SoreWristed said:
my main argument against the noscope people would be : 'if you are slowed down by ADS, that means you aren't very good at it. '
Uh, most games with ADS
actively slow player movement when the ADS button is pressed. It's not a matter of the player "not being very good at it" but rather the game
actually slowing player movement.
I don't know how you've missed that.
It means an extra button to press or hold down, with a finger that probably isn't doing anything else at the moment, so i don't see why you would lose time.
Which is one of the sticking points of the debate. Why should a player HAVE to press an extra key to fire? It adds a extra layer of inherent latency to the action (or rather, reaction) of firing at a target. Ergo, you lose time.
It's not really a matter of opinion. You
literally lose some time between reaction and action.
If you have to rely on speed to get you back to cover before your targets buddies figure out where you were, then i understand why you hate it.
First, what the hell does moving to cover have to do with ADS mechanics?
Second, how does one NOT need to rely on speed to move effectively from cover to cover?
I genuinely do not understand this part of your argument.
Those players have, in my mind, very little understanding of how teamplay or using a map to your advantage works.
Again, what the hell does this have to do with ADS? In light of games like Team Fortress, Counter-Strike, et al, that are centered around team play and map awareness and have little to no form of ADS present in their aiming mechanics, how does that claim make any sense? Further, you have games like Quake, et al, that have no ADS and are built entirely around player movement, aiming skill, and map control. So the claim makes even less sense in regards to those.
In fact, most halo multiplayer footage i have seen so far, even from pro players, tells me this is just the opposite of a tactical shooter.
Even if that were the case,
(though I'd argue Halo is no more or less "tactical" than many traditional ADS games, like Call of Duty for example) that doesn't "prove" your assertion that ADS is intrinsically better than non-ADS , nor that players who prefer non-ADS are somehow "bad" at playing.
I like ADS in gaming and for me that means having to sacrifice a little bit of spacial awareness to gain more accuracy. It's a tactical choice i need to make, in order to get that kill, and not get shot myself.
.
And this is effectively the crux of the debate.
Why should the player have to sacrifice spacial awareness, and to a degree, mobility, for the slight bonus of accuracy? Why suffer
BOTH when one would suffice as a trade-off?
Using Counter-Strike, again, as a prime example, you have a high-degree of mobility while moving but lose some of your accuracy. By slowing down, walking, or crouching, you gain a high degree of accuracy to your weapon while sacrificing your initial mobility. It's a solid, one-to-one trade off. Adding in the addition of ADS would lead to a two-to-one trade off. Something that would drastically affect the flow, speed, and tactical nature of Counter-Strike. The loss of spatial awareness
AND mobility would be catastrophically detrimental to what makes Counter-Strike Counter-Strike.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
That said, I have no inherent issue with ADS. I enjoy it when used well, and am perfectly comfortable playing a first person game with or without it. I just felt your argument was needlessly derogatory and seemed to miss the point of the other side of the debate. So don't take my quoting you as some "attack". I just wanted to chip in on the debate and am always open to hearing from both sides.