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

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> > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> > > >
> > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> > > >
> > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> > > >
> > > > Anyways, that was all. Farewell.
> > >
> > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
> >
> > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
>
> I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.

You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.

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> > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> >
> > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> >
> > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> >
> > Anyways, that was all. Farewell.
>
> Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.

When it’s not because it’s functioning as intend I’ll remind you. This whole thread is for a bunch of crybabies who can’t aim patting themselves on the back. I played controller on pc 95% of the time and it feels great once you turn off the stick deadzones and aim acceleration.

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> > > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> > > > >
> > > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> > > > >
> > > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> > > > >
> > > > > Anyways, that was all. Farewell.
> > > >
> > > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
> > >
> > > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
> >
> > I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.
>
> You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.

tell me more, what studio finance team do you work for? I’m genuinely interested since you seem to know all about the F2P model. Lets do some math. Lets say there are 1 million players that spent money in a F2P game, and 5% are the so called whales you mentioned (this is higher than what actually exists, its probably more like 1%). That 50,000 people spending around 500$ per year on micro transactions. That generated 25 million in revenue. Then you have the other normal 95% that spend around 50$ a year on avg. A much more normal number less than a 60$ game that people would pay anyway. That 95% is 950,000 players. If they each spent 50$ then that generates 47.5 million$ in revenue. This is why your argument is flawed. Their goal is to get millions of players to spend 10-50$ a year on battle passes and maybe a microtransaction or two. This generates far more revenue than the 1-5% that are spending anywhere from 200-1000$ a year. That 5% is an overestimation for sure. 99% of people that are willing spend money in a game will buy the battle pass and maybe a couple store items totaling 40-70$ for the year. F2P games are driven by volume through having a massive playerbase which is why the game is free and why they’ll want the game to appeal to the mass audience of casuals. (keep in mind making a game accessible doesnt mean it cant have a high skill ceiling -which it most definitely will). For your theory to be correct youd need 10% of the playerbase that is willing to spend money to be whales, and ill be honest here theres no way in hell thats true for any game.

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> no one will agree with this d dawg guy

I’m living in your head rent free.

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> > no one will agree with this d dawg guy
>
> I’m living in your head rent free.

tell me more, how’s the scav hunt going? are you having fun? and honestly I think its the other way around lol, you’re the one Ive got scouring the internet lol

The real answer is increasing aim assist, and reducing weapon accuracy so that you’ll miss a few more shots on average. Making it so you can’t kill people across the map as easily introduces more desire to get close and melee your opponents. Right now, the Golden Triangle is a bit lopsided in favor of guns and grenades. Especially with how large the frag blast radius is.

It might sound terrible to some people who don’t understand, but making aiming less frustrating, and making weapons miss touch more, would add a whole new layer of player engagement. Infinite is almost where it needs to be as far as gunplay is concerned.

I disagree, I liked it how it was.

I don’t think it’s the aim assist that’s the problem, so much as the RS controls in general. It’s not smooth at all, and could really use some work so that it “feels” right.

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> > > > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> > > > > >
> > > > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> > > > > >
> > > > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> > > > > >
> > > > > > Anyways, that was all. Farewell.
> > > > >
> > > > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
> > > >
> > > > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
> > >
> > > I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.
> >
> > You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.
>
> tell me more, what studio finance team do you work for? I’m genuinely interested since you seem to know all about the F2P model. Lets do some math. Lets say there are 1 million players that spent money in a F2P game, and 5% are the so called whales you mentioned (this is higher than what actually exists, its probably more like 1%). That 50,000 people spending around 500$ per year on micro transactions. That generated 25 million in revenue. Then you have the other normal 95% that spend around 50$ a year on avg. A much more normal number less than a 60$ game that people would pay anyway. That 95% is 950,000 players. If they each spent 50$ then that generates 47.5 million$ in revenue. This is why your argument is flawed. Their goal is to get millions of players to spend 10-50$ a year on battle passes and maybe a microtransaction or two. This generates far more revenue than the 1-5% that are spending anywhere from 200-1000$ a year. That 5% is an overestimation for sure. 99% of people that are willing spend money in a game will buy the battle pass and maybe a couple store items totaling 40-70$ for the year. F2P games are driven by volume through having a massive playerbase which is why the game is free and why they’ll want the game to appeal to the mass audience of casuals. (keep in mind making a game accessible doesnt mean it cant have a high skill ceiling -which it most definitely will). For your theory to be correct youd need 10% of the playerbase that is willing to spend money to be whales, and ill be honest here theres no way in hell thats true for any game.

This guy thinks the average casual player spends 50 bucks a year on a games cosmetics. :rofl::rofl::rofl:

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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?
> >
> > There is aim assist you just haven’t dialed in your sensitivity/FOV, the framerate is bad, or you haven’t adapted yet.
>
> Not being adapted might have played some part. I literally had to go to a friend’s colleague’s house to play a bunch of rounds on the last day, since neither I nor my buddies were invited. I had a rough time no matter what settings I tried though. But since so many take issue with the AA on waypoint, there has to be something wrong.

You have one of my favorite replies in this thread. I have no doubt that plenty of players will do their best to adapt and get better. Many players will mess with their settings for hours just to get the feeling perfect. The thing I like most about your comment though is that you went over to someone’s house to play for a bit, and struggled. I like this because plenty of people will be in a somewhat similar situation. Plenty of people will only have a couple hours to play Infinite every night, or every other night, and if they spend so much time struggling to be even decent at the game only to get dunked on, it’s gonna turn them off. People really need to remember that not every player, or even most players, are hyper competitive and want to grind out a game for hours and days and weeks to be the best, they just wanna chill on a game they love for a few hours whenever they can, and if they constantly feel like they just aren’t good, or if the controls feel bad, it’s gonna turn people off of the game, which only hurts the entire Halo community in the long run. The game should be casual friendly, it should be easy to pick up and play for a bit and have a good time, and it should feel similar to aim in Infinite as it did in the Halo’s before it, since that is what the casual Halo fan will be expecting.

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

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> > > > > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> > > > > > >
> > > > > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> > > > > > >
> > > > > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> > > > > > >
> > > > > > > Anyways, that was all. Farewell.
> > > > > >
> > > > > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
> > > > >
> > > > > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
> > > >
> > > > I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.
> > >
> > > You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.
> >
> > tell me more, what studio finance team do you work for? I’m genuinely interested since you seem to know all about the F2P model. Lets do some math. Lets say there are 1 million players that spent money in a F2P game, and 5% are the so called whales you mentioned (this is higher than what actually exists, its probably more like 1%). That 50,000 people spending around 500$ per year on micro transactions. That generated 25 million in revenue. Then you have the other normal 95% that spend around 50$ a year on avg. A much more normal number less than a 60$ game that people would pay anyway. That 95% is 950,000 players. If they each spent 50$ then that generates 47.5 million$ in revenue. This is why your argument is flawed. Their goal is to get millions of players to spend 10-50$ a year on battle passes and maybe a microtransaction or two. This generates far more revenue than the 1-5% that are spending anywhere from 200-1000$ a year. That 5% is an overestimation for sure. 99% of people that are willing spend money in a game will buy the battle pass and maybe a couple store items totaling 40-70$ for the year. F2P games are driven by volume through having a massive playerbase which is why the game is free and why they’ll want the game to appeal to the mass audience of casuals. (keep in mind making a game accessible doesnt mean it cant have a high skill ceiling -which it most definitely will). For your theory to be correct youd need 10% of the playerbase that is willing to spend money to be whales, and ill be honest here theres no way in hell thats true for any game.
>
> This guy thinks the average casual player spends 50 bucks a year on a games cosmetics. :rofl::rofl::rofl:

Where did I say the average casual player? enlighten me, these were just examples with people that will spend money. But i guess you cant fix stupid.

Didn’t read all the pages as it looks like things derailed a bit. I will say I strongly enjoyed my aim not being jacked with like any many other games. It is nice to be able to hit what your aiming at vs the aim assist getting confused if multiple people are in front of you :slight_smile:

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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.

It seems like what average people want from game to game does not support the games longevity. Halo 4 had insane bullet magnetism, Halo 5: Guardians aim assist is inconsistent because of heavy aim, both games really dropped off after the respective title updates to the game. The skill ceiling is brought higher with mouse and keyboard and controllers but its like anytime this conversation comes up its hard for anyone to get a grip that this game isn’t just for them. If the game and aim assist is made more congruent with the direction of the game; it being a large title to compete with COD, Fortnite, Apex Legends and Valorant first person shooter titles an esports competitive setting is necessary an skill base to which players can grow is necessary. Aim assist doesn’t stop good players for outshooting you, if especially without it they can do the same.

> 2736338880750528;274:
> Didn’t read all the pages as it looks like things derailed a bit. I will say I strongly enjoyed my aim not being jacked with like any many other games. It is nice to be able to hit what your aiming at vs the aim assist getting confused if multiple people are in front of you :slight_smile:

I actually experience a few weird scenarios where aim assist did prevent me from killing the person I was engaging.

I was shooting a bot in front of me, than another bot came closer in my foreground and took shots from my aimer, which was still aimed in the front. They did a sort of bait and switch on the map Bizarre where I made it out alive but wasn’t able to kill the first bot behind the last one.

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> > > > > > > > > > I just wanted to come back to say this is what Snipedown said on his twitter:
> > > > > > > >
> > > > > > > > “The aim assist in Halo Infinite is less than any other FPS I’ve played, I love it. True aim skill will shine in this game”
> > > > > > > >
> > > > > > > > He does say that the game has less AA, but he thinks that’s a good thing, which we can infer he doesn’t want it increased. Couldn’t agree with him more. I’ll pm you the link if you want.
> > > > > > > >
> > > > > > > > Anyways, that was all. Farewell.
> > > > > > >
> > > > > > > Big yikes. On his twitch he talked about how low aim assist is bad for the casual fans. Obviously he thinks its good for himself, and I agree low aim assist is fine for the top 1%. I never said he wanted it buffed for himself. I said he talked about improving it for the casual fans. Which is what Im saying but yeah you can keep cherry picking to support your argument. Same goes for the other pros I mentioned. What’s funny is in the final build aim assist and the sniper will be better on controller pretty much guaranteed, which will be hilarious. I’ll make sure to come back here and remind you.
> > > > > >
> > > > > > Companies that make competitive games need to stop caring about accessibility and ease of use for casual fans. Sorry not sorry.
> > > > >
> > > > > I can guarantee you comp is not the priority. The game is F2P and the priority is making big piles of cash bud. And to do that they need to sell micro transactions. And to do that they need a lot of players. and to have a lot of players the game needs to be fun and accessible. and to be fun and accessible the game needs to be approachable and not impossible to aim in for the average joe. you get it? thanks for coming to my ted talk.
> > > >
> > > > You completely missed the point of my statement lol. It doesn’t matter if competition is the priority. Either way this is a competitive game inherently because of what it is. And because of that, you either maintain a skill gap or you will fail to sustain a player base. Also if you actually knew anything about how f2p games make money you’d know it doesn’t have anything to do with having alot of players. It has to do with baiting and maintaining your whales. They don’t care about the 1 casual player who spent 20 bucks. They care about the ones who will spend hundreds to thousands per year on microtransactions.
> > >
> > > tell me more, what studio finance team do you work for? I’m genuinely interested since you seem to know all about the F2P model. Lets do some math. Lets say there are 1 million players that spent money in a F2P game, and 5% are the so called whales you mentioned (this is higher than what actually exists, its probably more like 1%). That 50,000 people spending around 500$ per year on micro transactions. That generated 25 million in revenue. Then you have the other normal 95% that spend around 50$ a year on avg. A much more normal number less than a 60$ game that people would pay anyway. That 95% is 950,000 players. If they each spent 50$ then that generates 47.5 million$ in revenue. This is why your argument is flawed. Their goal is to get millions of players to spend 10-50$ a year on battle passes and maybe a microtransaction or two. This generates far more revenue than the 1-5% that are spending anywhere from 200-1000$ a year. That 5% is an overestimation for sure. 99% of people that are willing spend money in a game will buy the battle pass and maybe a couple store items totaling 40-70$ for the year. F2P games are driven by volume through having a massive playerbase which is why the game is free and why they’ll want the game to appeal to the mass audience of casuals. (keep in mind making a game accessible doesnt mean it cant have a high skill ceiling -which it most definitely will). For your theory to be correct youd need 10% of the playerbase that is willing to spend money to be whales, and ill be honest here theres no way in hell thats true for any game.
> >
> > This guy thinks the average casual player spends 50 bucks a year on a games cosmetics. :rofl::rofl::rofl:

As long as we all remember the average player is what matters. It’s a video game that many people of differing skill levels want to enjoy, not the Olympics.

There’s no need for aim assist. You can be good and skilled with a controller.
I was kicking some -Yoink- with precision weapons at the end of the tech preview with an xbox controller.

> 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!

Then this means mnk players will never be able to play fairly against u guys and mcc was proof of the issue. Aim assist needs to be where it is and I find that infinite has a good enough amount to keep controller players keeping up. I found it still too easy on controller and ur saying its hard?

> 2535445910457035;280:
> > 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!
>
> Then this means mnk players will never be able to play fairly against u guys and mcc was proof of the issue. Aim assist needs to be where it is and I find that infinite has a good enough amount to keep controller players keeping up. I found it still too easy on controller and ur saying its hard?

Nah aim assist needs a buff, I don’t know if it was because I played on Xbox one but controller felt terrible. The aim assist definitely can’t stay as it is because mnk has a massive advantage right now, the guns controller struggles with: commando, sniper and skewer are lasers on mnk.

You also gotta remember that all the games on mcc were made for console and were out for awhile. All the players PC players encountered had a ton of time and experience in the games of course mnk wouldn’t dominate. Just try and get Onyx on halo 5 right now even with the high aim assist you’re gonna get thrashed by sweats.

The real losers of this situation are the controller esports players. Cross input presents so many balance disputes. Combining inputs off the bat is a risky decision that 343 should’ve eased into.

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> > 2535445910457035;280:
> > > 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!
> >
> > Then this means mnk players will never be able to play fairly against u guys and mcc was proof of the issue. Aim assist needs to be where it is and I find that infinite has a good enough amount to keep controller players keeping up. I found it still too easy on controller and ur saying its hard?
>
> Nah aim assist needs a buff, I don’t know if it was because I played on Xbox one but controller felt terrible. The aim assist definitely can’t stay as it is because mnk has a massive advantage right now, the guns controller struggles with: commando, sniper and skewer are lasers on mnk.
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> You also gotta remember that all the games on mcc were made for console and were out for awhile. All the players PC players encountered had a ton of time and experience in the games of course mnk wouldn’t dominate. Just try and get Onyx on halo 5 right now even with the high aim assist you’re gonna get thrashed by sweats.
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> The real losers of this situation are the controller esports players. Cross input presents so many balance disputes. Combining inputs off the bat is a risky decision that 343 should’ve eased into.

Then u clearly dunno how mnk players play like. I came from both controller and mnk. I even struggled with commando on both inputs and it felt worse on mnk because of the input delay. There is a clear distinction between good and bad mnk players as there is to controller players. Mnk does not equate to aimbot because if u heard that from somewhere u r terribly wrong. For the whole of MCC mnk players have been dominated by controller players and its their job to balance them both. In my opinion both feels just as fine and if ur still saying that controller aim assist feels low idk what to say because I had a 60% accuracy on controller as my peak.