How foolish of you.
1 - It DOES allow you to turn faster.
2 - It allows you to use the speed of at least a controllers maximum turning speed while having more accuracy than is possible even at the minimum speed setting on a pad.
How delicious it is that I should have someone who obviously does not understand how the XIMs function inform me that I am wrong on the matter. Refer to the second portion of this post. I'd rather not have to explain the same thing in different wording for your benefit.
I suggest you actually go use one.
The analogue stick, without the 'casing' of the pad around it, would allow you to turn / aim much quicker, but the edges prevent it. The 360 accepts input from moving the stick further perfectly fine, dismantle a pad and try for yourself.
XIM allows this too, and with max sens is still a huge advantage, of the likes people simply cannot understand unless they use one.
I actually do own multiple alternate controller adapters, a Revision-B XIM2 not being the exception. I have also shaved down several Duke sticks which were fitted in to a Xbox 360 controller, an act done for the sole purpose of allowing the joystick to hit the maximum range along both axes simultaneously, though I can't honestly say that I notice any difference from how the controller behaved pre-modification, except for maybe when running diagonally with a heavy weapon in Halo 3. As far as signal range, both a mouse via XIM and the original thumbstick are held within the confines of four signal intensities of 0-255 for both vertical and horizontal directions in which the joystick can travel, and the normal Microsoft controller
can hit the full 255 on either axis when in a fully extended vertical or horizontal position. Without modification, the gamepad is unable to hit a full 255 along both axes, but whether or not that is short of the maximum speed allowed in a game is decided by that game and not the total range of the joystick. The XIMs can not override settings locked by the software, and if the controller can not normally reach the extremities of such sensitivities, then I will blame game and peripheral design before I blame the people who set out to rectify this problem of their own accord, as one need not rely on a XIM to negate this effect.
Your argument that a mouse operating through a XIM somehow turns the player faster than a game normally allows with the thumbstick is going to fall flat on its face no matter how many times you regurgitate it on to this thread. By the time the signal from a XIM or a normal gamepad reach the Xbox, they are the same. The XIM is the equivalent of manipulating the right joystick with a twig taped to your thumb instead of using the thumb itself. Nothing about the game changes. All that is changing is how the player interacts with the controller.
I think what he means is that say on a cod game level 10 is the max turn speed on a pad this will be true of the mouse also and will govern them both in the same way as the game sees the Xim as a pad, BUT you are correct also Kreeee as it will be easier to use level 10 accuracy with a mouse over a pad + the sticky aim is actually increased slightly with each turn speed increase on certain games.
Contrary to what one might think, sticky aim is a nuisance to a mouse operating through the XIM. The reason why computer mice work so well for shooters is because the player is more able to form muscle memory based on an understanding that X distance moved on mouse surface and how it equates to X degree of a turn in-game. Provided the player isn't moving the mouse faster than it can register speeds, this behavior is always consistent. With the mouse mapped to the analog axes of a joystick however, the degree of a turn becomes based off the speed of movement and the duration of movement. This more closely resembles the normal behavior of the joystick's signal intensity (or tilt) and the duration the tilt is held than it does the behavior of a natively supported mouse. As such, the sudden alteration of turn sensitivity that often accompanies the "sticky" reticule effect causes more inconsistency than it does benefit to a player trying to line up a shot on an opponent.
The ability to better handle a higher sensitivity with a XIM-enabled mouse is more dependent on the player's ability with the device. Someone who can manipulate a joystick used for aiming perfectly is going to be just as competent as someone who can perfectly operate a mouse mapped to that joystick's range of input. Any differences in behavior would be largely in the range of physical operation. An example being how one might be able to alternate between turning and standstill with a mouse more easily because it involves moving their arm, while centering and then tilting a small joystick with the thumb could be more demanding of a person's dexterity.