So at best the KB/M is as good as a controller and at worst the KB/M completely destroys the controller.
I would agree.
The simple fact is, a kb/mouse does give you better control, with better accuracy. There is no disputing this fact. Game developers make it easier to aim with a game pad, but several tricks. The most common is slowing down the speed on the cursor when over an enemy so it is easier to hit. That is just one "auto aim" tricks for consoles. This is common knowledge.
That doesnt mean someone is wrong for liking a gamepad better, or anything else. It is up to each person and their own opinion on what they like better. I like a gamepad on my PC for sports, or adventure games, like Lara Croft type games. You cannot however argue that a gamepad is as accurate as a mouse/kb. Which is why anytime its brought up that a real mouse and kb are coming to consoles, a lot of people complain. Because they know it will be an advantage.
A few years ago, PC Gamer setup a game of Halo 2 with their friends from the Official XBox magazine. They're both owned by the same company and work in the same building. The games were played on a PC, and the Xbox guys played with a controller. Despite the clear advantage of the Xbox guys knowing the game, maps, and weapons better, they got owned. I have done the same with a friend who claimed the gamepad was better, so we lanned up a few times with some classics. And I beat him every time. (deployed and little to do on the way back)
But as I said, it really doesnt matter. People like what they like, and there is nothing wrong with that. If I want to play standing on my head because that is what works for me, then so be it.
Quote from a recent Gameinformer magazine;
SNAPPING
Early first-person shooters on console struggled to make aiming feel intuitive and rewarding, since it was impossible to match the accuracy and speed of the PC's mouse interface. Snapping (also sometimes called auto aim) was the earliest solution to cnosole control problems. Titles like Rare's GoldenEye 007 aided players by reorienting their gun barrels toward enemies whenever a player's crosshairs were in proximity of their target. It wasn't a flawless system, but it helped make shooters more accessible for console owners.
ACCELERATION
Many modern FPS also have highly tuned acceleration curves for reticle movement. When a player pegs their aiming stick in one direction his or her reticle will start moving slowly in that direction before picking up speed. This is noteworthy because it makes aiming at nearby targets easier without significantly sacrificing a player's ability to make quick turns.
FRICTION
Bungie introduced friction in the first Halo, and nearly every shooter uses it today. A simple way to describe friction is that it slows a player's turn rate as soon as their reticle passes over an enemy, but that's not the whole story. "What we really do is slow your top speed, and then dramatically decrease the rate at which the crosshair will slow down when you let go of the stick," explains Griesemer.
MAGNETISM
Some games stop with friction, but Halo adds another system to the mix. Once a player has locked onto a target, and that target begins to move, magnetism helps players stay trained on that target.
Whether we want to admit it or not, we need the help. Console controllers aren't designed to move a crosshair across the screen with the kind of fidelity FPSes require. Aiming system are practically required from any FPS that wants to stay competitive.
Personally I am glad there are people smart enough out there to help. Because it would be really, really unpleasant to play a FPS with a controller if there was no help at all.
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