Aim Assist needs a buff! Not a huge one but still

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> > > I was averaging 75 accuracy each game on controller. This is a shooter—the ability to aim well and accurately is what should be the defining skill gap. Aim assist and bullet magnetism felt perfect in the tech preview and I hope they keep it that way.
> > >
> > > Just please God give the sidekick a bigger clip size because it feels really good to use and would make a great utility weapon.
> >
> > You’re missing the point that average players, not you, are having a difficult time. The game is not built just for you. The average player needs to be able to enjoy the game, because Halo is not the Olympics or a nonstop turnoment. And guess what? It’s very clear the average person is having a difficult time.
>
> How big of player base do you think this is though? How much should the game bend for the average player and is that the same target audience in average skill.

For a game that is going free to play specifically to expand the player base, I’m guessing lots of people will be of average skill. Averagely skilled players will make up the majority of the player base, thats why they’re average.

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> > 2533274870929230;170:
> > I was averaging 75 accuracy each game on controller. This is a shooter—the ability to aim well and accurately is what should be the defining skill gap. Aim assist and bullet magnetism felt perfect in the tech preview and I hope they keep it that way.
> >
> > Just please God give the sidekick a bigger clip size because it feels really good to use and would make a great utility weapon.
>
> I think this argument makes little sense. Even with higher aim assist, good aim is still absolutely rewarded. Functions relating to simple inputs like basic movement and aiming should absolutely not define the skill gap if you want a game that is actually going to be fun for players and not cause immense frustration. The skillgap should come, in my opinion, from the mastery of advanced plays using these mechanics. Mastering proper crouch jumping, when to jump or slide in combat, what weapon is right for what situation, how to use grenades effectively, when to melee and when not to etc, not from players who don’t put in 100 hours not being able to hit the side of a barn. Having aim assist in other halo games has never been an issue and there has always been a decent skill gap. As I remember, lots of the argument about aim assist stems from bringing crossplay to MCC and M+K players feeling like controller has an advantage, but assuming people in this thread are right, and M+K and controller are going to be put into seperate games, it shouldn’t matter anyway.

In a shooter the skill gap should primarily come from shooting…

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> > > > 2533274870929230;170:
> > > > I was averaging 75 accuracy each game on controller. This is a shooter—the ability to aim well and accurately is what should be the defining skill gap. Aim assist and bullet magnetism felt perfect in the tech preview and I hope they keep it that way.
> > > >
> > > > Just please God give the sidekick a bigger clip size because it feels really good to use and would make a great utility weapon.
> > >
> > > You’re missing the point that average players, not you, are having a difficult time. The game is not built just for you. The average player needs to be able to enjoy the game, because Halo is not the Olympics or a nonstop turnoment. And guess what? It’s very clear the average person is having a difficult time.
> >
> > How big of player base do you think this is though? How much should the game bend for the average player and is that the same target audience in average skill.
>
> For a game that is going free to play specifically to expand the player base, I’m guessing lots of people will be of average skill. Averagely skilled players will make up the majority of the player base, thats why they’re average.

And they will be match made with other average players. That’s why there is skill based matchmaking

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> > 2533274933770910;178:
> > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> >
> > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> >
> > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> >
> > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
>
> They just didn’t do enough to their sensitivity slides / practice and play enough.

So me, a 10+ year halo veteran, who is highly ranked in every halo game i’ve ever played needs more practice? Even the pros were saying the aim felt like trash. They said that because the aim assist we’ve had in every halo before this is completely gone. It absurd to say oh it felt perfectly fine when playing bots the whole weekend. Just wait until you get to play some good m&k players and you’ll see lmfao. All these people saying its fine are lower skilled players who wont see good m&k players in matchmaking. The sniper was straight up unusable on controller same as the skewer. I messed with every aim setting possible and played 5+ hours a day during the flight. I’ve never had a problem aiming in a fps game in the last 15 years until this game. I’m sorry but you’re just wrong.

> 2533274887613159;181:
> > 2533274933770910;178:
> > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> >
> > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> >
> > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> >
> > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
>
> They just didn’t do enough to their sensitivity slides / practice and play enough.

I was changing the settings constantly through the flight trying to make it feel good and played for several hours over the weekend. It always felt like wading through garbage.

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> > 2533274887613159;181:
> > > 2533274933770910;178:
> > > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> > >
> > > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> > >
> > > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> > >
> > > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
> >
> > They just didn’t do enough to their sensitivity slides / practice and play enough.
>
> I was changing the settings constantly through the flight trying to make it feel good and played for several hours over the weekend. It always felt like wading through garbage.

I had to adjust my deadzones. It made zero sense however it fixed the aim. It seems like they have some fixes to do on that end. The aim for my after fixing them was pretty fluid.

<mark>This post has been edited by a moderator. Please do not flame or attack other members. This includes stat-flaming.</mark>
*Original post. Click at your own discretion.

> 2533274822068856;172:
> > 2533274870929230;170:
> > I was averaging 75 accuracy each game on controller. This is a shooter—the ability to aim well and accurately is what should be the defining skill gap. Aim assist and bullet magnetism felt perfect in the tech preview and I hope they keep it that way.
> >
> > Just please God give the sidekick a bigger clip size because it feels really good to use and would make a great utility weapon.
>
> You’re missing the point that average players, not you, are having a difficult time. The game is not built just for you. The average player needs to be able to enjoy the game, because Halo is not the Olympics or a nonstop turnoment. And guess what? It’s very clear the average person is having a difficult time.

This dude is an average player man. Just look at his highest skill rank in each halo. It blows my mind that people like him dont want it buffed. All i can say is when the game comes out its going to be average players like this guy (claiming he’s hitting 75% accuracy, not even snip3down was doing that) who suffer the most from it. Its not fun to not be able to hit perfects, its not fun to not be able to hit sniper headshots. Why bother with the skewer when its impossible to use? Im not saying we need to buff it like crazy. But it definitely needs some help because right now even players like me who were literally top 200 in multiple seasons in h5 were having trouble aiming. Good players should be able to use the sniper. My best friend who is literally the best sniper I know (hes a freak with it) couldnt land a headshot man. Something is wrong. And the last thing Im gonna say is these guys saying not to buff it were playing actual bots the whole weekend that half the time stood still even on higher difficulties. They’ll see once actual pvp is out. Im just trying to get it changed pre-emptively that way we dont have to go through this again once we get a real pvp taste.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts or gatekeep.</mark>
*Original post. Click at your own discretion.

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> > > > > > Aim-assist is necessary for Controllers. This is not even subjective, the thumbsticks aren’t designed for precision. The PC crowd should not let their MCC PTSD get in the way of empathy. Imagine a Dark Souls in which you already have trouble hitting the monsters with your sword. Does that sound fun?
> > > > >
> > > > > Wrong i have played COD black ops with aim assist turn off on Ps3 and i was doing pretty well , also ive played MAG on PS3 wich had little to No aim assist at all , same goes for Killzone franchise wich had the least amount of aim assist ever yet it was still more than playable … Gears of war dosnt have anything near the Halo level of aim assist yet i was popping head left and right so NO you are not right ! I have zero problem with legitimate aim assistance like " Sensitivity reduction "to help with precision around the hitbox target slightly , but straight up aimbot , bullet bending and reticle magnetism is straight up Legit hacking
> > > > >
> > > > > The problem is that peoples Mainly COD 4 + players and Halo players who started playing in those franchise got addicted to aim assist , just like a cigarette smoker or a drug addict dont feel " normal " when they are lacking nicotine or drugs , the same is true for peoples addicted to aim assist , they simply do not know how to aim without it and track target … But i for one was able back in Halo 2 custom lobby to beat anyones in 1 vs 1 friendly fire match where aim assist didnt work and was friendly fire because i practice and i got good at aiming with a controler without the help of aim assist wich i hated on PC or console
> > > > >
> > > > > Peoples should grow up and start to practice for having True aim … its not instant gratification like Aim assist provide but its a very good feeling when you know you are not assisted by a build in engine Aimbot i am sorry but its the pure truth …
> > > > >
> > > > > Just that some peoples are not convinced that Aim assist is a necessity proove they have been drinking Bungie early days coolaid … There was no real need for aim assist they did it so that the game became more easily accepted and grant instant gratification to players who would have suck at first in game like Unreal tournament or quake etc… But none of those peoples will get to realise their true aiming potential because they are into the " AIm assist cult " mindset …
> > > > >
> > > > > What i have linked about Treyarch COD was that at least you could disable aim assist if you wanted to but what i dislike is that you were putting yourself at a disavantage doing so … so In my opinion Only Uber Low KDR players or very new players should be given aim assist for a fix period of hours of play and after that its No aim assist for all
> > > >
> > > > Addiction? Cult? This post is ridiculously overly hyperbolic. Shooters have aim assist for controllers because it is simply not feasible to expect everyone to be able to move and aim with consistently decent accuracy by moving two analog sticks. There is absolutely nothing wrong with the level of aim assist they provided in the past, nor anything wrong with people relying on it for basic accessibility. It’s also not nearly as bad as you’re implying. The way talking, you’d think Halo’s aim assist is like GTA style auto-aim or something. Halo still requires plenty of precision to do well in matchmaking, and it requires it consistently because of the higher time to kill than generally seen in other shooters.
>
> It is a aimbot tho , Aimbots can be set to various level its not all cheater/aimbotter/hackers who are " rage hacker " or " obvious " hacker many sets their aimbot to be some sort of aim assist wich help with aiming and stick on target … its not all " crack down " style lock on aimbots
>
> Aim assist is Aimbots … Ninja was a Halo Pro players on controler and he dont lie about it anymore Aim assist in games like HALO , COD or FOrtnite is basically an Aimbot and its unfair to controler players who seek to play fair and square and disable aim assist …
>
> The only aim assist acceptable is reduction in sensitivity near hitbox … Tracking , bullet bending etc… is unaceptable in my opinion and remoove any real aiming skills from the equation … Give it a try stop using aim assist for a while and you will see even in a storymode game youd get better and youll be able to see youre true skills and it will be rewarding
>
> Why Summit1g Uninstalled Halo Reach - Aim Assist Discussion - YouTube

This is probably the dumbest post I’ve ever read. Please don’t listen to this guy if you’re reading this. He has 0 clue what he’s talking about. Again another lower skilled player acting like they understand this -Yoink- when they havent played a single ranked game at a higher level. Even the pros like royal 2, snakebite, frosty, and snip3down all said the aiming wasnt great and aim assist needed a buff. You think they dont have skill? You could 1v1 them 50 times and they’d skunk you 50 times bruh. This low aim assist only hurts players like you. All this is going to do is give m&k players a big advantage where itll show up the most in average and low skill sbmm matches. Doing well against actual bots doesnt mean you can aim properly. We all did well against the bots because the bots were trash and stood still half the time. Just wait until you get to play good m&k players or controller players with good movement. Its not gonna be fun.

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> > 2533274887613159;181:
> > > 2533274933770910;178:
> > > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> > >
> > > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> > >
> > > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> > >
> > > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
> >
> > They just didn’t do enough to their sensitivity slides / practice and play enough.
>
> So me, a 10+ year halo veteran, who is highly ranked in every halo game i’ve ever played needs more practice? Even the pros were saying the aim felt like trash. They said that because the aim assist we’ve had in every halo before this is completely gone. It absurd to say oh it felt perfectly fine when playing bots the whole weekend. Just wait until you get to play some good m&k players and you’ll see lmfao. All these people saying its fine are lower skilled players who wont see good m&k players in matchmaking. The sniper was straight up unusable on controller same as the skewer. I messed with every aim setting possible and played 5+ hours a day during the flight. I’ve never had a problem aiming in a fps game in the last 15 years until this game. I’m sorry but you’re just wrong.

Like you said, it didn’ felt good to aim with a Controller, i agree with all your points. I don’t know if it’s only AA what the Problem, because on of the user in one of these “Aiming didnt felt good” threads posted this:
**“Aiming in general is broken, not just aim assist. Deadzones are borked beyond belief, and aiming diagonally is way slower than aiming horizontally and vertically. This is the core of the problem and is why aiming feels terrible. Even if they ramp aim assist way up it’s still going to feel like yoink until they fix the core issues with aiming.”**I felt the same thing like the user described. I hope they can fix the Problem.

> 2533274876991706;1:
> Its really that simple but we need this message to reach 343!
> A slight controller aim assist buff would be a big help. We play with an inherently inferior aiming tool, this is the whole point of aim assist. I want to be able to use that sniper too!

It feels like it needs consistency, not a buff. I can’t explain it, found my controller flying around a few times.

> 2533274836018143;190:
> We all did well against the bots because the bots were trash and stood still half the time. Just wait until you get to play good m&k players or controller players with good movement. Its not gonna be fun.

Your logic here is weird.

Why is it a problem when a controller player who has mastered the movement is better than the other players?

Controller players who have a good movement and aim should be better than everyone else. They should be celebrated.

You cannot go to an online multiplayer player shooter and expect to do well against the other players who spend more time learning movement and aiming.

343 is talking about input based matchmaking. So us controller players will not have to worry about MKB players.

Simple fact of the matter is it needs to feel/play good at every level of the game. Casuals need to be able to enjoy it and high tier players need to enjoy it. MnK and controller needs to be balanced which right now it’s not. I’ve never stopped playing Halo and I play many FPS titles and unfortunately right now the the aim In Infinite needs tuning. And if you disagree I hate to break it to you but you’re below average and have a high ego because you played well in the flight against bots.

> 2533274933770910;193:
> > 2533274836018143;190:
> > We all did well against the bots because the bots were trash and stood still half the time. Just wait until you get to play good m&k players or controller players with good movement. Its not gonna be fun.
>
> Your logic here is weird.
>
> Why is it a problem when a controller player who has mastered movement is better than the other players?
>
> Controller players who have a good movement and aim should be better than everyone else. They should be celebrated.
>
> You cannot go to an online multiplayer player shooter and magically expect to do well against the other players who bothered to learn the movement and aiming.
>
> 343 is talking about input based matchmaking. So us controller players will not have to worry about MKB players.

The good movement point is in relation to aiming. Its going to be harder to hit players with good movement. I never said they shouldnt be celebrated. The point is its going to show the problems with current aim assist levels. Also we will see on the input based matchmaking. They said that would be for ranked not social. So social will still have everyone together and guess what most people only play social. Then last week the recent esports post revealed m&k will be playing with controller together in the pro-league. If they made that decision then I see them most likely removing the input based matchmaking in ranked where most pros practice. So thats a moot point.

> 2535410414280689;194:
> Simple fact of the matter is it needs to feel/play good at every level of the game. Casuals need to be able to enjoy it and high tier players need to enjoy it. MnK and controller needs to be balanced which right now it’s not. I’ve never stopped playing Halo and I play many FPS titles and unfortunately right now the the aim In Infinite needs tuning. And if you disagree I hate to break it to you but you’re below average and have a high ego because you played well in the flight against bots.

this is what im saying. Right now controller will be at a disadvantage for one, and in addition certain guns just were not fun to use on controller like the sniper which is a major issue.

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> > > 2533274836018143;190:
> > > We all did well against the bots because the bots were trash and stood still half the time. Just wait until you get to play good m&k players or controller players with good movement. Its not gonna be fun.
> >
> > Your logic here is weird.
> >
> > Why is it a problem when a controller player who has mastered movement is better than the other players?
> >
> > Controller players who have a good movement and aim should be better than everyone else. They should be celebrated.
> >
> > You cannot go to an online multiplayer player shooter and magically expect to do well against the other players who bothered to learn the movement and aiming.
> >
> > 343 is talking about input based matchmaking. So us controller players will not have to worry about MKB players.
>
> The good movement point is in relation to aiming. Its going to be harder to hit players with good movement. I never said they shouldnt be celebrated. The point is its going to show the problems with current aim assist levels. Also we will see on the input based matchmaking. They said that would be for ranked not social. So social will still have everyone together and guess what most people only play social. Then last week the recent esports post revealed m&k will be playing with controller together in the pro-league. If they made that decision then I see them most likely removing the input based matchmaking in ranked where most pros practice. So thats a

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> > 2533274910490370;187:
> > > 2533274887613159;181:
> > > > 2533274933770910;178:
> > > > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> > > >
> > > > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> > > >
> > > > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> > > >
> > > > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
> > >
> > > They just didn’t do enough to their sensitivity slides / practice and play enough.
> >
> > I was changing the settings constantly through the flight trying to make it feel good and played for several hours over the weekend. It always felt like wading through garbage.
>
> I had to adjust my deadzones. It made zero sense however it fixed the aim. It seems like they have some fixes to do on that end. The aim for my after fixing them was pretty fluid.

> 2533274836018143;186:
> > 2533274887613159;181:
> > > 2533274933770910;178:
> > > As a controller player who played Halo Infinite test most of the past weekend, I thought the level of aim assist was perfectly fine.
> > >
> > > Adding more aim assist would make me feel cheap because it is like having training wheels on. I also believe that Infinite would become a worse game if the aim assist on controllers is increased, and I say that as a controller player. There is no advantage for me to gain here by saying that.
> > >
> > > Keeping the same level of aim assist from Halo Infinite test allows a wider spectrum on which we can differentiate players per their skill level. I think that is better for both casual and competitive matchmaking.
> > >
> > > I think the sniper rifle might have some issues, which are not related to the level of aim assist. Other weapons felt perfectly fine to aim.
> >
> > They just didn’t do enough to their sensitivity slides / practice and play enough.
>
> So me, a 10+ year halo veteran, who is highly ranked in every halo game i’ve ever played needs more practice? Even the pros were saying the aim felt like trash. They said that because the aim assist we’ve had in every halo before this is completely gone. It absurd to say oh it felt perfectly fine when playing bots the whole weekend. Just wait until you get to play some good m&k players and you’ll see lmfao. All these people saying its fine are lower skilled players who wont see good m&k players in matchmaking. The sniper was straight up unusable on controller same as the skewer. I messed with every aim setting possible and played 5+ hours a day during the flight. I’ve never had a problem aiming in a fps game in the last 15 years until this game. I’m sorry but you’re just wrong.

Yes if the aiming has changed and youre no longer good at it… practice.

> 2533274836018143;195:
> The good movement point is in relation to aiming. Its going to be harder to hit players with good movement. I never said they shouldnt be celebrated. The point is its going to show the problems with current aim assist levels.

But that’s why you become good at movement. To avoid getting shot easily. It is working as intended.

The aim assist is the same for everyone. When the players perform better due to their higher skill level and better aiming, there are no problems as there is no discrimination.

> 2533274836018143;195:
> They said that would be for ranked not social. So social will still have everyone together and guess what most people only play social. Then last week the recent esports post revealed m&k will be playing with controller together in the pro-league. If they made that decision then I see them most likely removing the input based matchmaking in ranked where most pros practice. So thats a moot point.

True, but I am starting to think the that social matchmaking should also be separated unless the player in question wants to mix it.

I guess the first PVP flight will shine more light on that debate.

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> > 2533274836018143;190:
> > We all did well against the bots because the bots were trash and stood still half the time. Just wait until you get to play good m&k players or controller players with good movement. Its not gonna be fun.
>
> Your logic here is weird.
>
> Why is it a problem when a controller player who has mastered the movement is better than the other players?
>
> Controller players who have a good movement and aim should be better than everyone else. They should be celebrated.
>
> You cannot go to an online multiplayer player shooter and expect to do well against the other players who spend more time learning movement and aiming.
>
> 343 is talking about input based matchmaking. So us controller players will not have to worry about MKB players.

Good aim and good movement will always be rewarded in any fps game. You act like making small tunes and a small buff to AA is gonna get rid of any skill gap where that just isn’t the case. It needs to be a good balance for all players at all ranks and on both inputs.

The “git gud” argument is so tone deaf that at this point I start to think it must be trolling.
I just played a couple of games of halo 5, I did my share of kills, I had ZERO fun because aiming felt like driving a cart full of groceries. Adjust settings? Done, it felt like moving a cart full of groceries on a slippery floor.
It’s not about hitting all the shot, its about felling it consistent and fun to play.
Hey, at this point remove the crossair! Would it satisfy your “skill gap” feticism? You could also break some fingers to make it even more competitive.

> 2533274836018143;186:
> So me, a 10+ year halo veteran, who is highly ranked in every halo game i’ve ever played needs more practice.

I was playing multiplayer shooters on PC back when the first Halo was a future Mac exclusive. And yes, I will still need to practice Halo Infinite. As I do with every FPS game I play.

It is quite outrageus to say that you are somehow entitled for zero effort and no practice when Halo Infinite comes out.

Your whole argument is basically: ‘I need the strong aim assist because I don’t want to practice or learn a new Halo game like everyone else’.