ummm to give u a wake up call controller aim assist is pretty strong and this is coming from someone playing controller lol. Its a day and night difference between no aim assist and strong aim assist.
I think the way they set up the aiming mechanics is really weird.
I got used to it but Iām not really sure if all the issues with aim assist are fixed.
The problem I have with playing on slow settings like this, is that it makes reacting to opponents flanking me almost impossible.
I think we can all agree Halo Infinite would feel way better if the aim assist angle actually extended into a radius around the target.
I think we can also all agree that the curve of acceleration on the right stick needs to basically be doubled.
And I think the M&K players who are undoubtedly going to bust in here saying this would all make controller even more OP should consider instead lobbying for improve M&K aim support. Such as actually allowing shot magnetism on M&K (granted in a smaller radius), removing negative aim assist from the game, and enabling red reticle to visualize when magnetism is present, as well as the red dot to visualize when magnetism is guaranteed to pull the shot to the head.
The whole aim with left stick is the unholy reason aiming/aim assist feels whack/so different since Halo 5. Itās a terrible system.
Aim assist on Halo: MCC is absolutely beautiful and feels so smooth and excellent.
I still believe the better solution is to allow players to decide what input they want to play on. As 343i wrote before, controller players believe M&K has the advantage, M&K players believe controller players have the advantage. Rather than having two communities fighting one another (or in this case, alienating the entire Xbox side of the community since they canāt use M&K [I know they technically can but not every Xbox player has a setup for M&K]), give players the option to select how they want to play.
Youāre right though, aim assist would likely feel way better if they improved the radius.
Oh 100%. I went on Reach and was just hitting shots with friends in 4v4. It was so much fun and made me look at Infinite and consider quitting.
MCC feels so good overall due to the way aim assist in that game works. It feels like controller players were an after thought with Halo Infinite.
I think the best way to see how Halo Infiniteās aiming stands up, is to go back to Halo MCC for a few games and just see the difference. Itās absolutely ridiculous how good the aim assist in Halo MCC feels.
Iām going to have to disagree with you here.
To give you a wake up call, play Halo MCC. Preferably Halo Reach, then go back to infinite.
Multiple people here are agreeing that the aim assist in Halo Infinite is awful, and when actually looking into the way aim assist is handled, you often do not have aim assist. Please allow me to elaborate.
You do not start to gain aim assist until you are actually aiming at your opponent. This means to gain aim assist⦠you have already done the aiming without it. This is why the game feels so bad when compared to past Halo titles. The aim assist is not assisting the player which is ultimately leading to the clunky interactions players are facing.
Iād recommend this video which goes into further detail with that Iām explaining : https://www.youtube.com/watch?v=_UoOQ7o5Yiw
Have a nice day
Whilst I agree that increasing the skill ceiling can be a good thing in some cases, I think that by making the game feel awful to play for the majority of the controller audience is not the right way to go about it.
I used to play against Champions back in Halo 5. Iād almost always hold my own, and sometimes even take a few games. But even for a player like myself, the game just feels bad to play. If a higher level player like myself feels like aiming on controller is awful, then what happens to player below myself? Well the answer is they quit playing the game. Out of my social group, Iām the only one left.
Weāre talking about fans who started in 2004 leaving Halo because of how awful the game feels. Raising the skill ceiling with unique weapon tech or skill jumps is fine. Making aiming feel awful to the point that it feels unresponsive and makes moderately decent players feel powerless? Thatās not the answer.
Exactly. They donāt have the modern aim curve setting in infinite yet. The curve is messed up, too. Hopefully they fix it soon because thatās a direct impact to the FPS experience.
MNK player here who actually agrees with this sentiment. I can understand the reluctantce of giving anyone with a mouse aim assist, but given how Halo works, itās literally a difference in 10-20% accuracy between MKB and controller. Iāve had shots fired point blank and miss with MKB. That is insanely frustrating.
Thatās the thing, the raw numbers show that āMKB has the advantageā is utter crap. Itās factually not true.
Maybe they should have started in 2001.
Iām also the last one in my friend group that still plays. I think basically everyone Iāve had on my XBL friends list since the Halo 3 days all jumped right into Infinite and only stayed for 1 to 2 months before they all quit. Most of them saying that the game had no content and felt really off when aiming.
I play controller on PC now but did start playing on an Xbox One with controller and I can 100% confirm that aim assist is buggy on Xbox One consoles (not sure about Series X|S). Some weapons itās okay with, others itās really bad. Like the Commando, itās very hard to aim and itās like youāre trying to aim at team mates, it just doesnāt lock on at all.
i would agree with u here as well. But when considering a mouse and keyboard community, where aim is not assisted, a game dev or studio must consider this and reduce aim assist. Like i am aware that aim assist slips at times where youāre in the middle of a fight right? (Correct me if I am wrong) But I am sure that is not an aim assist issue but rather the way that the deadzones work on controller in infinite. I note that mcc has a more smoother and linear aiming motion. Infinite lacks this where it feels like it reverted to the classic aiming style of H3, rather than the modern aiming style of infinite. Kinda wack and totally agree with u here. Not invaliding controller players concerns, but it does not overshadow the current issues experienced by mnk players. Ill show u a clip where aim assist is in full effect when frosty lets go of the sticks just to back my point up with a player strafing at full speed.
[https://twitter.com/MortallyKN/status/1531413871478525952]
Either way dude, its not the controller players fault by any means, and mnk players should not call controller players out for it. Its just the devs fault and this gameās state has the devs to blame for and no-one else.
Donāt have a good day, have a great day dude!
If he lets go of the sticks and the aim assist is still engaged and stays on target then his controller has stick drift and his dead zones are non-existent. The only way this aim assist functions in infinite is if you are actually moving the sticks on your controller. If you have dead zones on to counteract any stick drift you may have on your controller because each controller is different then as soon as you stop moving one of the sticks aim assist cuts out.
I know everyone keeps pointing to videos where itās just like theyāre not even touching the controller and look at this aim assist just tracking all the people going in front of them. Those videos are not a proper example of most peopleās experience on controller. Most people have dead zones active in order to counteract stick drift. Because every controller is different there are some controllers that have virtually no stick drift and when you turn down the dead zone to zero then essentially aim assist just does stick onto your targets immediately. But if you have any more than just the tiniest amount of drift that is negligible then you have to be using dead zones that negate this or else you canāt have any kind of actual fine aiming. This is where infiniteās aim assist breaks down. If youāre not touching the controls aim assist is not supposed to engage.
there is no stick drift especially when its not unidirectional. This is a case of aim assist sticking. If it was deadzone it would move in one direction and not follow the target for more than 2 seconds.