this post was submitted on 03 Mar 2024
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I'm probably gonna be the odd man out here, I think that WASD movement is easier and more intuitive to control, and so will be more accurate for most people, but if you play a lot of RTS or MOBAs and have a lot of practice with click to move the precision of a mouse is still beyond any other control scheme that I know of, it's just more like the other commenter mentioned where a lot of the benefit comes from decoupling movement and attacking.
It's easier to be more precise when one thumb is only focused on positioning, instead of the mouse pointer being the source of movement location and attack location.
Precise != Accurate
Using WASD may feel better, but it'll take a lot more work to get into a specific position vs just clicking. By definition, clicking will always be more precise, since you'll go exactly where the chick happened.
As for accuracy, that really depends on the type of game. If you're playing a slow moving game, it probably comes down to how the interaction works (e.g. is it like a CRPG where you need to be near but not on an NPC to talk?), and that's largely preference imo. A fast moving hero game would probably favor WASD since you'd care more about relative movements than absolute movements. An RTS, however, would absolutely favor mouse because you need to make big jumps to move to different squads and whatnot.
For nearly every game where WASD is preferable, I prefer controllers, so WASD is rarely my preferred input option.
Theres also the point that point and click (or analog stick) means you can move directly in an axis that is not possible by WASD, so off the 8 wasd axes, this will be quicker than WASD (although not by THAT much).
This depends on implementation and isn’t always the case
Hmm, can you give me qn example of when it wouldn’t?
A lot of pixel art games will make click-to-move follow cardinals and 45s (like wasd) because it would look janky if you moved on a shallower or steeper diagonal when you only have walk cycles for some angles
Oh, okay, I misunderstood. For some reason I thought you meant some games might compensate the movement in a non-45 diagonal. Direction locking makes sense in some games.