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I totally agree that inferior input should not be "balanced" and should suffer disadvantage same as PC hardware. Yes it is kinda "pay to win" situation yet if devs / community wants a pretty game that just rises hardware requirements vs CS:Go e.g. that runs on potato PC but looks equally bad... let it be so.
But e.g. if I don't get clear picture / visuals because I have old hardware, I am not getting some sort of magical boost or wallhack / enemy outlines. Nor should controller players receive boost for being linear and slow.
Still the biggest issue for me was (not sure it still applies) those cases where controller players seemingly spam guns like Wingman or hipfire guns that for MnK just don't hit at all e.g. snipers and still hit hard. That is unfair advantage aka your Sentinel + controller = shotgun vs actual shotguns.
On the other hand given the game people have to adjust. For me as MnK it is actually quite ok to play vs controller players even with above said typical example is me going to NA East where most play controller coming from EMEA = I get 100+ ping but still can easily hit people from mid/long range while they are useless unless hacking. I just keep my distance, play mobile legends and it is ok for me - I get advantage in mid/long range, they can better track me close range.
Working on my close range tracking actually has made me more competitive also at close range vs where I was initially when I just could not hit much at all. But it took some time to realized what I need to work on and how to improve + time to actually aimtrain and adjust settings accordingly.
In lower elo lobbies where controller shines over Mnk for me (not tied this myself, cant be bothered) = on MNK you rarely would play on low sense in Apex because of how big maps are, how vertically big they are, need to look around to be aware of what is going on etc. I mean Mnk could do that but they would totally negate the advantage of snappy movement, flicking etc. putting them at even more disadvantage given lack of aim assist on low sense.
While controller players seem by default give up on that part (why you in many cases see totally unaware, floor facing players running around map yet when it comes 1v1 actually winning those) and they can adjust their input basically 1:1 to Apex strafing speed = when you on the target you just pull the stick to the max and never get off it, add aim assist and jobs done, vs MNK that will micro adjust all the time. And that's my experience at least - I rarely lose fights like 0 vs 200 damage, it is more like enemy has 30-50 sometimes less health left = in many cases difference of 1-3 bullets.
Another typical mechanics of controller aim you can see is that MNK will try to anti-mirror and change directions while controller players usually will at most add random crouch while in most cases just strafe into one direction. For them above said if applied ensure basically 100% or close to that accuracy after locking in vs MnK usually tracking at best with 50-60% precision, add to that failed anti-mirror strafes and compensation for that => here is your reality of straight up 1v1s vs controller players (which you just should not take EVER no matter the input).
The rest is just combo of hacks + controllers which are now easier to mask given EA's way of treating hackers = where it all started with no-recoil scripts was people just said "I am on controller" in reality running aimbots and xims. When you face legit controller player even more so console player as Mnk you just know... they are just bots.
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