I think you are actually quoting me there.Draech said:Can I point out that both Fear and Half-life from your list before had aim-assist (toggleable in the original HL's options. Even in multiplayer) ????? said:My point is that ADS is not a salient feature of an FPS being adequately featured or decently realistic game.
My point was that its main utility in ADS is to serve the "increase-aim-assist" mechanic which is mainly for consoles.
Im sorry your coloration between Aim-assist and ADS is simply not founded. It is between consoles and aim-assist, and it exists mainly for because of their limitation in controls.
The ADS is a separate mechanic that has its ups pros and cons, but you are making false positive by equating it to a crutch.
Like I pointed out it has its place as a mechanic. It is best utilized in games where accuracy is rewarded. Like CoD. Here is a bit of trivia for you. Ironsight Aiming was modded into Battlefield 1942 by fans. A game exclusively made for PC was changed to what you are saying is a mechanic mainly for consoles by some of its own fans.
The entire issue lies at the modern military genre being popular on the console and the ADS is a good mechanic for that genre.
The aim assist in those PC games is so weak and and I've never found aim assist works well with any mouse controlled game for the "twitchy" nature of aiming with a mouse, aim assist works best with the slower and more continuous vector based inputs of thumbstick aiming.
Well I hope you understand me when I said Aim-Down-Sight is a cue for the game to dial up aim-assist to a level that would be too high for moving about normally, but ideal when the game knows you are trying to aim to shoot at someone.
BF 1942 really is trying to go for the realism though. Without considering the parallax representation of the reticule, they may erroneously think they need to have aim down sight function on every gun for it to be realistic. But I'm arguing they didn't need to even do that.