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Edited by o0MrCheesy0o: 5/31/2013 12:03:18 PM
3

Battle of the Inputs: Mouse versus Analog-stick

Mouse

10

Analog-stick

7

Many seem to think of the mouse as a quaint, or perhaps an outdated method for playing a first-person shooter. However, it's still the superior method of input. Analog-sticks are slow, cumbersome and faulty. Every used a game-pad with a "loose" analog-stick? When an analog-stick is untouched it should return to its neutral position, but if it's a bit loose it won't. It'll be off-center slightly, and a game without a dead-zone will result in your character slowly spinning in whatever direction the analog-stick is lolling in. Dead-zones prevent this unwanted movement by creating a small zone near the center where input is ignored, or greatly lessened - making fine adjustments to your aim either excruciatingly difficult or impossible. Using an analog-stick to navigate in a first-person shooter is just cumbersome. If you want to turn 90° or 180° you have to fully extend the rod and wait till the motion is completed. That's valuable time you're wasting, and time in which you're vulnerable. If you increase your sensitivity to fasten the motion you lose accuracy potential. If you decrease your sensitivity to gain accuracy potential you become slower. It's so awkward developers have resorted to prepackaging aim-bots into your games. If an opponent walks into your cross-hair the game will automatically assist your tracking to a degree. Halo players have termed this phenomena as "sticky reticule". Bullet magnetism exists too, in which bullets are attracted to players within a certain vicinity, in much the same way iron is attracted to a magnet. Contrary to popular belief these "aim-assist" mechanics have nothing to do with latency, but are the result of a retarded form of input. It'd be nice if consoles supported mice and keyboards, because analog-sticks aren't just a bottle-neck to the end-user they also restrict the type of games that can be made. The old fast-paced arena first-person shooters simply don't work with the cumbersome, restrictive, retarded analog-sticks we have today - it's like riding a bike with square wheels. The genre has adapted to the input, and so we now have slow, campy games with in-built aim-bots. People say Halo 4 was "handicapped", but the series was handicapped when it was released on console: [url=http://www.youtube.com/watch?v=xqdnszCfGk0]Halo: Combat Evolved[/url] (2001), and [url=http://www.youtube.com/watch?v=N0R-9pR0aZM]Quake Live[/url] - the inspiration for Halo's multiplayer-, compare the two. The genre's been going down-hill. Mouse and keyboard support wouldn't just help the first-person shooter genre either, but other genres like real-time strategy games, and multiplayer online battle arenas (I heard LoL was inbound for the Xbox One). If you're a fan of first-person shooters why have you stuck to consoles?

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