Aiming in halo used to be one of its strengths. someone at 343 wanted less aim assist but at the same time wanted to keep it so we ended up with aim assist on the reticule only. Some games can get away with this. cod i think has it. The difference is players choose when to activate it with iron sights(left trigger) which slows the turn rate even before the aim assist activates so its flows naturally in a game like cod.
splitgate also has halo infinites aim assist, howevver that game has a faster ttk so its less noticable but i still dont like it in that game either.
The aiming is so bad, my sister who can beat me easily at fortnite tried inffinite on my account and struggled with just looking at an enemy. I coulld see what was happening. Her brain couldnt understand the aim assist and the aiming was too fast. Its like this game needs a tutorial to explain how this horrid system works. This game needs universal design. people hopping from other shooters to learn how to shoot straight again in halo is a great way to tell players to play those other shooters. the most important thing in a shooter, is to shoot things.
i think infinite would flow much better if it activated classic aim assist when holding down left trigger and completely 0 aim assist when not holding left trigger. people who choose to aim without aim asisst will be rewarded with faster aiming. people using the classic aiming too much will struggle to snap shot targets so i think there would still be a good skill gap.
Infinite actually has the strongest aim assist in the series the problem it’s it’s not traditional. Aim assist traditionally is a slow down of the response curve followed by a slight stickiness once the radicle is over the target. There are two main reasons aiming feels horrible:
Infinite does not have a slowdown of the response curve.
Infinites response curve is a linear curve vs a smooth/relaxed that previous halo titles had
The reason aiming is so horrible is because of the above two reasons. What’s happening is you are reaching the maximum acceleration of the curve very very quickly. With nothing to slow down that curve you end up over aiming on very small movements of the right stick.
I’ve honestly not noticed any change in the aiming from H5 to Infinite.
But I add the rider that I am Plat / low Diamond - so not super competitive level.
I’ve always taken a bit of pride in my aiming. I think in Halo 5 I got it up to 50-55%. In Halo Infinite it’s even better 55-60%.
So general aiming isn’t really a problem for me.
It’s more that my opponent shoots me first (and faster)
But my sons… who particularly relied on what they called a sticky reticule to snipe people are struggling a bit more with Infinite. They can’t swipe their aim across the enemy head and just pull the trigger to hit.
Is that the aiming mechanic everyone is lamenting?
H5’s two-turn aiming system was horrendus and by far the worse aiming mechanic in the series.
Personally?..give us the H3 or H:r aiming mechanic again, it was flawless
Just watch this, the follow up videos are also pretty good.
youtube com/watch?v=_UoOQ7o5Yiw?t=63
I don’t know what aiming in H5 was like but compared to the original games infinite feels horrendous to play. The main point I think is the lack of friction radius surrounding enemy player models. No friction radius means when your aim is even slightly off model, any input on your right stick will cause your reticle to fly off target. This is what people are mistaking for “no aim assist”.
This video is interesting. Whilst I feel he made lots of a big jumps in his assumptions, it was this video that make me understand why infinite feels so different.
He seems to get hung up on random stuff like the variable types being float instead of float32. And not understanding that the infinite engine is obviously using Radians for the units instead of degrees.
To me my take away would be that infinite’s Aim Assist seems to be binary. It’s either on or it’s off… and it’s only on if you have the red reticle active (which also explains why they refuse to give red reticle back to K&M players).
From the comparisons to reach it appears that the aim assist comes on more gradually. And well before the reticle is actually on the player.
This is shown @ 6:25.
This to me makes so much more sense on why the community is so polarised on saying that it has both the strongest and the weakest Aim Assist. It’s likely because both is true.
It is very strong but only when it’s engaged. But the “clicking” on and off as reticle goes red and back to normal is very off putting, and if you are the type of person that aims by sweeping the thumbstick (people like me that played a lot of SWAT). Then this makes so much sense why the aiming is weird.
My issue with the aiming is if im within a couple of feet, i cant get the reticule to “snap” in the direction of players. It simply just glides across the screen and with the way strafing is in this game, it’s just frustrating.
Halo 5 did have a higher degree of bullet magnetism and AA, but it got away with it due to the faster gameplay mechanics. But the rate/speed of the AA wasnt jarring at all for me. Aiming felt more intuitive, more reliant on right stick movement, whereas Infinite’s aiming feels heavy and more reliant on left stick movement. For me that was a huge change that made the game less fun at first.
infinites default aim settings are bad but once its tweaked in the settings, it works better for me than halo 5’s aiming even though halo 5 is still easier to hit targets due to bullet magnetism but both are still not good.