Well, according to AI the best way to balance controller and mouse and keyboard players is to have separate pools of players. Anyway, this is what had to say:

"Sure, balancing controller versus mouse and keyboard players in an online first-person shooter game can be a challenge.

One of the main challenges is that controller players and mouse and keyboard players have different strengths and weaknesses when it comes to playing the game. For example, controller players may have an advantage when it comes to aiming and manoeuvring their character, while mouse and keyboard players may have an advantage when it comes to precision shooting and quick movements.

Another challenge is that controller players and mouse and keyboard players may have different preferences when it comes to the game's settings and features. For example, some controller players may prefer a higher sensitivity setting for their controller, while some mouse and keyboard players may prefer a lower sensitivity setting for their mouse.

To address these challenges, game developers often try to create separate matchmaking pools for controller players and mouse and keyboard players, so that players with similar control methods are matched against each other. This can help to level the playing field and ensure that players are matched against opponents with similar abilities. Additionally, game developers may also offer different settings and customization options for controller and mouse and keyboard players, so that each group can tailor the game to their preferences.

Overall, balancing controller versus mouse and keyboard players in an online first-person shooter game is a complex challenge that requires careful consideration and ongoing adjustment. By creating separate matchmaking pools and offering customization options, game developers can help to ensure that players of all skill levels and control methods can have a fair and enjoyable experience."

@gpowerf hopefully with the next gen systems they will be able to find that middle ground

@RcRi82 it is really tough unless you mandate the exclusive use of not just one control type but also one specific device.

When the games are ranked gamers will extract every last ounce of performance from their chosen control type and then the lines of what is cheating and what is not start to become blurred. We use paddles all the time, but it could be argued that they are as much of a cheating device as turbo buttons as they give you a massive advantage over a standard controller.

I'm looking forward to next-gen VR experiences where omnidirectional treadmills become common, it will be interesting to factor in your physical fitness for in-game performance. But this also has issues in terms of accessibility.

Basically, this is a very tough challenge for game developers to overcome.

@gpowerf I agree it isn't easy, my friend on PC always complaining about the aim assist controller has.

@RcRi82 I'm only thinking of this right now because Halo Infinite has been given aim assist for mouse and keyboard and it has become a lot tougher on controller.

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