> 2535410414280689;383:
> > 2533274871235314;382:
> > > 2535445910457035;373:
> > > > 2533274871235314;372:
> > > > > 2732317809650829;16:
> > > > > > 2533274887613159;5:
> > > > > > > 2533274825333224;4:
> > > > > > > > 2533274887613159;2:
> > > > > > > > Or or or… you need practice and better sensitivity
> > > > > > >
> > > > > > > I mean, if you want to dedicate your life to it by all means.
> > > > > > >
> > > > > > > Not a lot of people have the time or motivation to pour their soul into that one feature when it could be remedied with the flip of a switch.
> > > > > > >
> > > > > > > I will personally disable crossplay unless they specifically maintain that the group I’m playing with is on a controller.
> > > > > > >
> > > > > > > Otherwise it’s just campaign and onto other things for me an hopefully many others.
> > > > > >
> > > > > > You already shouldnt crossplay against a pc if you’re on console. 120hz doesnt come close to 300hz
> > > > >
> > > > > I don’t even notice a big advantage playing at 120 from 60, so I’m somewhat doubtful that’s some massive advantage going higher. The server is still running at 60hz. And most people aren’t running 300hz monitors to begin with.
> > > >
> > > > The human eye can only see 60-75 frames per second. It’s a placebo.
> > >
> > > yeah it cant but the smoothness does help discern targets on those high speed flicks experienced on mnk. Even tenz and shroud has said that 144hz is good but anything higher is just not differentiable. So you are right to an extent but from 60 to 144hz is differentiable.
> >
> > I mean I guess. But 2 people’s opinions don’t make something factual. Marginal differences at best regardless.
>
> 144hz is 100% better than 60hz and it is not marginal. 144 to 240 is marginal. When i switched from console to PC i found that out really quick. And when i try to get back on my xbox now i can immediately tell the difference
There’s even a big difference between 60hz and 120hz. I tried it on series X then couldn’t game again at 60hz due to the difference and went and got me a PC to game all my games at that kind of fps.
> 2533274822068856;380:
> > 2535445910457035;379:
> > > 2533274822068856;378:
> > > > 2535445910457035;376:
> > > > > 2533274822068856;374:
> > > > > > 2535445910457035;365:
> > > > > > > 2533274841319028;328:
> > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > >
> > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> >
> > You’re just really aggressive towards mnk players.
>
> Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
what about the perspective of an average mnk player? You are still omitting that group in the halo community.
> 2533274871235314;382:
> > 2535445910457035;373:
> > > 2533274871235314;372:
> > > > 2732317809650829;16:
> > > > > 2533274887613159;5:
> > > > > > 2533274825333224;4:
> > > > > > > 2533274887613159;2:
> > > > > > > Or or or… you need practice and better sensitivity
> > > > > >
> > > > > > I mean, if you want to dedicate your life to it by all means.
> > > > > >
> > > > > > Not a lot of people have the time or motivation to pour their soul into that one feature when it could be remedied with the flip of a switch.
> > > > > >
> > > > > > I will personally disable crossplay unless they specifically maintain that the group I’m playing with is on a controller.
> > > > > >
> > > > > > Otherwise it’s just campaign and onto other things for me an hopefully many others.
> > > > >
> > > > > You already shouldnt crossplay against a pc if you’re on console. 120hz doesnt come close to 300hz
> > > >
> > > > I don’t even notice a big advantage playing at 120 from 60, so I’m somewhat doubtful that’s some massive advantage going higher. The server is still running at 60hz. And most people aren’t running 300hz monitors to begin with.
> > >
> > > The human eye can only see 60-75 frames per second. It’s a placebo.
> >
> > yeah it cant but the smoothness does help discern targets on those high speed flicks experienced on mnk. Even tenz and shroud has said that 144hz is good but anything higher is just not differentiable. So you are right to an extent but from 60 to 144hz is differentiable.
>
> I mean I guess. But 2 people’s opinions don’t make something factual. Marginal differences at best regardless.
You say marginal, but many pro players from various games have said the same. Even phone reviews of panels with 90 and 60hz have a great difference. To disregard this is just ignorance.
> 2535445910457035;385:
> > 2533274822068856;380:
> > > 2535445910457035;379:
> > > > 2533274822068856;378:
> > > > > 2535445910457035;376:
> > > > > > 2533274822068856;374:
> > > > > > > 2535445910457035;365:
> > > > > > > > 2533274841319028;328:
> > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > >
> > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > >
> > > You’re just really aggressive towards mnk players.
> >
> > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
>
> what about the perspective of an average mnk player? You are still omitting that group in the halo community.
M&K gets to play with M&K. That’s the whole point of input based matchmaking.
> 2533274822983221;381:
> They need to make the aiming like how it was in Halo 5. That game had phenomenal gunplay on a controller.
disagree just due to the fact that neck shots count as headshots? That is just ridiculous to anyone. The bullet magnetism was crazy in that game and was absolutely ridiculous
> 2533274822068856;387:
> > 2535445910457035;385:
> > > 2533274822068856;380:
> > > > 2535445910457035;379:
> > > > > 2533274822068856;378:
> > > > > > 2535445910457035;376:
> > > > > > > 2533274822068856;374:
> > > > > > > > 2535445910457035;365:
> > > > > > > > > 2533274841319028;328:
> > > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > > >
> > > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > > >
> > > > You’re just really aggressive towards mnk players.
> > >
> > > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
> >
> > what about the perspective of an average mnk player? You are still omitting that group in the halo community.
>
> M&K gets to play with M&K. That’s the whole point of input based matchmaking.
yeah i know but i do believe, like mcc, casual matches will have mnk players playing with controller players. That is the rationale for balancing the two to the best of 343’s abilities. For ranked or competitive, there will have to be that separation. Unless that mnk or controller player is adventurous enough to cross play.
> 2535445910457035;389:
> > 2533274822068856;387:
> > > 2535445910457035;385:
> > > > 2533274822068856;380:
> > > > > 2535445910457035;379:
> > > > > > 2533274822068856;378:
> > > > > > > 2535445910457035;376:
> > > > > > > > 2533274822068856;374:
> > > > > > > > > 2535445910457035;365:
> > > > > > > > > > 2533274841319028;328:
> > > > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > > > >
> > > > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > > > >
> > > > > You’re just really aggressive towards mnk players.
> > > >
> > > > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
> > >
> > > what about the perspective of an average mnk player? You are still omitting that group in the halo community.
> >
> > M&K gets to play with M&K. That’s the whole point of input based matchmaking.
>
> yeah i know but i do believe, like mcc, casual matches will have mnk players playing with controller players. That is the rationale for balancing the two to the best of 343’s abilities. For ranked or competitive, there will have to be that separation. Unless that mnk or controller player is adventurous enough to cross play.
Any sort open matchmaking will inevitably end in disaster. More seasoned M&K players are always at an aiming advantage. If you’re good with both input methods, you will perform better with M&K. It just takes time to get there. It doesn’t matter if the matchmaking is ranked or not, because an unfair advantage (better aim on M&K) is an unfair advantage. Unfair advantages are even against the Xbox Live terms of use, so 343 trying to push this crap is technically in violation of Xbox Live’s terms of use. Just because long term Halo players are relatively new to M&K, does not mean this discussion hasn’t been had elsewhere a million times over the last 20+ years.
> 2533274885506317;384:
> > 2535410414280689;383:
> > > 2533274871235314;382:
> > > > 2535445910457035;373:
> > > > > 2533274871235314;372:
> > > > > > 2732317809650829;16:
> > > > > > > 2533274887613159;5:
> > > > > > > > 2533274825333224;4:
> > > > > > > > > 2533274887613159;2:
> > > > > > > > > Or or or… you need practice and better sensitivity
> > > > > > > >
> > > > > > > > I mean, if you want to dedicate your life to it by all means.
> > > > > > > >
> > > > > > > > Not a lot of people have the time or motivation to pour their soul into that one feature when it could be remedied with the flip of a switch.
> > > > > > > >
> > > > > > > > I will personally disable crossplay unless they specifically maintain that the group I’m playing with is on a controller.
> > > > > > > >
> > > > > > > > Otherwise it’s just campaign and onto other things for me an hopefully many others.
> > > > > > >
> > > > > > > You already shouldnt crossplay against a pc if you’re on console. 120hz doesnt come close to 300hz
> > > > > >
> > > > > > I don’t even notice a big advantage playing at 120 from 60, so I’m somewhat doubtful that’s some massive advantage going higher. The server is still running at 60hz. And most people aren’t running 300hz monitors to begin with.
> > > > >
> > > > > The human eye can only see 60-75 frames per second. It’s a placebo.
> > > >
> > > > yeah it cant but the smoothness does help discern targets on those high speed flicks experienced on mnk. Even tenz and shroud has said that 144hz is good but anything higher is just not differentiable. So you are right to an extent but from 60 to 144hz is differentiable.
> > >
> > > I mean I guess. But 2 people’s opinions don’t make something factual. Marginal differences at best regardless.
> >
> > 144hz is 100% better than 60hz and it is not marginal. 144 to 240 is marginal. When i switched from console to PC i found that out really quick. And when i try to get back on my xbox now i can immediately tell the difference
>
> There’s even a big difference between 60hz and 120hz. I tried it on series X then couldn’t game again at 60hz due to the difference and went and got me a PC to game all my games at that kind of fps.
oh yeah fore sure man people that have never gamed on 120/144 dont understand how big of a difference it is. Then you have that group of people who have 120fps and a 60hz monitor lmao
> 2533274822068856;390:
> > 2535445910457035;389:
> > > 2533274822068856;387:
> > > > 2535445910457035;385:
> > > > > 2533274822068856;380:
> > > > > > 2535445910457035;379:
> > > > > > > 2533274822068856;378:
> > > > > > > > 2535445910457035;376:
> > > > > > > > > 2533274822068856;374:
> > > > > > > > > > 2535445910457035;365:
> > > > > > > > > > > 2533274841319028;328:
> > > > > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > > > > >
> > > > > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > > > > >
> > > > > > You’re just really aggressive towards mnk players.
> > > > >
> > > > > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
> > > >
> > > > what about the perspective of an average mnk player? You are still omitting that group in the halo community.
> > >
> > > M&K gets to play with M&K. That’s the whole point of input based matchmaking.
> >
> > yeah i know but i do believe, like mcc, casual matches will have mnk players playing with controller players. That is the rationale for balancing the two to the best of 343’s abilities. For ranked or competitive, there will have to be that separation. Unless that mnk or controller player is adventurous enough to cross play.
>
> Any sort open matchmaking will inevitably end in disaster. More seasoned M&K players are always at an aiming advantage. If you’re good with both input methods, you will perform better with M&K. It just takes time to get there. It doesn’t matter if the matchmaking is ranked or not, because an unfair advantage (better aim on M&K) is an unfair advantage. Unfair advantages are even against the Xbox Live terms of use, so 343 trying to push this crap is technically in violation of Xbox Live’s terms of use. Just because long term Halo players are relatively new to M&K, does not mean this discussion hasn’t been had elsewhere a million times over the last 20+ years.
i was not talking about the more seasoned mnk players. I was talking about the casual players. They don’t go through any form of aiming discipline. Time doesn’t make a player good or not on mnk. It’s the amount of time they practice on comp settings. I am pretty good on both inputs as of recently. I was not good on either inputs when I started out and my KD suggests that. You always say that mnk poses an unfair advantage but im always outgunned on br fights and even snipers simply because the strong AA gives the bullets extra range that can easily stick and give controller players the advantage. From my perspective the converse is only true. Tracking and long ranged gunfights (still within AA range) outguns any novice mnk player. Hence, the low population of mnk players on mcc due to the lack of consideration of mnk players on the field. Therefore, the aforementioned rationale.
> 2535410414280689;391:
> > 2533274885506317;384:
> > > 2535410414280689;383:
> > > > 2533274871235314;382:
> > > > > 2535445910457035;373:
> > > > > > 2533274871235314;372:
> > > > > > > 2732317809650829;16:
> > > > > > > > 2533274887613159;5:
> > > > > > > > > 2533274825333224;4:
> > > > > > > > > > 2533274887613159;2:
> > > > > > > > > > Or or or… you need practice and better sensitivity
> > > > > > > > >
> > > > > > > > > I mean, if you want to dedicate your life to it by all means.
> > > > > > > > >
> > > > > > > > > Not a lot of people have the time or motivation to pour their soul into that one feature when it could be remedied with the flip of a switch.
> > > > > > > > >
> > > > > > > > > I will personally disable crossplay unless they specifically maintain that the group I’m playing with is on a controller.
> > > > > > > > >
> > > > > > > > > Otherwise it’s just campaign and onto other things for me an hopefully many others.
> > > > > > > >
> > > > > > > > You already shouldnt crossplay against a pc if you’re on console. 120hz doesnt come close to 300hz
> > > > > > >
> > > > > > > I don’t even notice a big advantage playing at 120 from 60, so I’m somewhat doubtful that’s some massive advantage going higher. The server is still running at 60hz. And most people aren’t running 300hz monitors to begin with.
> > > > > >
> > > > > > The human eye can only see 60-75 frames per second. It’s a placebo.
> > > > >
> > > > > yeah it cant but the smoothness does help discern targets on those high speed flicks experienced on mnk. Even tenz and shroud has said that 144hz is good but anything higher is just not differentiable. So you are right to an extent but from 60 to 144hz is differentiable.
> > > >
> > > > I mean I guess. But 2 people’s opinions don’t make something factual. Marginal differences at best regardless.
> > >
> > > 144hz is 100% better than 60hz and it is not marginal. 144 to 240 is marginal. When i switched from console to PC i found that out really quick. And when i try to get back on my xbox now i can immediately tell the difference
> >
> > There’s even a big difference between 60hz and 120hz. I tried it on series X then couldn’t game again at 60hz due to the difference and went and got me a PC to game all my games at that kind of fps.
>
> oh yeah fore sure man people that have never gamed on 120/144 dont understand how big of a difference it is. Then you have that group of people who have 120fps and a 60hz monitor lmao
lmaoooo then that man must be experiencing ghosting and heaps of screen tearing.
This thread is full of arguements… It’s like walkin into a bar in the midwest with a buncha cowboys fightin each other.
First of all, I’ve played Halo for 10 years and have had very good aim that’s built up over the years. I did struggle with the aim at first in Infinite. Mainly with the Sidekick. After a few games and sensitivity changes, I had it down. All i had to do was get my sensitivity right. I honestly think the aim assist is fine, but I do feel like it’s harder to aim than all the other Halos.
The aim assist is fine. Took some getting used to and doing some weapon drills. I don’t think they should make the game easier because some people don’t want to put in the work to be better. If data shows after game release that controller players cant keep up with m/kb players it might need some tweaking, but overall I like it.
> 2535445910457035;392:
> > 2533274822068856;390:
> > > 2535445910457035;389:
> > > > 2533274822068856;387:
> > > > > 2535445910457035;385:
> > > > > > 2533274822068856;380:
> > > > > > > 2535445910457035;379:
> > > > > > > > 2533274822068856;378:
> > > > > > > > > 2535445910457035;376:
> > > > > > > > > > 2533274822068856;374:
> > > > > > > > > > > 2535445910457035;365:
> > > > > > > > > > > > 2533274841319028;328:
> > > > > > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > > > > > >
> > > > > > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > > > > > >
> > > > > > > You’re just really aggressive towards mnk players.
> > > > > >
> > > > > > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
> > > > >
> > > > > what about the perspective of an average mnk player? You are still omitting that group in the halo community.
> > > >
> > > > M&K gets to play with M&K. That’s the whole point of input based matchmaking.
> > >
> > > yeah i know but i do believe, like mcc, casual matches will have mnk players playing with controller players. That is the rationale for balancing the two to the best of 343’s abilities. For ranked or competitive, there will have to be that separation. Unless that mnk or controller player is adventurous enough to cross play.
> >
> > Any sort open matchmaking will inevitably end in disaster. More seasoned M&K players are always at an aiming advantage. If you’re good with both input methods, you will perform better with M&K. It just takes time to get there. It doesn’t matter if the matchmaking is ranked or not, because an unfair advantage (better aim on M&K) is an unfair advantage. Unfair advantages are even against the Xbox Live terms of use, so 343 trying to push this crap is technically in violation of Xbox Live’s terms of use. Just because long term Halo players are relatively new to M&K, does not mean this discussion hasn’t been had elsewhere a million times over the last 20+ years.
>
> i was not talking about the more seasoned mnk players. I was talking about the casual players. They don’t go through any form of aiming discipline. Time doesn’t make a player good or not on mnk. It’s the amount of time they practice on comp settings. I am pretty good on both inputs as of recently. I was not good on either inputs when I started out and my KD suggests that. You always say that mnk poses an unfair advantage but im always outgunned on br fights and even snipers simply because the strong AA gives the bullets extra range that can easily stick and give controller players the advantage. From my perspective the converse is only true. Tracking and long ranged gunfights (still within AA range) outguns any novice mnk player. Hence, the low population of mnk players on mcc due to the lack of consideration of mnk players on the field. Therefore, the aforementioned rationale.
You can believe what you want to believe. But that doesn’t change the fact that aim assist is not in a comfortable position for average controller players, and that good M&K users destroy most others, and so this means M&K users shouldn’t be forced on controller players. Either way, you’re the type to keep blowing hot air and moving goalposts until people grow tired of you, because you think the last word is that valuable. Now I’m tired of you.
Aiming felt good to me, but there is a lot less assistance than previous halo games. I’ve spent a lot of time practicing my aim with reduced/no aim assist on controller though so it might be pretty jarring for others. It also might end up making controller perform pretty badly against m&k which is not a good thing considering most of the playerbase uses controller and plays on console right?
> 2533274822068856;396:
> > 2535445910457035;392:
> > > 2533274822068856;390:
> > > > 2535445910457035;389:
> > > > > 2533274822068856;387:
> > > > > > 2535445910457035;385:
> > > > > > > 2533274822068856;380:
> > > > > > > > 2535445910457035;379:
> > > > > > > > > 2533274822068856;378:
> > > > > > > > > > 2535445910457035;376:
> > > > > > > > > > > 2533274822068856;374:
> > > > > > > > > > > > 2535445910457035;365:
> > > > > > > > > > > > > 2533274841319028;328:
> > > > > > > > > > > > > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> > > > > > > > > > > > >
> > > > > > > > > > > > > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
> > > > > > > >
> > > > > > > > You’re just really aggressive towards mnk players.
> > > > > > >
> > > > > > > Because I prefer M&K. Because I know I’m better at M&K than with a controller, even though I have far more controller hours in Halo, and in most games in general (one peak at my Halo 3 and Reach service records will tell you this). I perfectly understand why controller and M&K players should be separated, and I also understand why the current level of aim assist doesn’t get a pass. This is not a complex discussion. 1. Input based matchmaking for PvP is a must. 2. Aim assist needs an increase, because most actual average players were getting somewhere around 25% accuracy on average, and default aiming settings need to be more inline with what was in previous Halo games to make the game feel more familiar. The aim assist level shouldn’t even be as high as in Halo 3, a game that has a moderately high level of bullet magnetism that helps you land hits that you should be missing on top of more aim assist. The game is supposed to be fun for most people (This means they need to feel more successful than they currently do.), not put on a shelf out of reach because it’s too different from other similar games. You are standing in defense of a less enjoyable game mechanic from the perspective of average players.
> > > > > >
> > > > > > what about the perspective of an average mnk player? You are still omitting that group in the halo community.
> > > > >
> > > > > M&K gets to play with M&K. That’s the whole point of input based matchmaking.
> > > >
> > > > yeah i know but i do believe, like mcc, casual matches will have mnk players playing with controller players. That is the rationale for balancing the two to the best of 343’s abilities. For ranked or competitive, there will have to be that separation. Unless that mnk or controller player is adventurous enough to cross play.
> > >
> > > Any sort open matchmaking will inevitably end in disaster. More seasoned M&K players are always at an aiming advantage. If you’re good with both input methods, you will perform better with M&K. It just takes time to get there. It doesn’t matter if the matchmaking is ranked or not, because an unfair advantage (better aim on M&K) is an unfair advantage. Unfair advantages are even against the Xbox Live terms of use, so 343 trying to push this crap is technically in violation of Xbox Live’s terms of use. Just because long term Halo players are relatively new to M&K, does not mean this discussion hasn’t been had elsewhere a million times over the last 20+ years.
> >
> > i was not talking about the more seasoned mnk players. I was talking about the casual players. They don’t go through any form of aiming discipline. Time doesn’t make a player good or not on mnk. It’s the amount of time they practice on comp settings. I am pretty good on both inputs as of recently. I was not good on either inputs when I started out and my KD suggests that. You always say that mnk poses an unfair advantage but im always outgunned on br fights and even snipers simply because the strong AA gives the bullets extra range that can easily stick and give controller players the advantage. From my perspective the converse is only true. Tracking and long ranged gunfights (still within AA range) outguns any novice mnk player. Hence, the low population of mnk players on mcc due to the lack of consideration of mnk players on the field. Therefore, the aforementioned rationale.
>
> You can believe what you want to believe. But that doesn’t change the fact that aim assist is not in a comfortable position for average controller players, and that good M&K users destroy most others, and so this means M&K users shouldn’t be forced on controller players. Either way, you’re the type to keep blowing hot air and moving goalposts until people grow tired of you, because you think the last word is that valuable. Now I’m tired of you.
where did u get the most mnk from? thin air? And no everyone is tired of your aggressive behaviour to just mnk players. Just because you cannot reply with proper evidence of mnk players stomping on controller players.
> 2533274866720209;397:
> Aiming felt good to me, but there is a lot less assistance than previous halo games. I’ve spent a lot of time practicing my aim with reduced/no aim assist on controller though so it might be pretty jarring for others. It also might end up making controller perform pretty badly against m&k which is not a good thing considering most of the playerbase uses controller and plays on console right?
yeah most of the console players but it’s marketed to pc players now too. I am pretty sure 343 will figure it out
Aiming was tough for me in the flight. Tried a few different settings but couldn’t find the sweet spot on a controller. I’m usually around 50% accuracy in other Halos with a magnum. AA definitely needs an assist for console.
> 2535445910457035;365:
> > 2533274841319028;328:
> > All the gatekeeping elitists will flame you for it but yeah the aim assist is god awful in Infinite at least for that build. They definitely catering to the PC crowd that whined about MCC.
> >
> > It needs some buffing, snipers and commando are useless on controller. Anyone wanting to just casually play Halo Infinite will quit because its way too weak.
>
> no it wasn’t i played on both and mnk felt far worse with large input delays and sluggish aiming. There was no benefit on the mnk in the last build, which u would have knew if u were an mnk player. Its not elitism either. If halo is ever to succeed, they need to balance to two as they are marketing to both platforms. And if u say the commando and sniper are useless what about the br. I would definitely lose to a pro halo player on controller on br battles. Aiming is not the only aspect to halo. If u think this is the case its so incorrect. Literally go look on a video about shroud talking about aim assist.
I couldnt care less what Shroud and other professional gamers think. They are a minority. The average player isn’t trying to be that sweaty every time they play a game. Aiming is the primary aspect of ever FPS. And guess what youd lose to a pro player regardless so i dont see how that is any kind of argument
Mouse and keyboard players are scoring 60,000+ on the level 3 sniper aim training. As a controller player I was barely able to hit 42,000 while only missing 2 headshots. There needs to be a slight buff to aim assist for controller players. AND I DO MEAN SLIGHT! We dont want to make the game easy enough for people to just hop on and compete with the best of them. It should still take experience and practice to excel. KEEP COMPETITIVE PLAYLIST FOR COMPETITIVE PLAYERS.