@Eshshshss1. No, just because the data was taken from multiple players it does not rule out variability in the data. You cannot use large case studies like this with limited control to analyze something. You need to pit apples to apples. This data does not take into affect (or at least I don't think it does) player starting health, player mag count, player movement (ie if the player(s) in the gun fight are moving), how many shots came from one another (ie a 1v1 or a 1v1+). The type of data used in this study is purely for insight (meaning, general explanation without knowing the root cause) which studies like this usually lead to more controllable studies which target specific hypothesis. "Is a controller dominating at close ranges" would be a very difficult hypothesis to answer. You need to refine the hypothesis, but use the data from this study to do so.
2. Agreed, its really hard to say. Not sure we can discuss that here unless we go into firing range and do our own tests.
3. Fair enough. 🙂
You wrote: "No one is saying that AA does the aiming for you like full-on aimbot does, yet it is as clear that it does help and borderline between it and softer settings on aimbot in hands of a good player (with tracking skills) are quite blurred."
This is where I disagree. It does not take a "good" player and make them pro. Nor would it make a "pro" player and turn them bad. Later I provide specific details into this statement I make.
You wrote: "...Thus my point was and still is that if I get my aim to the same level on the controller that it is now on MNK (and it is not godlike by far) majority of these shots would be on target and I would clearly back up the stats from the research = win more close-range fights..." -
This is not how AA works tho. If you are missing those shots, AA will not bring the reticle to the enemy and thus allow you to make your hits. I have proof later on this. In addition, resolution and monitor size to matter in terms of AA. This is what is known as DPI (dots per inch) how many pixels occupy an inch of the monitor. Now I am not saying one person on specific settings will get better AA than another, but what I am saying is your measurements need to be in pixels not mm of your monitor.
You wrote: "Finally about implementation..."
I do not think they use AA as an exploit for actual hacks. There are games like valorent and others that don't exist for console that still have aimbot. Hacks I find need to be another conversation, but they do not relate to aim assist. Also, its not coulda shoulda woulda, they can still implement ways to detect aim bots/hacking. However, on console, one could use a strike pack controller, this will be VERY difficult to circumvent. But this ruins it for all players not just PC players on crossplay lobbies.
Now, here I discuss a more appropriate study to help identify the aim assist ability. Instead of looking at win/loss of input types (MNK, Controller), we need to look at ACCURACY. This will tell us which one is hitting their shots more instead of who is winning the fight. One can win fights because the other is of lower health, being shot from multiple people, etc. This will also eliminate the affect of "one clip kills", cause one clip with a spitfire is nowhere near the same as an R99.
Here I made a video of me playing on PC where AA is supposedly 0.4. It does very little in helping me land my shots. This video is what I am talking about when I ask for evidence and unbiased details.
https://youtu.be/uyZw-3l4tusAlso, my arguments have never been against giving players the option to turn off cross play. My argument has and always will be about the performance of AA and players on controller.