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RaginSam's avatar
RaginSam
Seasoned Ace
2 years ago

So I tried a Controller for a few days

I've been trying out a controller for the better part of this past week to see if Aim Assist is really that strong, it is.

One issue I had when playing against Console players is that they would shoot me before I could even see them. I believe one of the culprits for this is that you can actually track enemies behind the wall near the edges at times! It's especially noticeable when playing on the C objective of Redacted, you can actually fully track enemies through the thinner-walled structures. When I was complaining about Consoles feeling like they're on a different time line, or that PC players are placed behind them a tick, I think this contributed to that quite a bit. I still believe there is something up with Lag Compensation though. I'm kind of a night owl, and playing late at night becomes very frustrating.

There is near ZERO recoil with the weapons that I normally use, like the M5A3 and PP-29. With Smg's, I was confidently hitting targets that I wouldn't normally bother with. Less recoil also means less spread. Everything was a laser basically. With TTK being so low, this is a huge advantage.

Snap to Target and Rotational Assist are no joke when using a Shotgun, I RARELY missed a shot. I was using my alt account when testing this, and I managed to get 90.7% accuracy with the MCS-880! I didn't use it prior to using a Controller, and that accuracy is with over 200 kills. I'm definitely not that confident, or accurate with a mouse.

Overall, it just felt like I didn't have to concentrate as hard because the aiming was mostly taken care of. This allowed me to focus more on my movement, which let me play aggressively more confidently. I performed relatively similarly when switching back and forth, but I also have 1,000's of hours under my belt playing shooters with MnK.

Some thoughts for future balancing.

- Recoil should not be reduced by 25% for Controller players. Maybe 10-15%, but 2042 already having fairly low recoil to begin with, 25% reduction seems like a bit much.

- Snap to Target should be reverted to either what previous BF games had or somewhere in between 2042 and BFV.

- Rotational assist should NOT track through ANY walls, or the edge of walls. I don't think that this was intended, but this really needs to get cleaned up.

It was an interesting experience. I think it's easier for new players, especially using iron sights to land shots when using a Controller. It can take several hours to get acclimated with how aiming works in a new Shooter game when using MnK. Regarding Crossplay, I think that it's less of an issue now and it has more to do with how the different assist are tuned.

46 Replies


  • @RaginSam wrote:

    @YT_SMKGAMINGKeep in mind, it's not just a Console thing, you can obviously use a controller on PC as well.

    I still stand by everything I've written in this thread. Aim assist will definitely stick to a player coming out of cover, you have to give the game some input though. Like I've said before, aim assist kicks in more when you give the sticks even a little bit of input. Otherwise it will not fully track an enemy.

    I've seen players move like MnK players using a controller. I've watched many streamers, YouTubers, and friends use controllers. Not everyone can manage that type of movement, and I'll agree that it is easier on a keyboard, but there's plenty of people out there that can do it. Are they doing that weird claw grip thing, or maybe using paddles? I don't know, but watching them play, it would be hard for me to be 100% sure that they were on controller at times.


    Or they map jump to LB and crouch to RS like you're supposed to.

  • @RaginSam "you have to give the game some input though. Like I've said before, aim assist kicks in more when you give the sticks even a little bit of input. Otherwise it will not fully track an enemy" It will not aid tracking at all without stick input. No input and the player runs away, if you don't attempt to follow or don't put enough input in, the player runs away. And when I say input, this isn't with the aiming stick, tracking only kicks in with the left stick. Your own player has to be moving too.

    Paddles help players perform actions without taking the thumbs off the sticks. But only those who are somewhat serious bother with an elite or pro type controller. But even these cannot mimic pc movement. This is not my opinion, this is simply how it is. Analogue sticks do not produce instant movement. If you want to strafe and move to the right first you fully push the stick to try and reach max acceleration as fast as possible. That movement not only takes longer than a "D" key press, but even when you have it fully pressed to the right, that isn't maximum speed, not right away. So by the time you then want to go left not only have you more distance to cover with the stick to push it to the left from the right, but you didn't even move that fast to the right to begin with. What it ends up looking like is a side shuffle. Decreasing deadzones, changing response curves and increasing sensitivity can help with this. But will never be instant and max speed like pc players can do with the adad spam. Youtubers and content creators are not a reflection of the wider player base. We have pro controllers, we have paddles that can help us. But looking at it from a hardware perspective, it can never be as good.

    This is why all these assists are there in the first place, aiming and movement is inferior. The assists are aimed at trying to balance all that out.
  • @BFPlayer10No it doesn't, I look forward to your video evidence on this. You always have to have input on the sticks to have tracking help out. You literally haven't mentioned a single proper name for the forms of AA in the game. Aimbot? You referring to snap aim? it snaps to target, but does not track either

    https://youtu.be/-TjeMlhkN74

  • BFPlayer10's avatar
    BFPlayer10
    2 years ago

    @YT_SMKGAMING wrote:

    @BFPlayer10No it doesn't, I look forward to your video evidence on this. You always have to have input on the sticks to have tracking help out. You literally haven't mentioned a single proper name for the forms of AA in the game. Aimbot? You referring to snap aim? it snaps to target, but does not track either

    https://youtu.be/-TjeMlhkN74


    I'm going from ingame experience. Any player can walk in front of your crosshairs and it will drag as the player passes by. This has been confirmed by Quagsie in an Enders video on crossplay over a year ago. Sorry, I dont clip footage of stupid stuff like this. I will call aimbot what I like. You know very well what I'm talking about, no need to make me conform to terms i will not use.

  • @BFPlayer10Not if there is no input on the sticks. A player standing still and player runs past, nothing will happen. All the information I have on aa in Battlefield has come from Julian Manolov aka _jjju_ who helped code AA in battlefield since BF4. Plus my hundreds of hours testing it in portal servers 

  • BFPlayer10's avatar
    BFPlayer10
    2 years ago

    @YT_SMKGAMING wrote:

    @BFPlayer10Not if there is no input on the sticks. A player standing still and player runs past, nothing will happen. All the information I have on aa in Battlefield has come from Julian Manolov aka _jjju_ who helped code AA in battlefield since BF4. Plus my hundreds of hours testing it in portal servers 


    Fair enough. I never said you don't have to be moving for it to work. Regardless, regular aim assist as you might call it should not be doing that. That is a trait of "rotational aim assist". Bugs do occur in this game from time to time.

    As for movement on a controller, nothing is stopping anyone from mapping movement to the d-pad, jump to LB, and crouch to RS. I own a controller with paddles and I can assure you, it is not necessary to use paddles because I use the exact same controller mapping on a regular controller (paddles mapped to the sticks, and sticks disabled to prevent wear & tear).

    Changing controls should not be seen as anything above casual. If someone is going to spend an average of 2-3 working hours to pay for a video game, it should be expected that they can spend a few minutes in the settings menu to change their settings. The definition of casual in modern gaming is becoming a synonym for what we used to call being completely brain-dead.

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