#PC Toggle Shot/Pass Lock

1 messages · Page 1 of 1 (latest)

toxic hedge
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The ability to disable shot lock was introduced to controllers, enabling them to make drag shots that break animations, and make split-second decisions that PC users cannot currently match. The same equal right/treatment has yet to be appointed to PC. The ability to make pass/shot angle decisions up to the last millisecond should be available to all peripheral users, and not just pigeon-holed into one type.

This has created an imbalance in KB&M's ability for both passing and shooting. Why does one need to be on a controller to be able to make a last second decision to kick left instead of right? As it stands, if we kick right, We are committed and locked in, while controllers freely decide the right side is now marked, I can just slam the controller stick and blast it in another direction.

This is an overlooked imparity between control schemes, and has been like this for awhile. Peripheral choice should not change the level of ball control one has, or dictate the window of decision opportunity.

TL;DR - The ability to make a break for pin, battle for priority, and be aim locked is crippling vs what controllers are allowed to do in the game's current state. If a pass "summons" a PC player, they are locked into the shot angle previously set, rendering most of these shots off-target if the shooter is attempting any level of precision.

storm vine
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its way easier to be accurate on kbm, allowing them to have no lock would be wayyy too busted

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also u can turn a mouse so fast, like if u think animations are broken now imagine the guy who shoots and then throws his mouse across his desk for a 180° drag

toxic hedge
# storm vine its way easier to be accurate on kbm, allowing them to have no lock would be way...

This doesn't resolve the imparity, but your engagement/traffic is appreciated. It's already busted, just for controllers. The issue is here isn't a matter of outcome, but equality. It's not just aim that is affected by shot lock, but the window to make reactions/decisions. If I (for example) have to battle for priority by locking a shot early, the difference a controller has in being able to adjust their aim on the fly during an incoming shot or pass is detrimental to the balance between players of different peripherals, not just the peripheral itself. KB&M is essentially playing a different game from controllers having to account for the difference of being shot/pass locked vs the former not having to worry at all.

KB&M players didn't force controller users to use an inferior device, that's the choice of the end-user. There's no real justification for giving one side of your client base free-reign and extra time/control over their decisions vs another peripheral. It doesn't matter how precise one can aim, if they can't move to use that precision.

toxic hedge
# storm vine also u can turn a mouse so fast, like if u think animations are broken now imagi...

The animations physically can't get worse- as they currently just remain in the direction they were in when starting the shot. The only thing that would change is the discrepancy of the ball vector vs the current animation angling. Sloclap needs to have the body of the charcter turn into the ball's vector upon release of possession. These are two different issues, but would resolve your personal concerns with an otherwise simple request for balance.

toxic hedge
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No other game cripples one control device to favor another. In shooters, controller get aim assists, buffing the controller (within reason) to be comparable to PC gaming to allow crossplay. They don't hamper the playability of the mouse to dumb it down to a controller's level- which is the case here, only KB&M end up being worse in this scenario. Our ability to act on changes occurring in real-time is what is at stake here, which frankly is unacceptable in a competitive environment. It would be like in Chess giving only one player the ability to move to another square after already deciding their initial move. "Sorry, I'm gonna take back my first move, and do this one, but this rule does not apply to you"

TL;DR - Peripherals should not be "nerfed" in any form. You choose to use a controller, that is your choice. Someone chooses to use KB&M, that is their choice. Gutting key moments in the game for one peripheral and not the other is biased.

storm vine
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animation changes also have to happen, because (obviously) drag shots are super busted lol

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even with all of that, a lot of top teams consider KBM strikers better just because of how much easier it is to be precise with shot placement

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at the same time you choose kbm for pinpoint accuracy and controller for versatility, controller has a built in nerf essentially.

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i was talking to a friend the other day about this tho and i suggested maybe allowing a small cone in which kbm players can adjust/ drag their shots

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simply because if u give them the same range as controllers it will be 10x more broken

fresh shale
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This fixes a lot of issues

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Pc and controller both have advantages and disadvantages

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But as it stands, controller has a massive mechanical advantage when it comes to drag shotting

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Faking ur animation is insanely OP and KBM has 0 access to this

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KBM also has advantages such as quicker mouse turning and better aim, but like I said both have their own pros and cons

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One shouldn’t be nerfed while the other continues to get buffed despite 90% of the rematch population playing 1 input(controller), only strikers dominate KBM

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Most the best gks, midfielders, defenders, use controller

half vessel
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Huh, it took months for this to blow up. Shoot animations are pretty crazy on the controller to begin with and they could allow you to do shots that kind of look like Thierry Henry outside foot kicks on steroids

fresh shale
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Also being able to adjust ur aim whenever u want