@SolitaryMassacre
1. sure we can nitpick every detail like that, in this case, no study actually shows anything except ones that can be replicated to a 100% accuracy, same variables over and over again... geez.
Plus your arguments posted here can work for and against each input, that's why it is a study, which on the one hand tries to get as much data as possible at the same time not surveying for 100 years to cover all possible scenarios which in turn is done via data extrapolation.
I brought this up either in this thread or similar before - you can't just clone two players and make them 100% equally skilled, then give one MNK other controller and get final results regarding what is better, not in this world.
2. regarding the all points made about AA... dude clearly you are preaching your idea and missing a lot of points that I make during my posts. Please re-read my posts, don't want to rewrite them with highlights, etc.
Thanks for the video, comments on that one from my side:
- you are playing arenas - in my opinion, less competitive environment than BR plus most of the fights take place in close range no matter the map or team composition - can't compare how good/bad players are in mid/long range
- you are playing regular arenas = skill level of yours as well as enemies are questionable here, as said in my previous posts I would tend to think that controller = AA makes an average player reach a good player level almost instantly, yet in the hands of a bad play it is still bad
- regarding what AA does, here is my explanation using a screenshot from your video: https://prnt.sc/25opgjl <- green line is the path of your cursor, red lines are what usually happens with me on MNK. AA does implement a slight delay, let's call it breaks when you approach a target and while MNK just overshoots it most of the time, the controller player has constant feedback that "hey you need to slow down now" which is the essential part in close range fights. Here is me with Eva on D4 level: https://youtu.be/io5UXU1J2o0 <- slow it down if needed and see how I overshot all 4 times, potentially getting 1 complete no-reg, potentially 1 more partial which would not make much of a difference to be honest.
Official reply https://answers.ea.com/t5/Bug-Reports/Shots-not-registering/m-p/10701930#M69733 game has predictive logics, crosshair can't be trusted, if you hipfire bullet spread is not indicative to the crosshair. Basically what I get out of this info and more I read on the topic is that in Apex due to how servers work when you shoot an enemy game still predicts a lot of stuff like was enemy actually there, how random was bullet spread if you did hipfire, accordingly it can reg full hit, partial or no-reg.
In my opinion (guess and potential discussion for the next topic) - AA also helps, forces the game to predict hits more accurately more often than not. E.g. you have 1v1 with Eva - you keep hitting 7s and 9s while other player hits 60+ constantly thanks to AA/game prediction.