How are you guys figuring out which input each player is using?
Are they turning super fast?
How are you guys figuring out which input each player is using?
Are they turning super fast?
Very high variation in lookspeed and precise high degree turns with close to zero overshoot.
A good giveaway (if the player is good obviously) is constant checking all kinds of directions and angles that may seem a bit erratic. You can obviously do this with a controller but at a much lower speed or precision. Jump into a room and check multiple angles while in air etc.
Just watch some HCS gameplay and then switch to Q3 CPMA (if you are old) or CSS
Only talking about SWAT though where the first shot counts for 99%. Regarding the other modes, I don’t care.
Edit: The best way to figure this out, is to try both input methods out by yourself.
most dont. They just blame bad performance on opposite input and its infuriating, The dude says the mnk buff made sniping a walk in the park for mnk and here i am 1000 hours later and saying halo infinites sniper is the worst feeling mnk sniper and its def no walk in the park to get headshots with.
There actually is magnetism on mouse. Basically, there’s a glitch right now that added controller like aim assist to MnK.
https://twitter.com/XLR8_LIVE/status/1600292583439142912?t=P8L6Y41IMrubhKLpcrGVpQ&s=19
Yeah. I’m going to need some form of proof from OP to substantiate the “disastrous” claims being made.
Like that graph that was made a year ago showing the accuracy differences between controller and mnk?
you wont ever see that my friend. Do you know why? Because it wont suit them. Mnk was in an objectively useless state prior to the update and now that its viable people who were lesser skilled than the mnk players but now cant bully them as much (through input) will just talk and complain spreading misinformation. Controller pros still say controller is overall better and thats the truth. The balance is much better though so its good enough for me.
I agree. Still, I’m curious to see the change in stats. Hopefully, the same person who made the first graph has time to make a second one.
Do you want me to go into theatre and produce a few clips of me missing with the sniper and skewer from yesterday?
So you may have encountered people who are proficient in Quake, who are trying out Halo.
As a Quake newbie I tried out a Tournament at a larger Lan party. It was fun untill I got constantly railed through door gaps and ending the math 25-1.
Would be nice seeing clips of those mid-map in mid-jump spinning no scopes.
My guess is you ll grow old waiting for those clips coz this guy is just full of it
yeah it would be interesting
You can’t use Fiesta for Balance. It’s ridiculous. Fiesta is THE most casual mode in Halo with THE least regard for the sandbox’s balancing.
This game has so many bigger problems than balancing controller and m/kb.
The netcode and SBMM algorithms are industry-worst and so bad they in some sense break the game.
Sniping will never feel good on any input until the netcode and desync get fixed.
I haven’t played yet since the change. Curious if mnk have same amount of aa as controller?
Nope. It’s 70% of controller’s aim assist.
I was confused about this for the longest time, but I think I’m able to piece things together with the help of comments I’ve read and videos I’ve seen from across the Halo community.
The maps in Halo Infinite are built like Halo 4 and 5 maps. Extended along the X-axis (horizontal plain) to allow Sprint to be in the game without messing everything up (As opposed to messing up many things. But that’s a topic for a different thread.). Because there’s effectively less structural cover, 343 has decided to decrease player inertia so you can quickly change directions as a way of avoiding incoming fire. This has lead to more difficulty tracking targets on both mouse and keyboard and controller.
Many people have noticed that controller aim assist is very different in Halo Infinite. 343 had to rework aim assist from past Halo games so that it’s sticky enough to track a target that can change its direction much more quickly, but also keep aim assist from playing too much of the game for you.
Now, 343 is muddling around with mouse aim assist and mouse friction, and this is leading to certain situations where your playstyle is affected most by your input of choice. This is the sort of hardware advantage/disadvantage people were concerned about all along with cross-platform/input gaming.
Halo Infinite’s input problems start with 343’s map design philosophy still being tied to Sprint of the past Halo games. Because of this, I hope 343 simply releases a completely different Halo game instead of continuing Halo Infinite. Unless they have a way of resizing maps and playable spaces, I don’t see how this fundamental issue can be solved in Infinite.
Interesting. If that’s true, it’s barely noticeable in actual gameplay, especially with the sniper. I even tried this in customs with a friend and didn’t notice much of a difference. I still got outshot bullet for bullet, since controller targets headshot perfects.
He is tracking very miniscule movements while not holding the mouse, but when you’re actually trying to quickly move the mouse on a sprinting jumping target, I don’t see this translating well enough to actually be considered broken. For someone camping or moving slowly, maybe. In actual gameplay, it’s almost unnoticeable.
I don’t think the bullets are magnetized like controller, but it does appear in that video that there is microtracking to make aiming less finicky without magnetized bullets. I promise you I’m not hitting any perfects with this update, like I do on controller with a BR
I also can’t name any situation where somebody would let go of the mouse or not move it at all while clicking.
I’ll play around with this more in custom games when my friend is online again after christmas, but I don’t really notice a big difference in full honesty
The fact that it’s tracking at all is what has some up in arms. Traditionally, MnK received very minuscule, if any, tracking because it was deemed unnecessary gameplaywise. It’s pretty much considered cheating in normal circumstances [e.g Mnk vs Mnk]. However, these aren’t normal circumstances. Halo’s framework was born with aim assist so it has to be dished out to both inputs, not just controller.
In any other game, where there is no overshield, like CoD where bullets kill in a second, yeah, this could be detrimental to the game. In Halo? Every bullet matters. This probably won’t make or break the decision to switch from controller to mouse, but I play 50/50 since thumbstick is stupid slow in Infinite compared to MCC, but I’ve played controller for decades. Mouse is anything but OP. The best argument is headshots for snipers and shock rifles maybe, and ninjas, but otherwise, I’d rather use controller if 343 fixed the damn painfully slow rotation speed to match Reach in MCC
Wow, how did I miss this.
First of all, sniping isn’t really that much better with KBM post update. A little bit, but not enough for rollers to cry over. The only thing I really noticed with the sniper is the negative aim assist is gone, and I can land more no scopes than I could pre update.
The Skewer is two different weapons depending on what input you’re playing with, and this did not change post update. With controller at range, you barley need to lead your shot or adjust for the drop at distance. On KBM, you need to lead your shot and adjust for drop a lot more than controller.
The Shock Rifle feels just like the Skewer with KBM less the adjusting for the drop at distance.
Same with the Stalker Rifle.
Controller is still receiving a much more broader bullet magnetism range than KBM.
I agree that fiesta is tricky, however… I am definitely seeing Skewers suddenly favoured a huge amount more than before. You used to see them discarded quite frequently, but they’re now littering the place constantly