snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim... it was discussed the need to account the CS or not account it on agility a very long time ago, I think it is already decided...
Well, remember that if circles are big enough or close enough, you can reduce aim needed for some patterns to almost zero. Especially, if the circles don't overlap on HR/nomod, but do overlap nomod/Eazy. You could just point once, then click more than single circle with the same cursor position.
There can be more extreme examples than two notes clicked per single cursor pointing, instead of one. It doesn't really need to be because CS=2 or so, it can be met on "more normal" CS maps too.
I don't remember exactly what map was it and I still know just a handful out of all maps, but I there was a map with quite fast triangles made from very closely placed notes, that would overlap on +EZ or +EZ,DT.
Then, you would still need very fast triangle-like movements on HR/nomod (+DT), even if they would be small movements, while on +EZ,DT you would just need to point cursor in the middle of the triangle and keep clicking. I think that on that map there were patterns with multiple of such triangles (3 of them?) placed in a manner, where they had a common middle, while they were spinning.
So, instead of making 9 small, but still quite rapid moves to click the triangles, especially on HR that makes them disjoint, you would just need to point once on EZ and keep clicking. If there are few such patterns on the map, the change in agility needed could be really quite visible and easy to feel.
These don't really need to be such triangles, there are many patterns that can be affected greatly by CS. You can not have enough agility to make some stars on HR consistently, while EZ makes them big enough to easily pass them and FC the map.
Remember that you don't need to click a middle of the circle, so things like CS5.2-->CS4 or CS 4 --> CS 2 can really make clicking easier and reduce agility needed. Even if these are usually small amounts, on a long run they all add up and the difference is more significant
snyviper wrote:
CS is calculated in precision, agility is meant to be raw aim...
So, that wall of text above being said, and all these pages in this thread that I read in past... I still don't understand... how can CS be completely ignored in Agility? Like Abraker said, "when multiple skills come into play, and one dominates over the other, we feel like other skills must be raised because of how hard the map is." So, even though precision already uses CS, it should be calculated into agility too, as on smaller CS the distances between the sets of pixels inside which you need to click are smaller and these areas are much bigger itself. How is this possibly not affecting raw aim, especially when sometimes it reduces aim needed on some patterns by many times, even to zero? It's not that we just can't aim small circles, the distance between the circles can be physically greatly reduced and with big circles we can sometimes click "wherever we want", if we just moved in the right direction, then try to correct the error with next circles.