There are ways of cooking shrimp
Chozo
No the reality is, these [indecipherable] have simply gotten too powerful, and they continue to abuse our country for immense profit because the American public has allowed them to get away with it.
I mean, it seems pretty clear that Luigi didn't have a personal beef with Thompson directly, but moreso with the political system that allowed Thompson to thrive. I'm not really sure why saying this was politically-motivated is so divisive.
Familiarity, I'd imagine. You go to Chipotle in any part of any city, and you already know what's on their menu, how much it'll cost, and how it'll taste. But smaller restaurants, even a local chain, can vary wildly from store to store, and most people probably don't want to spend their limited lunch time experimenting with restaurants they're unfamiliar with.
It depends on the game, really. Some games balance controller and M/K inputs very well, and I appreciate cross-play in those games. In my experience, Apex is particularly bad about their input balancing and gives way too much advantage to controller users, which is why XIM/Cronus cheating is so prevalent.
But, you can definitely still have a competitive and fair balance between inputs. Destiny 2 was actually really good about this, and their weapons team did a LOT of work to make sure that matches between console and PC players felt good even at high levels of play, and they nailed it, imo. I think part of the way Bungie made it work was by making every weapon have intrinsic aim assist, even on M/K. This allowed them to tweak that value for each input mode, so that guns felt right regardless of what you played with.
And the tradeoff wasn't just "extra bullet magnetism in exchange for slower aim speed", they also increased the visual recoil and screen shake effects for controller users, so that the aim assist wasn't completely free, all on a per-weapon basis. Despite Bungie's flaws and numerous missteps with Destiny, this is something that I don't think they get nearly enough credit for.
I'd "love" to see Trump run off a bridge.
Wake up babe, new cat color just dropped.
If you are a native English speaker, you can teach online remotely from anywhere or in person in dozens of countries.
I have to imagine that's easier said than done. Even though I'm a native English-speaker, I don't have the slightest clue where I'd even start teaching somebody else. How would one "learn to teach" in order to best position themselves for this type of work?
Just use the calendar on your phone. Set an event for a year from now titled "Go back and see if I was right" with a link to the comment in the description.
I was in a CAL-O team back in my CS days. Not saying this to brag (clearly, as CAL-O was definitely not top tier), just to credential my own opinion as I'm no stranger to competitive FPS play, myself.
I don't necessarily agree that the two are incompatible, even for comp/ranked play. Even if you segregate controller and M/K players, the players in the controller pool aren't necessarily all playing with the same controller (third-party or Pro/Elite controllers are fairly common), and the players in the M/K pool are definitely not all playing with the same peripherals.
Some controller players will have extra buttons, paddles, or gyro aiming that other players won't; and it's probably rare to find two players in any M/K lobby using the same mouse. Even in a PC-only lobby, the player with the $400 RGB HyperTactical GX Mountain Dew & Knuckles mouse is going to have an intrinsic advantage over the player using the 2-button mouse that came with the Dell Optiplex he bought at a yard sale. So either way, neither matchmaking pool has players on a truly even playing field to begin with, and somebody's choice in their input method is likely to give them some sort of advantage over others in their lobby.
If we want to game in a truly fair, competitive environment, then we should do it like sports leagues do and ensure all players are using standard-issued equipment so that the only variable is the individual skill of the players. But there's a million reasons why that can't happen though, so we have to accept some amount of compromise to fairness in order to make games playable.
Ultimately, if the concern is "aim assist is too strong on controller", then I think that's a quality control issue on the developers' part, and something that can be remedied. I don't think the right solution is "split the player base into sequestered factions", even though it's an easy solution. Because you also need to consider that the input method isn't the only factor deciding any encounter between players. If it were, then you could give the top M/K players a controller and they'd skyrocket through the leaderboards. And vise-versa, the top controller players should start landing all their flick shots once they switch to M/K. But they don't, because just like in traditional sports, familiarity with the equipment is just as important as one's ability and game knowledge.
Another often-overlooked issue, which nobody wants to hear, is that there 100% exists an attitude among many M/K players of "he's on controller, so there's no way he can be better at the game than me". A lot of times, the balance between controller and M/K is just fine, and players are just finding themselves on the uncomfortable end of the Dunning-Kruger curve. And I'm not saying this as some sort of Holy Paladin of Gamepads or anything; I actually prefer M/K. But quite often I see PC players dismiss the skill of console players, because they equate their skill to their platform selection. I'm not accusing you of this, by the way, just mentioning that this is an attitude I see a lot in competitive circles, but never see anybody actually talk about it.
I'm multitasking and dangerously decaffeinated as I write this, so I'm sorry if I'm rambling and not making any sense lol.