Aim Assist Changes

I’m looking forward to the changes.

However Halo Infinite Did a really decent job of being able to find a good spot for your controls but there was definitely an issue with the aim out-the-box. Just make sure you give constructive feedback and create constructive topics so aim progress can be tracked. Infinite has a broad range of titles it is competing with and its taking on a rather difficult task of Maintaining its own mechanics and providing mechanics and weapons other players can understand and adjust to.

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Exactly. It was really incostistent and felt buggy. I can not stress this enough: Sometimes Microadjustments felt really incosistent, it happend quite a lot, that the corsshair was bouncing around just with the tiniest input.

I also spend a lot of time in the settings to find the best settings. I was able to perform really well, but even in even if i performed great, the aiming felt never really good and/or fun.

I was fighting more against the crosshair instead of the enemy. And this is not fun. 343i have to improve aiming.

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Unfortunately, reading the feedback post, I feel like the aiming issue got only very little attention after the preview in comparison of how many complaints there have been about it (at least from what I’ve seen/read/heard in forums etc).
I’m not sure if this seemingly small adjustment will solve the issues the aiming had in the preview, but I’m definitely willing to see it first.
Overall the feedback post seemed to focus more on “what went well” than issues that might have been adressed…but that’s for another thread.

Getting back to the aiming:

After spending hours in the settings, adjusting basically every slider possible for several times, getting into training mode, testing, getting back to matchmaking and then back to adjusting I was, too, able to get a rather pleasant aiming which enabled me to perform on a good level. It was close to my Halo 3/4 performances, bearing in mind that I left Halo aside pretty much since the early times of Halo 5 (whose aiming became horrible) and spending only some time in MCC again whose aiming felt pretty perfect to me (especially Halo 2: Anniverary).

So was the aiming a total disaster? No.
Was it on par with MCC or older Halos (2,3,4)? No.

I think there were a couple of factors making it feel weird, especially for casual players. And I think they are too some extent related to making Infinite crossplay or both pleasing for controller and MnK.
For one aim assist felt very inconsistent throughout different weapons - actually the BR felt brilliant, so I don’t know why they touched it…
Aiming felt “wonky” as so that on controller, it sometimes felt like there was no assist at all, and the distance at which the assist stepped in seemed to have a rather hard boarder and small differences could already decide about whether your shots would hit or not (or better: whether you’d be able to aim with or without assist). While the last point certainly adds to skill levels to some degree (they described it when they spoke about the sniper) through having to know this “border”, it makes learning the weapon difficult and in heated situations where sometimes quick movements can change the distance to your opponent in a short time it will result in chaotic aim. Of course you could say “change your weapon then!” - but most casual players do NOT focus on these tiny details as they are tedious to learn. Even more, since every weapons range is different, you’d have to exactly know EVERY border to always be prepared for these changes in battle, creating the need to precisely know your maps to actually make valuable decisions on weapon choice. Again - this is a highly valuable approach to add skill levels, but it definitely comes with the price of making it difficult for casual players to adjust.

I also think in regards of Halo legacy, that it worsens the accessibility of the game. Halo’s skill level always was a good mix of predominantly movement, map knowledge and aiming.
And the differences in aim assist with different weapons, while of course apparent, felt more consistent and thus beginner friendly throughout all weapons. It was more about the weapons various roles (plasma pistol for emp, snipe for distance etc) than about their aim feeling different.
Infinite steers more into a “1.reflex, 2. aim and 3. speed”-focused skill scheme, much like most PC-FPSs do, pushing movement and map knowledge a little behind (still important though).

I guess we’ll see if the small “cone angle” changes will solve the issue. I don’t think so, but let’s see first.
Also I wondered why they didn’t talk about TTKs which also felt…weird and many other things (like AR being totally op - especially in the hands of MnK players)

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I can imagine, that what you described, can be the problem, why it felt “incosistent” to me.
I don’t know if the "cone angle will fix this problem. I hope it will, but i think this problem has nothing to do witch the “cone angle”

A question, has that problem something to do with the Red reticle “symptom” for controller on PC?
And felt the players with controller on Console the same problems with aiming?

Yes, it was more a problem with the right stick controls themselves than Aim Assist.

Something doesn’t feel right about RS movement in Infinite. And it’s hard to describe but it cause a lot of grief for me. When I finally got all my sensitivities, deadzone, and acceleration settings ironed out it did improve, but not to the point where I felt like I was looking around as comfortably as I do in other games.

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Wow. Did you not see 343 acknowledging that aiming felt off on both inputs?

Why do you all even want to complete against other inputs all you’re going to do is complain about the fairness? They were never meant to compete with each other in the first place.

Otherwise, each input would play the same and everyone would be happy.

If they make cqc fights unplayable for KBM, I’m done with this game just like warzone. Nobody deserves to hit 100% in cqc, adjust AA accordingly. WZ was literally strafe->jump->LT->RT and trying win that fight with mouse tracking was beyond frustrating as you always leave them almost dead with 1 or 2 shots of hp left while they only had to focus on movement while the rotational AA kept them matched to your movements with almost no adjustment needed.

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i found it quite prominent when aim assist is on lol. Mnk players would definitely feel the difference so there is a lot of slowness when using a controller and i found it easier to play on controller, given that halo is a fairly low skill ceiling game compared to other shooters like apex and csgo

aiming on mnk was outright horrible too but there were no updates for mnk players. I think generally controller players are more of the ones that are complaining. The game was just terribly optimised when it came to input latency.

The very first thing I did was jump into the weapon drills and adjust my settings. Even then it was difficult to find the optimal settings for aiming that felt good and consistent.

Other than the BR, everything felt a little off. I did have some success with the VK78 but it was limited. For me, the worst offenders were the Sidekick and Shock Rifle.

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The default aim settings were downright terrible. If 343 is aiming to be accessible and get new audiences interested, they need the default aiming to feel great and natural like every other modern FPS aiming does.