When you're playing an FPS game, every extra frame, bit of mouse sensitivity, and reduction in latency = the difference between life or death in certain situations. So, to maximize your potential to make the most of every situation, you need the best tool for the job. No; from top to bottom, linear switches cannot be pressed in faster succession than a tactile switch, but near the point of actuation, a linear switch has finer control of when the actuation occurs.
Linear switch in-game:
Advantage: precision control of actuation timing and repetition
Disadvantage: you must SEE the actuation has occurred on-screen *
* Gorillas need not repeat their "gamers just bottom-out" mantra; they might as well use a $10 membrane board and pound away. There's little advantage to a mechanical if you're too cool to learn how to make the most of it.
Tactile switches in-game:
Advantage: No visual confirmation of actuation required **
Disadvantage: Tactility limits precision of actuation timing and repetition (hysteresis in blues)
** I.E. move to a part of a starcraft map, toss out 20 keystrokes worth of commands, and move to the next part of the map with confidence that all 20 keystrokes were sent - if you had used linear switches and were in a hurry, you might have pressed 1 of 20 switches just .1mm shy of the point of actuation and you would not know it. Doh!
Splitting hairs? Probably, but if gaming is your priority, then you might want the tool which gives you the most potential advantage. Pros learn how to use their tools to the most advantage. To say a switch fits your "personal preference" can be a declaration of confidence or an admission of complacency; it all depends on the users knowledge and determination.
I think you're splitting hairs.
Some background about me first.
I played in top clans for Quake 1 (Negative Burn) and Quake 3 (The Stickmen)...not that I'm expecting anyone to recognize them offhand. Some of this was starting on Team Deathmatch squads, and some of it was not, but does include a money finish for TDM back at Frag 3, if I'm remembering the correct event. I've never been much of a dueller, but I think I qualify as Pro on both technical and skill level fronts, and have played a lot of other Pros over the years.
I've used a Keytronic Designer for many years, am currently using a Ducky with blues, test drove a Cherry with blacks, and have used a Cherry with browns for 2-3 weeks. I have a 10 keyless Leopold with browns on order, which will replace this Ducky. I hope Leopold eventually makes, and you end up carrying, a format similar to the Noppoo Choc Mini.
From an FPS standpoint, there probably is no advantage strictly based on whether you use a rubber dome or a mechanical switch.
What matters is:
1. Key Rollover: 5 or higher is probably fine for an FPS
2. Desk space: 10keyless or smaller
3. Feel/comfort: something you are happy with
4. Keystroke consistency
I stated the above first, because you asked people not to "repeat their "gamers just bottom-out" mantra, but I think most, if not all, FPS players bottom out. Because of the preceding reasons, most $10 membrane keyboards belong in the circular file.
Regarding Linear vs Tactile switches in games:
Whether a switch is audible or not is irrelevant as hard core and pro gamers are using headphones and listening to in game sounds, not their keyboards. Muscle memory knows the amount of distance required to activate whatever switch type they are using. Most users will probably bottom out, but whether they do nor not is irrelevant, as, so long as your muscles have memorized where that activation point is, the hypothetically finer precision in the exact point of activation of a linear vs a tactile switch becomes irrelevant. It's simply a matter of whether you are consistently able to activate it in a repeatable and predictable fashion or not. This is my experience with FPS games.
I don't play RTS, but I figure this holds true there as well. I read something about some of the Asian pros actually using sound blocking head "sets" with earbuds underneath, so as to block out sounds. Also, when running 150-200 APM average, and maybe 400 APM peak, I just don't see how they can divert attention to audible click feedback from the keyboard; they're concentrating on the visual and audio feedback from the game, as well as the next 20 things they have to do.
In summary, I don't think audible feedback or tactility are particularly relevant for gaming. It comes down to the key rollover, desk space, feel/comfort, and keystroke consistency. It's part personal preference, and part technical.
Thank you for elaborating, although I disagree with a bit of what you stated.