bilderberg
Member
This isn't going to be a "controllers are better than m/kb" argument. In fact, when it comes to modern game design, I think m/kb(mouse specifically) sort of breaks the game by being too good. Games today are just designed around the abilities and limitations of a controller. Destiny 2 is a good example. Character models are large, they have pretty slow and predictable movement patterns, headshot hitboxes are bigger than a human size head, etc. Playing Destiny 2 with a m/kb feels more like whack a mole than the strategic back and forth sandbox Bungie are probably hoping for. All stats being equal, there's really no reason not to use the hand cannon for just about everything. It's just too easy to get headshots. I'll switch over to m/kb for pvp because you have to when everyone else is using a m/kb, but pve is just more fun and balanced around a controller I feel.
Recently playing through the Ghost Recon Breakpoint beta, I'm in a scenario where i'm coming up on a squad of guys. The game obviously wants me to feel some tension. I'm being told to just stealth on by and avoid detection, they're all moving in around me, wow this should be pretty suspenseful! Instead, I just head shot the whole squad one by one, John Wick style, before any one of them even knows what's going on. I never would have been able to do that so easily with a controller.
There's few games I feel work better with m/kb. Doom and Wolfenstien being a few, but for just about everything else, I don't feel hampered using a controller. These games are built and balanced with controllers in mind. Now you could say "just put the difficulty up" but that's not a good solution. My idea of a good challenge isn't to just make the player's weapon's shit and give the enemy a.i. aim bot levels of reaction speed and accuracy. The "lol using a controller" argument made sense when trying to play quake or unreal on consoles, but if you can't use a controller for today's games than you're just shit. It's not the controllers fault.
Recently playing through the Ghost Recon Breakpoint beta, I'm in a scenario where i'm coming up on a squad of guys. The game obviously wants me to feel some tension. I'm being told to just stealth on by and avoid detection, they're all moving in around me, wow this should be pretty suspenseful! Instead, I just head shot the whole squad one by one, John Wick style, before any one of them even knows what's going on. I never would have been able to do that so easily with a controller.
There's few games I feel work better with m/kb. Doom and Wolfenstien being a few, but for just about everything else, I don't feel hampered using a controller. These games are built and balanced with controllers in mind. Now you could say "just put the difficulty up" but that's not a good solution. My idea of a good challenge isn't to just make the player's weapon's shit and give the enemy a.i. aim bot levels of reaction speed and accuracy. The "lol using a controller" argument made sense when trying to play quake or unreal on consoles, but if you can't use a controller for today's games than you're just shit. It's not the controllers fault.