@mike: It feels pretty identical to what it feels like for Destiny 2 on PS4. Whether one considers that heavy I don't know. What I do know is that due to it's PC release, Destiny 2's base Aim Assist has been drastically reduced across all Platforms from where it was on PS4/Xbox One for Destiny. It's one of the reasons, with a Gamepad guns like Hand Cannons and Scouts feel incredibly inaccurate. Hand Cannons in particular suffer major issues due to Bungie's mechanics like Bloom, Recoil, Initial Shot Accuracy, present when using a Gamepad, and seemingly not when using M/KB. This is one of the reason's with Destiny 2 in particular you are seeing Weapons Meta's of Auto Rifles and SMG's on Consoles with Shotguns/Fusions/Rockets as Power Ammo, and frequently seeing Hand Cannon, Scouts, and Sniper Rifles as Power Weapons on PC more frequently when they aren't touched anymore on Consoles. With such low Aim Assist, only Scouts like Mida with 100 Aim Assist are really good, and both Hand Cannon's and Sniper Rifles are more or less unusable on Consoles.
But, all of that said, I'm not sure how Destiny 2 compares to most other FPS's, as I've never cared to dive into system of another game like I have with Destiny. I know that most of Destiny's Aim Assist is Cross-Hair Slowdown, with a little bit of Reticle Stickyness (though more often than not this causes more issues than it helps because it's target based rather than Crit based, and a target moving in front of another often jerks your aim a bit), with extremely limited bullet magnetism (in all reality Bungie's Bloom and Intitial Shot Accuracy mechanic work actively against any BM that may exist). Where AA is probably an issue on PC is people spoofing Gamepad and using M/KB, because the same player with a M/KB has a sizable advantage over a Gamepad player. Bungie talked about this awhile back, basically saying that doing this come with the same disadvantage using a Gamepad does, like Recoil, Bloom, etc. So they don't plan do really crack down on that unless it becomes a glaring problem.
Note: Basically Initial Shot Accuracy is Bungie's term for the fact that while using a Gamepad, where a bullet lands is more RNG based the further you are from a target, especially with weapons with low range stats. Basically if you stand 20m from a wall with a Hand Cannon, that bullet will go where your Crosshair is the 90% of the time. At 25m, you are down to 80% of the time, and at 30m about 60% of the time. The closer you are, the less by which those missed shots will miss by, but often this is enough to make a Crit a Bodyshot or a miss entirely. Add to this their Bloom mechanic, where the accuracy cone of shots widens the faster you shoot, and successive shots with Semi-Auto weapons in Destiny start to feel wildly inaccurate, especially Hand Cannons due to low Range values. In my opinion, both of these are things that, like in Destiny 1 during Rise of Iron, Bungie needs to drastically reduce the effects of. It will help ease the burden of the lowed Aim Assist values for Destiny 2 for everything other than Sniper Rifles. This video by TripleWreck last year demonstrates the issue, coined by the community as "Ghost Bullets", that they eventually fixed in Destiny that has come back in Destiny 2.
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