But that's also what it makes it a tough decision when in a close fight and ads tension:
do i ADS in direction where i think the enemy is coming from but are pretty limited in movement and view of my surrounding
or
do i run around the corner, attacking/searching for him (but having to risk using hip fire on contact which is not that accurate).
That's not an interesting decision, though.
You do the first one, there are two cases:
- The enemy walks out into your tiny-ass little FOV and you mow him down (because your gun is basically already trained on him, and if he were to return fire he'd have to slow himself down and use ADS, making him a sitting duck unless he's literally like 5x as fast of a shot as you are)
- The enemy walks out somewhere else, you don't see him, and he mows you down because you had no way of knowing.
You do the second one, there are two cases:
- You go around the corner, and he's waiting for you, zoomed right in using ADS. This is an inverse of the first scenario; you have no chance unless you're 5x as quick of a shot as him.
- You go around the corner, and neither of you is prepared, so you both start firing inaccurate, RNG-based shots, and who lives and who dies is literally determined by a random number generator instead of any skill or tactics.
In all cases it reduces to "Do I win? [Yes/No/Flip a Coin]" because ADS mechanics have the explicit effect of diminishing the effect of reflexes and reducing the impact of tactical movement/shooting on the outcome of a given fight.
In a non-ADS game where you're in the same scenario, all of those decisions that you're making are kept intact, but 'deciding to focus on where you think the enemy might be coming from' is a gamble that doesn't automatically decide whether you win or lose the fight; it makes things a matter of whether or not you have the first-shot advantage and an extra half-second or so to react to what the enemy does. The lion's share of the competition is decided
after you engage each other in combat, and not
before.