So go into a training mode, and aim your thumb stick up and then down and then left and right. If your horizontal and vertical sensitivities are the same, you will notice that a 5 horizontal and a 5 vertical don’t match up. What you will see is that a 5 horizontal moves faster than a 5 vertical. What I’ve found is that if I set the vertical speed 1 point higher than the horizonal movement they match up… almost perfectly. This is what our old halo brains expects… I’m going to file a bug report. a 5 should be a 5 should be a 5. They shouldn’t have disparate speeds. Even then the speeds aren’t a perfect match, and angular movement still feels a little wonky like it also moves faster than vertical or horizontal but this is a massive improvement.The reason why this feels “Muddy” is that as you’re tracking players, your brain is having difficulty computing the angular momentum that you need to match with the thumbstick because it’s getting two separate constants that it’s trying to feed into the computation.
this is a duplicate of my post in the insider forums, but I feel like this message needs to get spread as fast as possible.
> 2533274809822501;3:
> > 2533274801036271;2:
> > I’ll have a look next time I play, thanks for the suggestion.
>
> Let me know!!
I’ve already dropped my sensitivity to 3, acc to 1. I need to play around more but haven’t had the time. Most games I play on default settings with remapped controller, but I cannot get on board with default in this game.
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> I can confirm that it gives me the same feeling, have you already reported it with a ticket?
I did. But feel free to do more. I’m assuming 343 will be more inclined to fix if more people report it. But that’s awesome!! My buddy and I were stoked when we figured this out.we’ve been complaining about the aim since the first flight and it took us until now to effectively be able to describe why it feels so bad.
After reading this post, I immediately realized the horizontal moves slightly faster which is kinda odd. So I tried a Horizontal 4 and a Vertical 5.5 and that felt just about the same if not slightly faster for Vertical. Where can I report bugs? I have a few I would like to report. Sorry for sounding like a newb lol. Im a newb to these forums but not in Halo
> 2533274809822501;1:
> A Fix For Halo Infinite's Muddy Aiming - YouTube Video I made explaining the below.
>
> So go into a training mode, and aim your thumb stick up and then down and then left and right. If your horizontal and vertical sensitivities are the same, you will notice that a 5 horizontal and a 5 vertical don’t match up. What you will see is that a 5 horizontal moves faster than a 5 vertical. What I’ve found is that if I set the vertical speed 1 point higher than the horizonal movement they match up… almost perfectly. This is what our old halo brains expects… I’m going to file a bug report. a 5 should be a 5 should be a 5. They shouldn’t have disparate speeds. Even then the speeds aren’t a perfect match, and angular movement still feels a little wonky like it also moves faster than vertical or horizontal but this is a massive improvement.The reason why this feels “Muddy” is that as you’re tracking players, your brain is having difficulty computing the angular momentum that you need to match with the thumbstick because it’s getting two separate constants that it’s trying to feed into the computation.
>
> this is a duplicate of my post in the insider forums, but I feel like this message needs to get spread as fast as possible.
Doesn’t really matter what you do, because aim assist doesn’t activate at all when any input is detected on the controller, or the mouse.
> 2533275020892695;13:
> > 2533274809822501;1:
> > A Fix For Halo Infinite's Muddy Aiming - YouTube Video I made explaining the below.
> >
> > So go into a training mode, and aim your thumb stick up and then down and then left and right. If your horizontal and vertical sensitivities are the same, you will notice that a 5 horizontal and a 5 vertical don’t match up. What you will see is that a 5 horizontal moves faster than a 5 vertical. What I’ve found is that if I set the vertical speed 1 point higher than the horizonal movement they match up… almost perfectly. This is what our old halo brains expects… I’m going to file a bug report. a 5 should be a 5 should be a 5. They shouldn’t have disparate speeds. Even then the speeds aren’t a perfect match, and angular movement still feels a little wonky like it also moves faster than vertical or horizontal but this is a massive improvement.The reason why this feels “Muddy” is that as you’re tracking players, your brain is having difficulty computing the angular momentum that you need to match with the thumbstick because it’s getting two separate constants that it’s trying to feed into the computation.
> >
> > this is a duplicate of my post in the insider forums, but I feel like this message needs to get spread as fast as possible.
>
> Doesn’t really matter what you do, because aim assist doesn’t activate at all when any input is detected on the controller, or the mouse.
This topic isn’t about aim assist, it’s about the overall feel if aiming. Those who play the mcc and hop on halo infinite and just by looking around know what I’m talking about.the aim feels wrong.
> 2533274809822501;7:
> > 2533274801036271;2:
> > I’ll have a look next time I play, thanks for the suggestion.
>
> Did it work?
I’ve tried some other settings from Danumis including keeping a 1 difference in the aim sens you have recommended and it does feel much better. I can aim easier but can still turn. I was on very slow sens and acceleration and couldn’t get on board with it, but feels much better now thank you.
> 2533274801036271;15:
> > 2533274809822501;7:
> > > 2533274801036271;2:
> > > I’ll have a look next time I play, thanks for the suggestion.
> >
> > Did it work?
>
> I’ve tried some other settings from Danumis including keeping a 1 difference in the aim sens you have recommended and it does feel much better. I can aim easier but can still turn. I was on very slow sens and aim and couldn’t get on board with it, but feels much better now thank you.
Awesome!!! Spread the good news, and tweet @halo and Brian about it. I need them to see this!!
> 2533274809822501;6:
> > 2533274842428280;5:
> > I can confirm that it gives me the same feeling, have you already reported it with a ticket?
>
> I did. But feel free to do more. I’m assuming 343 will be more inclined to fix if more people report it. But that’s awesome!! My buddy and I were stoked when we figured this out.we’ve been complaining about the aim since the first flight and it took us until now to effectively be able to describe why it feels so bad.
How y’all report a ticket? Not sure if this is a dumb question lol
In halo 5 I play with with vertical slightly above horizontal. I’ve done the same for infinite and the aim doesn’t feel weird. I believe what I did was bump the inner sensitivity up because my hands are just…shakey because I’m an older guy with messed up hands. This smooths my aim a lot since it removed the unnecessary drifting if I set it to 0. The point differential between the games I have to look into. I think I may be using .5 less on horizontal in infinite because thrusters are not innately In the game (it’s an equipment) the requirement to track a player that may wildly swing to 1 side at any given moment during their 1v1 strafe is not there. It’s felt a lot better for me and my accuracy is usually over 50% unless I’m pre firing.
Now with certain weapons I do notice RRR and AA are dramatically different. This can cause a ton of issues if your aim primarily comes from your right stick and less from your movement like following your targets strafe pattern or movement on the map when possible. I believe this is true in other games where some weapons have higher aim assist, but there just may exist a jarring difference in infinite because the title halo brings this…expected performance. Like we expect a BR to behave a certain way in any halo game. We expect a AR to do the same. Etc.
Is that expectation good or bad? Idk. We fight among ourselves quite a bit over it.