Control Input Balancing + Suggested Solution

The balance of Controller and M&K is a war that will never cease. That being said, I think they’re balanced pretty well in most modern games. In Halo Infinite however, the game is overwhelmingly top-heavy with controller players.

The reason for this is not Aim Assist, but Magnetism… or whatever we call a projectile’s generosity in relation to the actual reticle placement. It is incredibly forgiving for controller players and brutally punishing for mouse players.

Using a video recently uploaded by an awesome dude who goes by Shyway, I want to point out controller magnetism at even a top level.

https://www.youtube.com/watch?v=EiiIGolII2Y

To quickly skip to my points of interest; play the video at .25 speed at 00:25, 00:56, the MOST EGRIGIOUS example at 01:16, and then another 01:21.

At 00:25 the player is nowhere near center reticle and is tagged by each shot of the burst; hence three hit markers. At 00:56 it’s a little bit closer but still fairly generous.
What I really want to talk about is what we see at 01:16. It is insane how far off this reticle is and still connecting shots. I believe this wildly strong magnetism is also partially responsible for how we die around corners. This is a pretty extreme example and I wouldn’t be surprised if there’s something buggy going on with it, but it needs to be addressed one way or the other.
And lastly, at 01:21, it probably doesn’t seem too crazy unless you’re a m&k player. Anybody who picks up a Stalker with a mouse is going to be pretty envious at how forgiving that shot is.

These shots were chosen as examples for the magnetism purely because those would not connect with a mouse. Strong aim assist is already in the game as an equalizer to m&k and controller play, and magnetism pushes it past balancing to domination.

This is not to take away from anybody’s skills/abilities, or even to advocate to remove/tone down this magnetism. What I’d actually like to see is m&k get a little bit of a boost to help compete. It would allow the pace of the game to maintain and feel better to shoot for mouse users. I think not getting owned in every single 1v1 matchup would make this game a lot more appealing to m&k players and revitalize the playerbase a little bit as well. Not to mention, as a competitive game that seems to be taking no steps to bridge the gap in control input performance, the competitive scene’s integrity would be healthier for it. (Also I play with a mouse and am sick of getting destroyed 1v1 in Comp lol)

To push it a bit further from personal experience, I plug in a controller when I get challenges for “Perfect Kills” because they are quite challenging to get with a mouse. I also played a few ranked games with a friend just “because”, and it was immediately obvious to me how forgiving my shots (headshots in particular) were. I even had a case of killing somebody around a wall on Streets, at one of those crates at the corner in front of Cafe and A point. This doesn’t happen with the other input method.

I have no footage of m&k gameplay (because nobody uses it :upside_down_face: ) to produce examples to further my case, nor do I have any to counter it as well. Anybody who has examples of m&k not being at a magnetism disadvantage is welcome to bring it to the discussion. I hope this gets a little bit of attention, I do care about this game in spite of all of it’s flaws and this is something that could kill two birds with one stone; improve balancing and adding to the fun factor a bit.

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Contrary to popular belief, neither side is at fault. Halo Infinite is just simply ill-suited for MnK.

343 is working on fixing that.

what do you mean by “side”? and I agree, although it’s ill-suited for aiming in general with the networking shenanigans and movement speed/acceleration.

how are they “fixing” it? I haven’t seen anything in regards to this

Side meaning eithet Controller or MnK.

To be honest, I’m not sure how they’re going to go about it and that’s what has me worried.

In their Season 1 Outcomes report, they gave some insight about the issues.

https://www.halowaypoint.com/news/season-1-outcomes-report

Scroll down to the aiming section.

ah that’s fair. I swear when I read that at release it said that they were mostly happy with where it was. wonder what I’m thinking of lol.

I’m not optimistic that anything will come of that though.

Dude, thank you for posting this. The entire MnK community has left (myself included) I’m just here to try and spread the word of how much I love Halo and would like to play but literally cannot compete against controller players. Of course as a Halo veteran, I’ve always played on controller but now I want to play on MnK. Aim assist needs a nerf. Thank you for sharing this. I encourage anyone else reading this (assuming you have not made a thread) please take to these forums and reddit to share your thoughts on mouse and keyboard fairness. 343 really needs to hear this. I’ve even submitted tickets lol

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we may not agree on the course of action but it’s reassuring to see others agree there’s an issue. otherwise I’d just think I’m complete cheeks. that’s only part of the problem

You can’t compete with aim assist. Aim assist tracks for the player in real-time which means you’re generally 200ms behind the controller player because you have to input it yourself. It wouldn’t be such a problem if AA wasn’t OP, but it indeed is. You can expect plenty of delusional controller players to be here soon. Take courage.

Aim assist is way too overpowered. Besides making MKB unusable it also reduces the skill gap on controller, most battles are won by whoever shoots first. The season 2 release notes said that controller player fell that MKB has an advantage. This is objectively false in Infinite, the weapon design heavily favors MKB, just look at the shock rifle which requires you to track the enemies head or the sniper with its reduces rate of fire and very high bloom when unscoped.

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I am still here. I still play infinite with mnk. aa is needed for controllers and i understand it. however bullet magnetism needs to be removed

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Is this still really a thing?

By now 343 will have balanced settings and collected enough telemetry to balance the relative weightings. A “Platinum 3” on Keyboard will be 50:50 against a “Platinum 3” on controller.

Who cares if one of them could be Platinum 2 using the other input method.

As long as the MMR’s balance out to evenly matched games - I’m happy.

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Bullet Magnetism (bullets curving when the reticle is generally on the player) is the same for mouse and controller players, what m&k doesn’t get is reticle slowdown or stickiness (aka the thing that makes adjustments to align the player to the enemy).

What is in the clip might be a networking thing/lag compensation thing.

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Also keep in mind that the PSYCHOTIC strafing speed plays a part in input imbalance.

If you don’t have some kind of aim assist, tracking that crap sucks. The strafe speed needs a possible tune.

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We all live in hope of a more even playing field but given the pace at which 343 is addressing other issues, I’m not expecting much.

Maybe I’ll check-in next season…or in a year perhaps.

Sad times.

Mnk has a definite advantage at long range, and can make 180° turns. Each input has its advantages and disadvantages, no need to give any “boost” to either of them. Playing an fps with a mouse is like playing a Railshooter

mouse doesn’t have an advantage at long range with BR’s. i’d say that’s actually the only somewhat even experience in BR play.