Maybe I didn't play around with it enough but I found any auto aim recoil compensation etc to be much more unpredictable than just practice with the game and getting better. Some just Have a blanket pull down and to the left to help with most guns but even then if you do any other input while the strike pack is automatically doing something it has a compounding effect. So in a game with load outs where you could control the gun and have predictable recoil it can work better but not so much for Apex. When I had a strike pack on my ps4 I never found any recoil control to be all that effective, it takes loads of testing to get it perfect for 1 gun and even then once you add a barrel stabilizer it needs to be recalibrated. That alone in the hands of a good player will decimate lobbies and require a much more significant outplay to beat it. Like you have your regular shoot button, and you have a long range auto-jitter button that gives you a laser out of a flatline or makes the new nemesis not kick at ALL. Like at a very basic level, if literally all it did was auto jitter aim for you. It is also noticeably less blatant than actual software aim bot, and there’s also an element of the player needing some base skill, like we’ve seen top YouTubers beat actual aim bot with better game sense, so imagine a strike pack user with decent skills to begin with vs someone awful at them. There’s a lot of strike pack cope because no one wants to just openly admit they’re being carried by artificial assists in a competitive skill based environment. Not that you’re presenting the argument yourself though, for clarity. Strike packs are only hard to configure for the type of person who gets intimidated by a digital coffee pot, but that’s such a weird argument because making an aim bot from scratch would be hard as hell and no one would be excusing that because of the effort involved. I only use ellipses because the only difference between these two is that strike packs’ scripts are done input side to modify the values given to the computer (technically you could make something similar for MNK preprocessing of input values, just a lot harder to do).īoth are the same thing though, outside scripts modifying a user input. That is how you prevent strike packs and their equivalent no recoil “hacks” for MNK. To take jitter aim out, you inherently need to remove recoil smoothing altogether.īasically, the solution needs to be something focused on detecting outside scripts and preventing them from running. The issue is that jitter aim is an artifact of recoil smoothing, you are just stacking a ton of micro smoothing in a drawn out period to functionally remove recoil. Smoothing benefits both inputs, neither is particularly more advantaged in this respect alone. Also important is that it is specifically implemented to help in recoil management for… controllers, specifically because it is insanely hard to get that level of fine motor control out of any input. It is basically a stacked recoil value reset so that recoil values don’t stack indefinitely. Are we gonna ban players for using those? I mean specifically speaking of the Elite Series 2 controller.Recoil smoothing is done in more than just Apex. Not hard to do, Even for the average playerĮDIT: What about trigger stops then? Or for that matter Control Freaks (Or other stick enhancements) They make the game easier to play by a long shot. It takes practice (Especially when in a gunfight) But again. Just spam the crouch button and strafe back and forth. Span crouch/strafe: This is the easiest one to test yourself. No-Recoil: I mean no gun in this game has terrible recoil so they arent hard to control anyways Rapidfire: With a decent trigger finger you can max out the single-shot fire rate of the guns pretty easily Hell me and my buddy got one to see how it worked, We used it in Firing range so 1) We'd know what to look for in game and 2) Just to see HOW they worked. Wait why though? I mean the only strike pack that I've seen (Both in game and IRL) dont do anything inhuman.
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