I think there will definitely be some fine tuning with the aim assist before the game comes out. The issue is currently with how the aim assist is the majority of the population will be unable to compete with M&K. I see this because the community is split into 2.
you have the people who prefer ranked or any form of competition so when given the chance they will try and get better with their input of choice. I think currently as it stands with how the aim assist is for the preview, players who choose controller can compete with M&K if they are good. I didn’t have an issue with the aim assist just because even though I’m not the best I’m fairly good. That being said as it stands I believe if someone of equal skill who played on M&K would beat me in a straight up gun fight just because the aiming is easier and better. Obviously there other considerations like teamwork/map knowledge but we are really only trying to focus on the straight up gunfights for this issue. Those things are variables and therefore can not be constant.
more importantly this side are social players who don’t care to compete and be the best in the game. They are content just playing social modes for an hour or two and move on. Or don’t want to get “sweaty” for their own reasons. In this case I think controller players will get swamped by most average M&K players. And I’d wager that the majority of players fall into this group.
> 2533274933770910;100:
> > 2533274793006817;93:
> > > 2533274933770910;92:
> > > I think trying to compensate the KBM - controller difference with a more aggressive aim assist on controllers would be detriment to the game.
> >
> > Most people’s complaints have had nothing to do with KBM. It has to do with just playing the game on controller in general.
>
> Again, I would not use the word ‘most’ in that sentence because it might be inaccurate.
I’m sure you wouldn’t. At the same time, I wouldn’t be claiming more aggressive aim assist on controllers would be detrimental to the game in that sentence because it might be inaccurate.
> 2533274793006817;102:
> > 2533274933770910;100:
> > > 2533274793006817;93:
> > > > 2533274933770910;92:
> > > > I think trying to compensate the KBM - controller difference with a more aggressive aim assist on controllers would be detriment to the game.
> > >
> > > Most people’s complaints have had nothing to do with KBM. It has to do with just playing the game on controller in general.
> >
> > Again, I would not use the word ‘most’ in that sentence because it might be inaccurate.
>
> I’m sure you wouldn’t. At the same time, I wouldn’t be claiming more aggressive aim assist on controllers would be detrimental to the game in that sentence because it might be inaccurate.
The difference here is that I am not claiming that ‘the most people’ agree with my argument.
It just my own argument. To support your own arguments you keep referring to the mythical ‘most people’ who we don’t know. Perhaps they are not even a majority.
> 2533274793006817;47:
> > 2533274933770910;39:
> > An even playing field is not possible between M&K and controller players. You always end up one of these input methods being the better option. That’s why the matchmaking needs to be input based, as mentioned by 343 in their blog post.
> >
> > As default, M&K is a superior input method. Controller can only compete with a significant aim assist which then makes the controller de-facto input method.
> >
> > Increasing controller aim assist just because it needs to be able to compete with M&K does not make sense to me because it hurts controller only gameplay.
>
> But that’s assuming that aim asist is starting from a perfect place before tweaking. Without personal experience I do not have an opinion, but most people who played the flight would say it did not the right amount of aim assist. Regardless of competing with KBM players, it sounds like controller aim assist needs tweaked to make playing on controller feel better.
>
>
> > 2533274933770910;39:
> > Keeping the input methods separate makes everything easier.
>
> Agreed. Plus it lets the games be tweaked and fine tuned for each input, thus making the game more enjoyable for all parties on their respective platforms…
>
>
> > 2533274968060787;45:
> > This is true in most fps, BUT NOT THIS GAME, There are way tooo many mirco transitions with in the combat system, like when going to ninja melee and such , aim assist is needed or atleast some form of mouse magnatism…why u may ask , because Halo is literally played by the frame, Go watch high level CQB eXCHANGES in halo 3 and reach… the time for aim correction during a melee and grenade thow are highly diminished,
> > I played this FLIGHT PVP alot, avg kd 3.0+ , ez GG on MKB OR Controller, BUT the small interactions need to be tweaked to REALLY see the Skill Gap
>
> If it’s not true for this FPS, it’s not true for any FPS. This game isn’t some magical unicorn where the most basic things are somehoe 90 million times more precise than any other shooter. This game is less mechanically dense than most if not all contemporary shooters out there. I mean, what people have argued about Halo Infinite is keeping it mechanically simple and stripping all the complexities of modern shooters out of it and deciding what to keep and what to go back to the early days with.
No , You literally have no idea what you are talking about to be honest. I have engaged in the making of FPS games since the days of CS 1.6, Half Life 1 and original steam…….Counter Strike and Halo are Still THE MOST COMPETITIVE SHOOTERS , BECAUSE OF THE SKILL GAP!! HOW IS THIS SKILL GAP ACHIEVED …???..IT IS ACHIEVED THRU METHODICALLY SLOW GAMEPLAY, FORCED USE OF ANGLES ,TEAMBASED MOVEMENT AND SETUPS……IT IS NOT RUN AND GUN TWITCH GAMING……<reflex doesn’t equal skill > , HALO HAD CAPTURED THE ENGAGEMENT STYLE PERFECTLY.
HALO‘s Slower Paced more methodical approach to the shooter just allow for bigger IQ plays, Misdirections, ect. Gunplay Engagements play out like a Dance , Never perfect from either player but those who “ train“ harder have a edge
The Only Reason BxrB and some other interaction worked and where viable , Aim Assist was geeked out to max DURING A FEW FRAMES on some Animations ……SO to capture the REAL halo feel that’s what’s going to have to happen………
> 2533274968060787;104:
> > 2533274793006817;47:
> > > 2533274933770910;39:
> > > An even playing field is not possible between M&K and controller players. You always end up one of these input methods being the better option. That’s why the matchmaking needs to be input based, as mentioned by 343 in their blog post.
> > >
> > > As default, M&K is a superior input method. Controller can only compete with a significant aim assist which then makes the controller de-facto input method.
> > >
> > > Increasing controller aim assist just because it needs to be able to compete with M&K does not make sense to me because it hurts controller only gameplay.
> >
> > But that’s assuming that aim asist is starting from a perfect place before tweaking. Without personal experience I do not have an opinion, but most people who played the flight would say it did not the right amount of aim assist. Regardless of competing with KBM players, it sounds like controller aim assist needs tweaked to make playing on controller feel better.
> >
> >
> > > 2533274933770910;39:
> > > Keeping the input methods separate makes everything easier.
> >
> > Agreed. Plus it lets the games be tweaked and fine tuned for each input, thus making the game more enjoyable for all parties on their respective platforms…
> >
> >
> > > 2533274968060787;45:
> > > This is true in most fps, BUT NOT THIS GAME, There are way tooo many mirco transitions with in the combat system, like when going to ninja melee and such , aim assist is needed or atleast some form of mouse magnatism…why u may ask , because Halo is literally played by the frame, Go watch high level CQB eXCHANGES in halo 3 and reach… the time for aim correction during a melee and grenade thow are highly diminished,
> > > I played this FLIGHT PVP alot, avg kd 3.0+ , ez GG on MKB OR Controller, BUT the small interactions need to be tweaked to REALLY see the Skill Gap
> >
> > If it’s not true for this FPS, it’s not true for any FPS. This game isn’t some magical unicorn where the most basic things are somehoe 90 million times more precise than any other shooter. This game is less mechanically dense than most if not all contemporary shooters out there. I mean, what people have argued about Halo Infinite is keeping it mechanically simple and stripping all the complexities of modern shooters out of it and deciding what to keep and what to go back to the early days with.
>
> No , You literally have no idea what you are talking about to be honest. I have engaged in the making of FPS games since the days of CS 1.6, Half Life 1 and original steam…….Counter Strike and Halo are Still THE MOST COMPETITIVE SHOOTERS , BECAUSE OF THE SKILL GAP!! HOW IS THIS SKILL GAP ACHIEVED …???..IT IS ACHIEVED THRU METHODICALLY SLOW GAMEPLAY, FORCED USE OF ANGLES ,TEAMBASED MOVEMENT AND SETUPS……IT IS NOT RUN AND GUN TWITCH GAMING……<reflex doesn’t equal skill > , HALO HAD CAPTURED THE ENGAGEMENT STYLE PERFECTLY.
>
> HALO‘s Slower Paced more methodical approach to the shooter just allow for bigger IQ plays, Misdirections, ect. Gunplay Engagements play out like a Dance , Never perfect from either player but those who “ train“ harder have a edge
I normally would not respond to anyone who cannot type without using CAPS. But your skill gap argument is complete nonsense.
Quake and Tribes games have very fast gameplay, a deep learning curve and skill gap. Tribes games were clear examples of fast games with more strategy and complexity that you would find in Counter-Strike, because those were more complex games.
Every multiplayer FPS games has a skill gap. They are just different games. Halo is not special in that regard.
I thought the aim assist they had in the game was fine. It felt very minor compared to mcc and Halo 5 and felt really nice to play. Aim assist does need to be there especially when m&k is involved and if done correctly can be fair.
> 2535438636443468;1:
> So there are a decent amount of people out there who are complaining about the aim assist having been tuned down significantly and as a result its harder to hit your shots. Don’t worry, I get it, I’m probably the worst player in history on controller and couldn’t hit the side of a barn, heck, I couldn’t WALK into the side of a barn. I one time played Titanfall 2 in front of my siblings on controller and they made fun of me about it for the next year. However, I am decently experienced on controller and I can testify to the fact that yes . . . . aiming is easier on Mouse and Keyboard . . . . IF . . . . you don’t turn up the aim assist for Controller to the max. MCC did just that, and the result was even people who were better on Mouse and Keyboard converting to Controller because they were at such a major disadvantage when playing on their favored platform. Halo Infinite cannot afford such a mistake, as the first Halo game that is launching on PC as well as XBOX, many players who are new will prefer Mouse and Keyboard. As a result 343 tuned the aim assist down and as a result it was made harder for people on controller to aim and levelled the playing field for Mouse and Keyboard players. Now MCC players are used to Halo helping them out if they have a Controller, so naturally some of them are surprised when Halo Infinite proves to be harder than the others. (I would be too)
>
> Now, I sympathize with these players, they are used to the same formula that’s been going on since Halo started, but now they discover that Halo Infinite is making things HARDER for them, not EASIER, which you would think is the point of progress in general.
>
> However, I also must point out that simply handing the Controller players what they want isn’t fair to the Mouse and Keyboard players either. I for one, am quite content to NEVER experiencing the same lopsided aim assist mechanics for separate platforms that were present in MCC.
>
> Anyways, long story short, don’t make the Mouse and Keyboard players miserable to appease the Controller players.
If they lock youre thread OP it will be the time to contact 343 directly about clear bias on forums moderation
> 2533274884571925;108:
> I thought the aim assist they had in the game was fine. It felt very minor compared to mcc and Halo 5 and felt really nice to play. Aim assist does need to be there especially when m&k is involved and if done correctly can be fair.
Ive played both and i felt the Aim assist was already to strong on controler but only while using the BR and needler with the other weapons it was not has noticeable
For me, I cant tell if it’s the aim assist or the framerates that was taking me out. Hopefully with a possible second preview with some optimizations, I’ll be able to put my finger on it.
> 2533274919356236;112:
> For me, I cant tell if it’s the aim assist or the framerates that was taking me out. Hopefully with a possible second preview with some optimizations, I’ll be able to put my finger on it.
I’d like to believe that maybe optimizations were the reason since I played on Original Xbox one but i doubt it. A lot of the problems I had I see other people having in the forums. The commando sniper, skewer and sidekick at long range, didn’t feel consistent. Going for the head in other Halos would usually guarantee a faster kill but it felt like a hindrance to me in the flight, had a much higher chance of missing with no aim stick and the recoil.
Nah. The last thing M&K needs is even more advantages over controller in halo. The only competitive edge controller had over M&K was aim assist. Granted it was a lot in MCC, maybe tone it down a bit. But not to how it is in the technical preview. There’s literally no point to even touch a controller when M&K has every single advantage possible in infinite.
> 2533274825333224;10:
> Tl;Dr
>
> The subject of this thread is ridiculous enough. M&K already have a natural ability to be pinpoint without having to manipulate multiple sticks at once. With the fact that crossplay between the two being a pillar, there should be a significant enough aim assist. The alpha didn’t bother me, I’ll rock it either way but you’re gonna turn droves away if there isn’t a handicap.
Controler control aiming with the right stick and moovement with the left . MKB controle aim with the right hand and moovement with WASD shift spacebar 1234 ctrl etc… its the same exact thing also not all mouse are equal some are better tgan others just like controlers . elite controlers etc… have better and more precise thumbstick just like a 150$ mouse is better more accurate than a cheap 20$ ones so youre claims are not true . Also if MKB so easy show me a dozens of controlers players skills with it then youd see it require pratice and dedication
> 2535443349341423;114:
> Nah. The last thing M&K needs is even more advantages over controller in halo. The only competitive edge controller had over M&K was aim assist. Granted it was a lot in MCC, maybe tone it down a bit. But not to how it is in the technical preview. There’s literally no point to even touch a controller when M&K has every single advantage possible in infinite.
Aimbot is not a edge its a cheat a hack , that the game allow hacking isnt competitive neither is it an edge , its unworthy non sens …
I hated halo aim assist all my life while playing controlers vs controlers only … STOP USING the new mkb support as an excuse to keep status quo … Halo aim assist was way to much over the top for decades in controlers vs controlers senarios and only pre halo 5 snipers requured aiming skill on Halo controlers vs controlers … competition were a joke because of this exept when it came to pre halo 5 sniping wich had no aim assist / bullet bending
> 2533274876991706;4:
> So because controller players allegedly have an advantage in decade old console games - PC players should have an advantage in Infinite?
>
> I don’t see many people asking for a big boost. Just a little one, the disparity between controller and KB&M should be as small as possible.
>
> Infinite isn’t just harder, it’s not finished yet and needs more polish in its controller gunplay. Some guns are fine, some are not.
>
> I want an even playing field
Ill say this statement is full of it , we tested alongside Halo vets the difference in accuracy between controlers and mkb on infinite controlers came with results of controler getting 10 to 15 % more accuracy result at the end of matchs than mkb had between 38 to 45% accuracy on average and controlers from 46% to 58% accuracy same players same systems use to both control … just stop saying untruthful statements it does not help anyones … many poeples commenting here didnt even had the flight thats the worst part they just assume things … Also xbone and xboneX ran the game at 30fps they will be destroyed by controlers with aim assist at 120fps like the xsx and xss consoles the stronger the aim assist the more xsx and xss will dominate with controlers
Accuracy stats went to the roof with controler while using the BR as main and needler over 56% consistantly so yeah that pure truth and data
> 2533274826424961;113:
> > 2533274919356236;112:
> > For me, I cant tell if it’s the aim assist or the framerates that was taking me out. Hopefully with a possible second preview with some optimizations, I’ll be able to put my finger on it.
>
> I’d like to believe that maybe optimizations were the reason since I played on Original Xbox one but i doubt it. A lot of the problems I had I see other people having in the forums. The commando sniper, skewer and sidekick at long range, didn’t feel consistent. Going for the head in other Halos would usually guarantee a faster kill but it felt like a hindrance to me in the flight, had a much higher chance of missing with no aim stick and the recoil.
Going for the head has never done anything in halo unless the target is unshielded unless we talk about the sniper …Also Digital foundry analyzed the tech prev and found the Xone and XoneX ran the game at 30fps the XoneS ran sub 30fps while the PC version had stutter and frame pacing issue as well as Xb series X while strangely enough the XbSeriesS ran at a 120fps lock no dips below … so yeah of course running the game on xbone wasnt ideal … also there was a " performance mode " but was doing nothing yet
> 2533274792075066;117:
> > 2533274876991706;4:
> > So because controller players allegedly have an advantage in decade old console games - PC players should have an advantage in Infinite?
> >
> > I don’t see many people asking for a big boost. Just a little one, the disparity between controller and KB&M should be as small as possible.
> >
> > Infinite isn’t just harder, it’s not finished yet and needs more polish in its controller gunplay. Some guns are fine, some are not.
> >
> > I want an even playing field
>
> Ill say this statement is full of it , we tested alongside Halo vets the difference in accuracy between controlers and mkb on infinite controlers came with results of controler getting 10 to 15 % more accuracy result at the end of matchs than mkb had between 38 to 45% accuracy on average and controlers from 46% to 58% accuracy same players same systems use to both control … just stop saying untruthful statements it does not help anyones … many poeples commenting here didnt even had the flight thats the worst part they just assume things … Also xbone and xboneX ran the game at 30fps they will be destroyed by controlers with aim assist at 120fps like the xsx and xss consoles the stronger the aim assist the more xsx and xss will dominate with controlers
>
> Accuracy stats went to the roof with controler while using the BR as main and needler over 56% consistantly so yeah that pure truth and data
> 2533274826424961;113:
> > 2533274919356236;112:
> > For me, I cant tell if it’s the aim assist or the framerates that was taking me out. Hopefully with a possible second preview with some optimizations, I’ll be able to put my finger on it.
>
> I’d like to believe that maybe optimizations were the reason since I played on Original Xbox one but i doubt it. A lot of the problems I had I see other people having in the forums. The commando sniper, skewer and sidekick at long range, didn’t feel consistent. Going for the head in other Halos would usually guarantee a faster kill but it felt like a hindrance to me in the flight, had a much higher chance of missing with no aim stick and the recoil.