You can go and test this right now if you want… in the shooting range with the sidekick, aim between the spartan’s legs, inside and out, and close to the elbows and waist, you will see that the crosshair has to either be very close to center of the bloom point when you fire for it to even register a hit, or around in between the small and big circle of the crosshair to register a hit… I’d like to point out that I’ve tested rather rigorously whether the bullet magnetism values for both input types are the same, and they honestly are exactly the same, but what I HAVE found is weird tho is the bullet magnetism per weapons differ depending on what part of the body you aim at, at least it seems this way for precision weapons… Give kbm the same hitboxes as controller across all playlists, so at least the gap can somewhat be bridged without directly affecting controller players experiences.ģ43 need to fix this sooner rather than later of they want kbm to even be a thing in Infinite, but with all the attention being on cosmetics atm (which imo is a bit of a red herring), I fear this issue will be swept under the rug for months, or even years, before it’s properly addressed. I don’t know if kbm has magnetism at all, but whatever it may have pales in comparison to what controller has. Second: bullet magnetism needs to be given to mnk to match controller. For all other playlists and campaign, keep AA values as they are so casuals consile players can enjoy the game as they please. While there are a few things they could probably try, it is essential that they do at least these two things:įirst: They need to create a separate ‘hcs crossplay’ playlist with separate AA values (like Apex does), which results in kbm and controller accuracy being approximately equal, and make those settings the competitive settings used in tournaments moving forward. If the issue is not addressed soon, the game will be another mcc, a shadow of its potential, with what is essentially a non-existent pc community. Pc players are already leaving in droves, and as if the reputation wasn’t there already, it is more and more being considered by many as simply impossible to compete on with kbm. Some may be tempted to say that kbm is new to pc and therefore pc players just need to git gud, but actually, halo has been on pc since 2003, and shooters have been around on pc for even longer, so that argument has not a leg to stand on. Yet if you compare the data, the median difference between cohorts is over 12%. There is no logical reason to believe the average (50th percentile) controller player is more mechanically gifted than the average kbm player (nor the other way around for that matter). With that said, what I do think is an apt comparison is the second half of the data, comparing the 50th percentile of each input. Most actual kbm pros are busy playing their own games. While I’m sure the top 100 kbm players comprise of some cracked individuals, you can be pretty sure that none or very few of them are actual pros. The top 100 controller players comprise almost exclusively of pros or semi pros, who are pushing their input to the limit of what is possible. In particular, the comparison of top 100 controller vs top 100 kbm players, showing a whopping 16.4% median difference in accuracy between the groups, isn’t what I would describe as an apt comparison. While there is clearly a problem, I first want to make clear that the data provided indicates controller has a greater advantage than it actually does. com/r/halo/comments/r3es60/accuracy_stats_for_kbm_vs_controller/?utm_medium=android_app&utm_source=share For those unfamiliar, here is the original: If you’ve been following the kbm vs controller discussion, you’ve no doubt seen the reddit thread showing a comparison between controller and kbm accuracies going around.
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