter how far players want to turn, they have to pay a time cost. Even at the highest controller sensitivity, there is a time cost to be paid. On a PC the angle of turn is a direct mapping of how far you move the mouse. The time cost is variable and the better players get that time cost to approach zero.
Now, on consoles we use an array of aim helping mechanisms all in an attempt to help with this time cost. View acceleration allows that time cost to not be linear from distance the thumb stick is moved. It?s an attempt to guess that if players jam their thumb stick to one side and hold it they want to spin quickly, but if they slam it to one side and release they want to make a fast minor adjustment. So at the beginning of the time cost the rate of turn is slower and it speeds up exponentially, to a cap, as time goes by.
View friction slows down the player?s turn speed when an enemy passes in front of their cursor. This makes it so they can shortcut that time cost by allowing players to turn up the sensitivity, thus lowering the time cost, but make it so that the turn rate slows down when you have an enemy in their sights. Hopefully, this makes it easier to get a target in the crosshairs.
View adhesion, which will cause the player?s cursor to adhere to enemies passing in front of the player, is an attempt at taking the time cost away. This mechanic tries to match the player?s turn rate to a target moving in front of the player. Thus trying to remove the time cost for moving targets that should be easily hit.
Aim attraction is the last console helping mechanism. This is a system that takes a shot you make, sees if it?s going to be close to a target, and adjust that shot ever so slightly so that it hits. This doesn?t directly affect the time cost but does give some perceived precision to shooting on a console.
Now, all these systems sound like cheating but they all revolve around the same concept; make the time to aim as small as possible. None of these systems are needed on the PC because that time can get to be nearly zero by sheer player skill.
The result?
http://www.tomshardware.com/news/xbox-360-windows-live-gaming-voodoopc-rahul-sood,10924.html