Titanfall 2 has the hip fire and ADS accuracy the same since the game is centered around wall running and advanced movement, but ADS zooms in so it's easier to see the target.
Everyone is also outlined in red within a certain distance so, very arcade.
You move at ~50% of the speed most of the time while ADS-ing, and the movement is already much slower (since ADS generally means some form of realism, with realistic movement speed).
Aiming and shooting in a game with ADS is, as such, much easier than in an AFPS, for instance, where you have to handle both at full speed continuously. Being a long time FPS gamer, ADS-based game is basically just like standing straight up at this point, that's also why there's such a strong emphasis on recoil / spread, otherwise it would be extremely easy (something old-school FPS don't have to rely on).
What kind of guns there are, what kind of enemies you face, what kind of weapons they're armed with, and what kind of combat environments you can expect.
Generally though, I like a good mix of the two. Even better when different guns and gun attachments/customization options allow you to min-max a bit to balance out the performance factors that affect the overall direction of how the gun handles.
Also, fuck instagib "hitscan" ballistics/hit detection. I legitimately can't believe Counterstrike is still using that shit.
I was watching something that raised a good point, that ADS is put in to places where it doesn't belong. Titanfall being a good example. It's supposed to be a fast wall running thing, ADS is a temptation that pulls you away from that.
I'm all for ADS, so long as that pace is the point of the game.
You already know you're shooting at the cursor in the center of the screen, so ADS is just an annoyance that adds a step and messes with visibility.
You could not have a cursor on the screen to force its utility, but why bother? One wants to aim and shoot, not aim, bring up some nonsense to your face, retarget and shoot. I'd rather that gameplay additions be placed on improving movement rather than aiming nonsense than makes gameplay more sluggish.
Then again I'm more of a double jump & dash kind of guy.
Squad does it right, imo. ADS is the way to go almost all the time. But if you're clearing rooms in a house ADS through a 4X scope may not be ideal. At such times you can hip fire, but there is no crosshairs.
Double-barred shotgun sticking out of your mouth right down the center of the screen with no reloading the way God and Romero intended.
Both.
ADS is better for realism and skill, all hip fire is more for arcadey bs when I want to just go shoot things and relax
most games with ads have aim assist turned up to 11 when the ads button is pressed.
In my experience, it's less common on pc and only common on console games.
Titanfall 2 has the hip fire and ADS accuracy the same since the game is centered around wall running and advanced movement, but ADS zooms in so it's easier to see the target.
Everyone is also outlined in red within a certain distance so, very arcade.
Yea, depends on the game. Both are fine. Hell, you can have both in the same game, e.g. hipfire for close range and sights for long range.
CoD et all did that since the start, or near enough.
Ah yeah, cause shooting OR moving, takes more skill than shooting AND moving at the same time...
You can move and ADS at the same time in most games, at least on PC. So I have no idea what retarded shit you're talking about here.
It's also how you actually shoot most of the time, but I've only done shooting competitions for 7 or 8 years now, so what do I know
You move at ~50% of the speed most of the time while ADS-ing, and the movement is already much slower (since ADS generally means some form of realism, with realistic movement speed).
Aiming and shooting in a game with ADS is, as such, much easier than in an AFPS, for instance, where you have to handle both at full speed continuously. Being a long time FPS gamer, ADS-based game is basically just like standing straight up at this point, that's also why there's such a strong emphasis on recoil / spread, otherwise it would be extremely easy (something old-school FPS don't have to rely on).
Use both as you need.
Playing DOOM 2016 & Eternal gets extremely awkward when you're used to sights, as it doesn't have them except for very particular rifle modules.
Less inputs to get the same result is typically better gameplay.
ADS for milsim games. Regular aim for shooters that are actually fun.
Depends on the kind of shooter it is:
What kind of guns there are, what kind of enemies you face, what kind of weapons they're armed with, and what kind of combat environments you can expect.
Generally though, I like a good mix of the two. Even better when different guns and gun attachments/customization options allow you to min-max a bit to balance out the performance factors that affect the overall direction of how the gun handles.
Also, fuck instagib "hitscan" ballistics/hit detection. I legitimately can't believe Counterstrike is still using that shit.
This is the difference between tactical games and arena shooters. ADS slows down movement. Arena shooters are about speed.
Both can work or be shit depending on implementation and intended gameplay design.
It depends on what the game is designed for.
I was watching something that raised a good point, that ADS is put in to places where it doesn't belong. Titanfall being a good example. It's supposed to be a fast wall running thing, ADS is a temptation that pulls you away from that.
I'm all for ADS, so long as that pace is the point of the game.
Depends entirely on the game. Tactical slower paced shooter vs Doom. Both are shooter, both play differently
You already know you're shooting at the cursor in the center of the screen, so ADS is just an annoyance that adds a step and messes with visibility.
You could not have a cursor on the screen to force its utility, but why bother? One wants to aim and shoot, not aim, bring up some nonsense to your face, retarget and shoot. I'd rather that gameplay additions be placed on improving movement rather than aiming nonsense than makes gameplay more sluggish.
Then again I'm more of a double jump & dash kind of guy.
Squad does it right, imo. ADS is the way to go almost all the time. But if you're clearing rooms in a house ADS through a 4X scope may not be ideal. At such times you can hip fire, but there is no crosshairs.