[quote]Can we stop with this "second class" gameplay for controller players and make it actually an equal playfield already, Bungie? I rather have less aim assistance and "bullet bending" if that means I flinch as little as a Mouse user on PC with flinch protection mods on. It was always annoying on controller in PvP and always will be as long as it remains unequally balanced.
It is already hard enough to fight the recoil pattern. But getting flinched at the same time makes it 3-4x worse. Even with the mods on. If Controller players are still forced to play against M/K on PC anyways (due to your laziness to implement input-based matchmaking), at least give us that so it is less horrible to play a game with an already less precise input device than a mouse.[/quote]
Flinch doesn’t change based on you input.
Controller has less bunker bending, but has reticle friction.
MnK has no reticle friction, but has tighter accuracy cones and more bullet bending.
Edit: 20-40% less recoil depending on the weapon type as well.
Differences between the inputs are there to balance them as much as possible. Nothing shy of matching based on input device would ever put this debate to bed.
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You can literally test it ingame. Bungie even said before the release of the PC version that Mouse will have less recoil and flinch because "it doesn't feel nice to have to move your mouse so much to stay on target". They even adjusted it when crossplay went live. https://gamingbolt.com/destiny-2-weapon-recoil-changes-on-pc-sword-nerfs-and-more-incoming
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[quote]You can literally test it ingame. Bungie even said before the release of the PC version that Mouse will have less recoil and flinch because "it doesn't feel nice to have to move your mouse so much to stay on target". They even adjusted it when crossplay went live. https://gamingbolt.com/destiny-2-weapon-recoil-changes-on-pc-sword-nerfs-and-more-incoming[/quote] Mercules listed all differences in an episode of the firing range podcast. Flinch was not one of them. Recoil is separate from flinch and they’ve even stated that the bonus stability granted to mnk doesn’t affect flinch.
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Even if that is so, that still means a Mouse user has still to fight less recoil than a controller user, ergo having to put much less effort into aiming precisely under fire (both incoming and outgoing) than a controller user. Ergo making gunfights easier for them to win.
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[quote]Even if that is so, that still means a Mouse user has still to fight less recoil than a controller user, ergo having to put much less effort into aiming precisely under fire (both incoming and outgoing) than a controller user. Ergo making gunfights easier for them to win.[/quote] Yes and that in order to balance the inputs. There are differences between them, so they have to be balanced differently. Trust me, you don’t want mnk to be balanced like a controller. Reticle friction makes of for the controller’s worse ability to track using a thumb stick compared to a mouse. High stability in mnk reduces how much dragging down someone has to do to manage recoil on mnk. There’s differences balance the inputs as best as possible and keep both feeling good to play. Which one is better is completely subjective.
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[quote]Which one is better is completely subjective.[/quote] It is not. A mouse user can turn around faster, more precise, can use a keyboard more effectively for specific button mapping. A controller can't turn around faster in a precise fashion, is in general less precise and relies on double-mapping of button functions due to the limited buttons. Controller is in every standard aspect inferior to a mouse. Only real advantage a controller has, is that the sticks give limitless input due to their analog functionality, while a mouse relies on DPI values and space on your desk which are both not trigger-able indefinitely. And the Crucible clearly shows. A mouse user can use a Hand Cannon on ranges a controller player NEVER would be able to, simply due to imprecision of the sticks. They can get into cover 2-3x faster and turn around also within a split second, resulting in them having options to evade and dodge damage more reactive and better than any controller player could. And on top of that they still have 20% less recoil on average compared to a controller player. They have barely to move their mouse to keep their gun on target, while a controller player most of the time has to hold the stick continuously downwards to achieve that. The only thing that (as you say) is equal is the flinch values, which in addition with the 20% less recoil of most guns on mouse result in a [Flinch: 100% | Recoil: 80%] to [Flinch: 100% | Recoil: 100%] compared mouse to controller ratio. That's not balancing, that's making the average player feel worse than they should. A comment under a youtube video I had a similar discussion with, hits it really well imo. [quote]Controller is better at the highest levels of play because of it's strengths, [b]that being said, there is a fast-pace way of playing pvp on mnk that can exploit the weaknesses controller has[/b], that don't really show up in controller vs controller. Which honestly leads to the feeling that console players are kind of sheltered in pvp, as the best pc players are controller, but console players complain about mnk players[/quote]
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All of that is your opinion. You’re not right, nor are you wrong.
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I would agree to that conclusion, IF I wouldn't feel a fundamental difference between both platforms all the time. I play now since half a year on PC again, after playing during Shadowkeep entirely on PC and otherwise always on Console. It is a difference as clear as night and day. Both due to the input device differences AND the differences in Players. All I want is either Input-based matchmaking with game settings that can only be changed on Game Restart (aka, you can't switch to M/K on PC by moving your mouse, you have to change game settings and restart the game for that) or evening out the controller gameplay even more for the competition against mouse and keyboard on PC.
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[quote]I would agree to that conclusion, IF I wouldn't feel a fundamental difference between both platforms all the time. I play now since half a year on PC again, after playing during Shadowkeep entirely on PC and otherwise always on Console. It is a difference as clear as night and day. Both due to the input device differences AND the differences in Players. All I want is either Input-based matchmaking with game settings that can only be changed on Game Restart (aka, you can't switch to M/K on PC by moving your mouse, you have to change game settings and restart the game for that) or evening out the controller gameplay even more for the competition against mouse and keyboard on PC.[/quote] Input based matchmaking is the only solution. When both are together, someone will complain about it.
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Well, then help support the request of it :)
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[quote]Well, then help support the request of it :)[/quote] I play console, I already have it, lmao
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Fair enough. I switched to PC because my PC is now 2-3x more powerful than my Xbox Series S is.