Aiming on controller feels bad because AA is tied to the wrong stick

From what I was told several months initially back, aim assist was never supposed to come to M&KB. They had just planned on increasing bullet magmatism. This update was a surprise. And I think we are seeing this because the people working on these updates don’t usually work on inputs.

We’ll never know, but obviously it’s there. Like I said maybe it was implemented in RR for KBM, and that’s one reason why KBM never had RR. Now they added mouse improvements and turned on RR and along came this AA. Time will tell.

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I’ve barely played Infinite in the last month because I think it’s aim mechanics feel like a noticeable and significant downgrade compared to previous Halo titles.

I agree with your general sentiment OP. I don’t think a reasonable person could sit here and say “the aim assist should be associated with a player’s movement stick.”

Why the duck🦆 would my aim assist be primarily impacted by my movement? Moving is involved in aiming sure, but literally disabling aim assist unless you’re moving is :duck:ing stupid

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I… holy guacamole, you’re right. I can’t believe I didn’t notice this. What the heck.

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That would explain why aiming in Infinite always felt kind of wrong to me.

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As a MnK player, I agree with this. But that rotational aim assist is way too strong

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Well, now you have rotational aim assist. Enjoy!

Thank you, I doubt it’ll be seen or considered, but just had to get it off my chest. I care about the series and if not Infinite, hopefully future titles go back to aiming like Halo always has.

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Thanks for reading my long winded post, haha. Would love for this to get some more attention and get talked about more.

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I’ve been having this issue since the beta and contacted support for over a year about it and they just closed it and told me they’re not taking any ideas or feedback. It’s never getting changed and 343 isn’t interested in making the game feel better.

For some reason neither is the majority of the community because apparently the game feeling terrible to play equals higher skill or something.

Which is funny considering you had to aim and track in classic Halo while in Infinite you have to painfully aim at someone, LET GO OF RIGHT STICK, and then use the left stick to keep the auto aim engaged and tracking on your opponent.

People say Infinite “finally feels like classic Halo” again rather than “Halo 4’s cod style” yet Halo 4 in MCC feels like classic Halo in gameplay and Infinite pretty much has a COD style aim assist

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For me is very easy solve this issue.
That would be enough copy Aim Assist of Old Halo chapters and insert in Halo Infinite. I hope they release an update very fast at the begin of 2023.

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This is one of the things that really irks me about Infinite’s aiming config. It’s literally better to not use your aim joystick at all once you’re on target and just match their movement. Which is just fundamentally poor aim mechanics design to me.

And as I state over and over again in these threads… That concept makes aiming in Infinite feel substantially worse than previous Halo titles.

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Aim assist is to strong for halo infinite to hard to play with mouse and keyboard with everyone using a controller

Exactly, the way to aim is to not aim.
I’ve even seen people go as far as to say that setting your stick deadzones to 0 and making the aim drift to engage the lock on is somehow “intended behavior by 343”

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Yeah. I don’t know why people think setting your deadzones will benefit you somehow. The reason those settings exist is to prevent drift. If you deadzones are too low, it will mess up your aim.

It helps in a way that it counts as slightly moving so even when not using left stick you’ll have the auto aim track for you.

Basically because 343 designed the aim assist to only kick in when moving either left or right stick, some people have resorted to setting deadzones to 0 to make it feel consistently activated.

The concept I’ve seen is to set your movement joystick dead zones to 0. You might never be able to stay completely still, but that’s kind of rare to need to do anyway.

The benefit of this, is that the game will always read movement input from you and therefore always engage aim assist at the earliest possible moment.

My movement dead zones aren’t 0, but I ditched a2 year old controller and lowered them sincere the new ones sticksaren’t worn. I did notice a difference when I first lowered it too if I’m being honest.

I’m so happy I’m not the only one who understands this core difference and how it negatively impacts the formula worse than anything they’ve done in the past. Games like H4 had layers and layers of issues at launch, but the absolute most basic core still felt like Halo; to aim and track a target. The core of Infinite is beyond flawed, that is much scarier to me. As it sits now years later, the MCC Legendary Slayer of H4 feels more like a modern Halo to simply aim in than whatever Infinite is. It’s sad really, because as much as I keep hearing “content is all it needs, gameplay is good” I can’t help but think how the masses don’t understand Halo’s actual core fundamentals and how they work. I’d love to have great content and gameplay, obviously, but I’ll take a good core over everything. Like I stated in the OP, I can still play H2 2v2 Lockout almost 20 years later with no armor cosmetics and the color red and blue. The reason is perfect gameplay, not content. If the core gameplay is flawed it’s just another flavor of the month game that will fade away, which it already has.

Lmao I feel the exact same way about H4.
People say “it’s too much like COD” while the COD things it copied are mostly add-ons like loadouts, a killcam, the way points work and some other stuff.

Yet it feels like the other MCC games.

Then people say Infinite is a return to classic gameplay, yet it’s nothing like the classic games with its aiming and movement mechanics. The increased speed and botching of aiming mechanics shows that 343 has no idea about the fundamental design of the classic games.

Cod’s mechanics work because they have a generally low ttk. Halo’s mechanics used to work because of its emphasis on longer ttk and movement/positioning.

I think one of the major reasons Infinite is actually not doing well isn’t just because of content and whatnot, its playerbase decreased way too quickly for that. The game’s mechanics don’t feel great to play (which is the exact opposite of classic Halo’s design which was easy to get into yet hard to master) because it has these clashing mechanics of high ttk, poor aim assist that requires you to relearn how shooters work since you’re supposed to not touch the right stick, and this in turn just makes casual players think the game is not for them.

These mechanics clashing design-wise is probably a factor for turning non-hardcore halo fans off from infinite. It’s like the game is requiring people to drive a car while sitting backwards and upside down while steering with their feet. You have people coming in saying “hey this feels weird, does this game feel bad for anyone else” and they’re met with the people who didn’t try questioning the design decisions saying “bro just learn how to drive this car, we all did it too”

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You should have been hitting shots to the body and last shot to the head in halos 1-3. You do that to make sure each bullet in a burst hits your opponent.

In infinite you can still aim with your right stick just make sure you are moving your left stick at the same time to get the aim assist.

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