Tips for Balancing the Use of Gamepad and Keyboard-Mouse
[From the perspective of keyboard and mouse players, to put it simply, the current situation is unfair.] Lengthy Text:
In close-range gunfights, gamepad players can use aim assist to stabilize their aim, which can provide them with more reaction time and focus on the gunfight.., and a stable aim can provide them with more reaction time and focus on the gunfight. On the other hand, keyboard and mouse players cannot make mistakes when controlling the recoil and aim; otherwise, they will lose the gunfight against gamepads with high minimum thresholds when firing simultaneously. Keyboard and mouse players can use their character's movement to adjust their angles, but when it comes to close-range encounters, they have to make significant movements to throw off their opponent's aim, which can result in a loss of aim tracking when their opponent gets the upper hand.
Personally, I think gamepads are not problematic, nor is it a problem with the game's settings. The average reaction time of gamepad players is higher because of the aim assist's lower limit, which makes it more difficult for them to make mistakes.
This game is not a solo game but rather a team game, with three players in a squad. Having three stable and high threshold gamepad players is a terrifying thing, which makes them able to perform both offense and defense equally well. Would you dare to send a keyboard and mouse player to a one-on-one match against them? Strategically, they have an advantage in both attack and defense.
Moreover, a stable aim is the biggest advantage of gamepads in this game. It is similar to the feeling of watching cars passing by at an intersection in real life. However, if you take a camera to film them, you will need to ask the photographer how long it took them to follow the car (the camera also has aim assist). With aim assist, keyboard and mouse players do not need to spend much effort on aiming (compared to cameras without aim assist). They can simply follow the gun's small area with their eyes and center it in the middle of the screen, while the aim assist will handle the problem of the delayed reaction when the screen moves left and right.
Keyboard and mouse players, on the other hand, have to deal with the delayed reaction of moving their mouse horizontally. They can become proficient at controlling their aim smoothly by practicing with their mouse, but if the opponent is also moving left and right, the aim assist's advantage provided by gamepads will double.
To sum it up, it is necessary to separate players who use gamepads and keyboard and mouse players on different racetracks. However, it is evident that game developers do not want to do this. Therefore, the minimum threshold of gamepads should be increased to balance their reaction speed. For example, they should be required to take several shots by themselves before aim assist kicks in, instead of completely removing aim assist. Then, remove ts and then re-add it to the game settings so that both gamepad and keyboard and mouse players can use it.
Some people may suggest that players can always pick which platform they play on. However, aim assist will become increasingly accurate over time in combat, so the gamepad players' advantage will only grow stronger. Suppose we assume that gamepads' advantage is still present when they have to take several shots before aim assist kicks in. In that case, it will significantly reduce the unfairness between different platforms.
"Separate the race track for keyboard and mouse and gamepad players, but obviously they don't want to do that, otherwise they would have done it already.
Increase the activation cost for gamepads, to balance the reaction speed, for example, relying on one's own hand to follow a few shots before activating the auxiliary aim without the help of aiming assistance. Instead of completely removing the aiming assistance.
Some people might say that we could just keep "pick, but let me tell you, we make the aim assist more accurate as the battle goes on. Assuming that at the beginning, it takes 3 shots or 0.5 seconds to activate, I don't know, it may be some kind of bubble detection mechanism. When you move your screen away and then put it back on the target, the activation time for the next time is shortened to 0.3 seconds or 2 shots. In any case, the aim assist should be balanced with the average human reaction time. I tell you, there must be data in the background that can be used to balance this.
is not like asking for your life.
Putting a knife fighter and a runner together for a race, even boxing has weight categories. I don't believe that you don't understand the magnitude difference brought by reaction time in gun competitions."
I chose this title just to hope you see the situation from two perspectives. There's no problem with controllers, and there's no problem with keyboard and mouse. The problem lies in the difference in reaction speed and the lack of proper planning.
As a supplement, some people say that TS compensates for both methods, but anyone with some sense knows that it's not enough to compensate. In close to mid-range combat, the aim assist has absolute suppression power, and in this game, the vast majority of battles take place at these distances. To say that this is fair, that there is relative fairness between aim assist and TS is ridiculous. "Oh...! I dodge your bullet and then counterattack with one shot, and that's fair?"
It is true that it is unfair for controllers not to have access to TS, but it is not enough of a reason for you to be able to use aim assist unconditionally in competitive play. Let me be clear, the cost of using TS on a controller needs to be just as simple as using keyboard and mouse, so TS also needs to be unplugged and reinstalled.
Then please add the ability to move while searching the BODY, you can make it move horizontally while being fixed to the left or right.
This is a perspective on the use of keyboard and mouse and controller in electronic games. The use of aim assist can make it easier for players to maintain a stable screen, giving them more reaction time and focus. This makes it unfair for controller players in high TTK games.
I suggest balancing this unfairness by increasing the reaction time of controller players. This can be achieved by increasing the activation cost of aim assist for controller players. This will force them to rely more on their own skills and reaction time rather than on assisting tools.
This adjustment can retain the assistance of aim assist for newcomers while also balancing the competition between keyboard and mouse and controller players. Since they don't intend to separate keyboard and mouse and controller players in matches, please make compensations to ensure fair competition.
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I have come up with an interesting new TS design that can be used with both controllers and PCs. As the new auxiliary aiming system becomes more accurate over time as it follows the crosshair to the enemy, the new TS can help balance this.
The advantage of the controller is that the longer the battle, the more accurate it becomes. The disadvantage is that the view angle cannot be changed smoothly. The advantage of the keyboard and mouse is that the view angle can be changed significantly, but the disadvantage is that it is not as stable as the controller when it comes to aiming (yes, the keyboard and mouse do have fewer disadvantages in terms of mechanics).
I will start with the important means and then balance them with cost:
[Controller: Defensive Measures] Since the screen shift is naturally slow, I hope they can compensate for it in displacement. The new TS can activate at 40 degrees with a lower screen, while the keyboard and mouse require 60 degrees to activate. As for the auxiliary aiming, as it is more like a defensive compensation, I will classify the 0.4-second activation time here.
[Keyboard and Mouse: Offensive Measures] As battles naturally last longer for them, I hope they can shorten the battle time. I have not yet thought of a solution, so I plan to poison the cost of the controller's offensive measures.
[Handheld Controller: Attack Cost] That's right, poisoning from auxiliary aiming is not the way to go. Auxiliary aiming is a necessary compensation made to protect the screen from slow scrolling and the disadvantage of handheld controller devices (otherwise, your hand will cramp).
So here's a new concept and mechanism: after firing a weapon, all characters will have a 0.5 second delay before being able to use TS again. The bullets fired by the person who shoots second have a revenge mechanism. If the opponent shoots you while you are TS, the number of bullets they hit you with will slow them down when your bullets hit them in return.
The specific delay time of 0.5 seconds is not necessarily fixed, it must be set so that the auxiliary aiming on the handheld controller cannot accumulate quickly during the opponent's TS and cause damage (the delay time needs to be calculated based on the average reaction time of players in the backend).
Furthermore, a reward mechanism for auxiliary aiming is introduced. After activating the auxiliary aiming on an opponent, the longer you shoot with auxiliary aiming, the less time it will take to activate it again within a few seconds, encouraging longer battles with handheld controller
andheld controller is based on the slow screen movement and psychological pressure caused by the possibility of revenge.
Therefore, the defense mechanism for the handheld controller must also be calculated, and the 40-degree angle mentioned earlier may not be fixed. This will ensure that the movement time of the handheld controller matches the psychological pressure.
[Keyboard and Mouse: Defense Cost] The advantage of keyboard and mouse is that the player can quickly move and pan the screen with big movements. Therefore, two things need to be balanced: First, the activation angle of the TS must be increased; and second, the defense mechanism must be adjusted to make it more difficult for the player to move and pan the screen quickly.
If the opponent fires first, keyboard and mouse use TS to dodge bullets. The auxiliary sight value may only be fully accumulated and activated from the 1.5th barrel onwards, but at this point, the handguard has two options. One is to continue firing and let the auxiliary sight work, and the other is to stop firing before it lands, and then use TS first, but this will result in damage loss.
If the keyboard and mouse fire first, the handguard uses TS to dodge bullets. In the first barrel, the keyboard and mouse can hit more than the handguard, which means that I am not trying to increase the damage of the handguard, but rather to indirectly make the keyboard and mouse lose damage. If the keyboard and mouse cannot kill the handguard in one barrel, the accumulated auxiliary sight value of the handguard in revenge mode will become half a barrel, and the second barrel is where the handguard's advantage lies. Because the more accurately the keyboard and mouse hit, the handguard also has the revenge mechanism of TS bullets hitting. The auxiliary sight value that usually takes two barrels to accumulate is already unlocked in the first barrel.
I don't know how many barrels specifically, it depends on the backend data, but TTK needs to be balanced on both sides based on this logic.
TS also needs to reduce bullet speed on all platforms to compensate for each other.
Next, I think bullet deceleration needs to be balanced with the new TS, including when TS is not in use. I don't have specific backend data, but the goal is to "equalize each other's damage loss." This is the fundamental solution.
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Summary: Change the positioning system for video games. Here is a summary of my ideas:
I propose introducing a new compensation system (TS) to balance the advantages and disadvantages of using a controller versus a keyboard and mouse. Controllers are better at maintaining accuracy over longer periods of time, while keyboards and mice are better at making quick, large movements. I suggest providing compensation for controller movement speed, while providing an attack advantage for keyboard and mouse users. For controllers, I propose a new mechanism where players cannot use TS for a short period of time after firing. Players hit during the TS period will receive a "revenge" mechanism, and bullets hit after the TS period can slow down the enemy's speed. For keyboards and mice, I hope to increase the activation angle required for TS and balance the two platforms or the first pipe of the controller. The design concept starts with the controller and balances each other through damage, which needs to be more detailed to meet the TTK of APEX, to meet what players really want, rather than theoretical balance. (Like the current idiotic situation) Therefore, the proposed data is for reference only, and the accuracy is not accurate without background data.
Translated by chatgpt.