CONTROLLER AIM / GAMEPLAY DISCUSSION.

IN HALO INFINITE:
A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.

HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.

Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K

REPLY with your own takes,
I’d love to hear how the rest of the Community feels about this issue!

Commando I find very easy on controller, only thing I worry about is ranged Sidekick being easier on kbm than controller. Everything else seems like it should be okay to me I think.

People who usually complain about one being better than the other tend to be people that have mastered neither.

> 2533274864066388;1:
> **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
>
> HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
>
> Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
>
> REPLY with your own takes,
> I’d love to hear how the rest of the Community feels about this issue!

Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.

If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.

At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game

> 2535435953281712;3:
> > 2533274864066388;1:
> >
>
> At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game

That is literally the worst solution.

> 2535435953281712;3:
> > 2533274864066388;1:
> > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> >
> > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> >
> > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> >
> > REPLY with your own takes,
> > I’d love to hear how the rest of the Community feels about this issue!
>
> Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play **yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.**If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
>
> At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game

You have no idea what you’re talking about. You want controller players to be at a disadvantage for no reason at all to fit your warped perception of competitive integrity.

Agreed in full with the OP. The the two inputs need to have the gap between them closed as much as possible. Not as much assisting mechanics as many of the old Halo games, but more than we have now. We already know unranked and HCS will be mixed input, I’m sure a ranked HCS will be as well, which means there is intent for mixed. If that’s the case, it needs to be done properly with controllers having some assist mechanics, but not so strong as to lead to some of the MCC issues. A fair skill floor wit high skill ceiling is certainly achievable between the two with enough work. There’ve been enough studies and testing to show that sticks without AA is basically useless, that’s even before comparing inputs, a fact that can’t be ignored. As of now, such mechanics just feels minimal in this game which isn’t too far off target, but certainly needs a little more.

I play both. here is my take so far

Controller:
Easier for tracking close/medium range
Easier to control weapon bloom (because of aim assist)
Harder to quickly change between targets

Mouse and Keyboard
Easier to snipe or use guns that have less aim assist in certain situations
Easier for long distance battles
Hard to track when enemy is strafing close range

To me the game feels more natural on a controller(haven’t used a controller in 4 years until this preview). It feels like a lot of work to use mouse and keyboard compared to other shooters (apex/overwatch/CS/Siege/Destiny) . It could be because the game is so fast paced that you have hard time tracking enemies who strafe well.

> 2741030130364758;6:
> Agreed in full with the OP. The the two inputs need to have the gap between them closed as much as possible. Not as much assisting mechanics as many of the old Halo games, but more than we have now. We already know unranked and HCS will be mixed input, I’m sure a ranked HCS will be as well, which means there is intent for mixed. If that’s the case, it needs to be done properly with controllers having some assist mechanics, but not so strong as to lead to some of the MCC issues. A fair skill floor wit high skill ceiling is certainly achievable between the two with enough work. There’ve been enough studies and testing to show that sticks without AA is basically useless, that’s even before comparing inputs, a fact that can’t be ignored. As of now, such mechanics just feels minimal in this game which isn’t too far off target, but certainly needs a little more.

Good explanation. The no aim assist crowd make me sad as if aiming with assist on sticks doesn’t take huge amounts of skills and practice and have its own massive skill gap.

I just want both to be equal enough, one will probably come out on top, but even if it’s close so that there are both users in the pro tournies then that’s good enough for me.

> 2535435953281712;3:
> > 2533274864066388;1:
> > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> >
> > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> >
> > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> >
> > REPLY with your own takes,
> > I’d love to hear how the rest of the Community feels about this issue!
>
> Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
>
> If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
>
> At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game

even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.

i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?

i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.

> 2741030130364758;6:
> Agreed in full with the OP. The the two inputs need to have the gap between them closed as much as possible. Not as much assisting mechanics as many of the old Halo games, but more than we have now. We already know unranked and HCS will be mixed input, I’m sure a ranked HCS will be as well, which means there is intent for mixed. If that’s the case, it needs to be done properly with controllers having some assist mechanics, but not so strong as to lead to some of the MCC issues. A fair skill floor wit high skill ceiling is certainly achievable between the two with enough work. There’ve been enough studies and testing to show that sticks without AA is basically useless, that’s even before comparing inputs, a fact that can’t be ignored. As of now, such mechanics just feels minimal in this game which isn’t too far off target, but certainly needs a little more.

Great way to word it! No controller player is asking for an aim bot, but a update to the aim assist system would be nice.

> 2533274801036271;2:
> Commando I find very easy on controller, only thing I worry about is ranged Sidekick being easier on kbm than controller. Everything else seems like it should be okay to me I think.
>
> People who usually complain about one being better than the other tend to be people that have mastered neither.

I agree that I probably have neither “mastered” as much as id love to reach that skill level, there’s just not enough time in my day, but I do think I at least qualify as a “Good” player, but my performance in Halo Infinite has been drastically worse than any other Halo, and while it being a new game definitely is a part of it, I also feel like there might be some fundamental issues with the way the Aim Assist works on the Controller given that it must compete with the mouse.

> 2533274864066388;11:
> > 2533274801036271;2:
> >
>
> I agree that I probably have neither “mastered” as much as id love to reach that skill level, there’s just not enough time in my day, but I do think I at least qualify as a “Good” player, but my performance in Halo Infinite has been drastically worse than any other Halo, and while it being a new game definitely is a part of it, I also feel like there might be some fundamental issues with the way the Aim Assist works on the Controller given that it must compete with the mouse.

I felt like this at first but after changing my settings and FOV it felt significantly better and my aim felt much more natural and consistent.

I also had to start using the Sidekick less outside of its intended range, that also helped massively. The Spartan bots scared me a bit as they could headshot you with 1 bullet from the other side of the map with the Sidekick and I found it very difficult to return the favour.

> 2533274864066388;1:
> **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
>
> HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
>
> Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
>
> REPLY with your own takes,
> I’d love to hear how the rest of the Community feels about this issue!

I agree completely. the playing field is not level, and the one thing that bridges that gap between controller and mouse is seemingly lacking in Infinite, that being aim assist. No aim assist means no gap bridge, no gap bridge means mouse will dominate controller every single time.

> 2763816199912979;9:
> > 2535435953281712;3:
> > > 2533274864066388;1:
> > > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> > >
> > > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> > >
> > > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> > >
> > > REPLY with your own takes,
> > > I’d love to hear how the rest of the Community feels about this issue!
> >
> > Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
> >
> > If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
> >
> > At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game
>
> even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.
>
> i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?
>
> i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.

Again people need to get their heads out of their -Yoinks!- and saying stuff like “WELL ACTUALLY. Halo 3 was the biggest esport ever.”

  1. 2007 was the peak of console gaming and the peak of halos popularity at the time, just because it worked then doesn’t mean it will work now in a market full of esports.
  2. Controllers should inherently at a disadvantage and should have to strive to get aim to keep up with MnK not the other way around like it is currently on the mcc, that’s why it’s so hype to see someone like priest take down shroud on a controller with no AA. It is possible to play on a controller without AA and it only shows that people that can deserve the respect they’ve earned.

> 2535435953281712;14:
> > 2763816199912979;9:
> > > 2535435953281712;3:
> > > > 2533274864066388;1:
> > > > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> > > >
> > > > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> > > >
> > > > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> > > >
> > > > REPLY with your own takes,
> > > > I’d love to hear how the rest of the Community feels about this issue!
> > >
> > > Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
> > >
> > > If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
> > >
> > > At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game
> >
> > even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.
> >
> > i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?
> >
> > i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.
>
> Again people need to get their heads out of their -Yoinks!- and saying stuff like “WELL ACTUALLY. Halo 3 was the biggest esport ever.”
> 1. 2007 was the peak of console gaming and the peak of halos popularity at the time, just because it worked then doesn’t mean it will work now in a market full of esports.
> 2. Controllers should inherently at a disadvantage and should have to strive to get aim to keep up with MnK not the other way around like it is currently on the mcc, that’s why it’s so hype to see someone like priest take down shroud on a controller with no AA. It is possible to play on a controller without AA and it only shows that people that can deserve the respect they’ve earned.

So by your logic, should pc players have to buck up and strive to beat the “soft aimbot” they keep crying about? Just get better at the game. Actually move you mouse towards the enemy player.

> 2535435953281712;14:
> > 2763816199912979;9:
> > > 2535435953281712;3:
> > > > 2533274864066388;1:
> > > > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> > > >
> > > > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> > > >
> > > > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> > > >
> > > > REPLY with your own takes,
> > > > I’d love to hear how the rest of the Community feels about this issue!
> > >
> > > Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
> > >
> > > If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
> > >
> > > At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game
> >
> > even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.
> >
> > i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?
> >
> > i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.
>
> Again people need to get their heads out of their -Yoinks!- and saying stuff like “WELL ACTUALLY. Halo 3 was the biggest esport ever.”
> 1. 2007 was the peak of console gaming and the peak of halos popularity at the time, just because it worked then doesn’t mean it will work now in a market full of esports.
> 2. Controllers should inherently at a disadvantage and should have to strive to get aim to keep up with MnK not the other way around like it is currently on the mcc, that’s why it’s so hype to see someone like priest take down shroud on a controller with no AA. It is possible to play on a controller without AA and it only shows that people that can deserve the respect they’ve earned.

Your 2nd point Why should they be at a disadvantage? Why should they have to strive to keep up? They should be as equal as possible no one have advantages over the other. Right from the get go the mouse has a massive advantage over the controller. And your logic is because one pro player took down another?

I think it’s you who needs to pull his head out from his own cave because your statement is ridiculous.

> 2535435953281712;3:
> > 2533274864066388;1:
> > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> >
> > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> >
> > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> >
> > REPLY with your own takes,
> > I’d love to hear how the rest of the Community feels about this issue!
>
> Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
>
> If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
>
> At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game

Alright sure, if you wanna seperate the esports pros from the casuals, then give the casuals more aim assist, problem solved. Pros still use M&K since it is the superior precision input device, and the casual crowd gets to have a good time in social with their friends not getting frustrated since aiming is such a pain.

On a different note, the competitive integrity of past Halo games was never compromised by aim assist. You really gonna tell me that Halo 3 flopped competitively, or even Halo 2 or Reach?

> 2535435953281712;14:
> > 2763816199912979;9:
> > > 2535435953281712;3:
> > > > 2533274864066388;1:
> > > > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> > > >
> > > > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> > > >
> > > > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> > > >
> > > > REPLY with your own takes,
> > > > I’d love to hear how the rest of the Community feels about this issue!
> > >
> > > Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
> > >
> > > If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
> > >
> > > At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game
> >
> > even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.
> >
> > i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?
> >
> > i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.
>
> Again people need to get their heads out of their -Yoinks!- and saying stuff like “WELL ACTUALLY. Halo 3 was the biggest esport ever.”
> 1. 2007 was the peak of console gaming and the peak of halos popularity at the time, just because it worked then doesn’t mean it will work now in a market full of esports.
> 2. Controllers should inherently at a disadvantage and should have to strive to get aim to keep up with MnK not the other way around like it is currently on the mcc, that’s why it’s so hype to see someone like priest take down shroud on a controller with no AA. It is possible to play on a controller without AA and it only shows that people that can deserve the respect they’ve earned.

Hey I hate to break this to you and 343, but esports only thrives in games that casual players also really enjoy and play a ton. People don’t typically watch esports for a game they aren’t playing. I mean, look at Halo 5. The game should be designed to be enjoyed by everyone before it is designed to be maximized by a few. This is the winning method that Bungie used for the original trilogy, and even what they use in Destiny, and it works. 343 did the same thing with Halo 4, mostly, and then decided to play to the pro crowd with Halo 5, and it didn’t work, I can’t believe people still haven’t learned that lesson 6 years later.

I played controller on PC and it was an absolute hellish experience. I had zero aim assist. Every match, every gunfight was enough to give me a brain aneurysm.

> 2535435953281712;14:
> > 2763816199912979;9:
> > > 2535435953281712;3:
> > > > 2533274864066388;1:
> > > > **IN HALO INFINITE:**A greater emphasis has been placed on precision, and Aim Assist feels weaker than ever. Halo Infinite does not feel all that good on controller (Compared to previous Halos). This would not be a big issue if everyone had the same input device. But now the thumbstick must compete with the mouse, and I don’t think you need me to tell you that aiming with your entire arm is easier than your thumb. Both input devices have their own unique skills to master, but when they are competing against each other, You must ensure a level playing field. As of right now, the playing field is not level.
> > > >
> > > > HOT TAKE ALERT: The precise gameplay of Halo Infinite almost feels like it was designed around the Mouse first, with the controller as an afterthought.
> > > >
> > > > Side note: Many weapons, (ex, the Commando) feel very hard to use with a Controller compared to M&K
> > > >
> > > > REPLY with your own takes,
> > > > I’d love to hear how the rest of the Community feels about this issue!
> > >
> > > Hot take alert but it wasn’t designed around mouse first it was designed as an esports first thus the higher skill needed to actually achieve perfect aim. This means Mouse is a better input at a high level since using 3 points of contact will always be better/more precise than just a thumb, and in terms purely focused on competitive and pro levels of play yes the controller player should be at a disadvantage and forced achieved perfect aim just like MnK players need to do.
> > >
> > > If the answer to problem of it taking more skill to aim is to back peddle and add more AA to make bad players “feel” like they are actually good at aiming then this game is a dead esport.
> > >
> > > At the end of the day the only good solution is to keep both comp and pro leagues separate since it is impossible to balance the two inputs in the same environment. Adding more AA so controller players have a chance at competing ruins the competitive integrity of game
> >
> > even with AA it takes alot of skill to reach the upper levels of play on a controller. contrary to many MnK elitists ideas of what AA actually does for you, you still have to aim yourself. AA offers bullet magnetism, a feature given to both MnK and controller, it also gives a initial bump in tracking when an enemy first comes close to cross hair, that bump will drop off as soon as you start adjusting aim. But even if you stood perfectly still to let that track a bit longer, its never fully on target so you would still need to manually aim or miss which would then lead to it dropping off again. It also is a hinderance at times. i.e. if you are in a gun fight and another enemy runs by, because that initial bump that lasts a fraction of a sec will still pull you off target. Now the main feature of AA is the sensitivity drop it adds when reticle is on target. unlike MnK that can have high sensitivity while maintaining high accuracy, controller loses accuracy at high sensitivity having only the thumb to control. but controllers would also be at an even bigger disadvantage constantly playing at an extremely low sensitivity. So thats where AA main feature comes in, an auto sensitivity drop while aiming at a target, then goes back to default the rest of the time. its a feature that wouldnt even benefit MnK as they do not need low sensitivity.
> >
> > i Also disagree with the middle statement saying it would make a dead esport. You do realize halo ce-reach was the biggest halo ever was in esports right? and it put MLG shooters on the map. It was also played on console, with controller, with AA. are you saying those halo pros were only good because of AA?
> >
> > i do agree with them needing to stay separate, not just halo but mnk and controller should be separate in all shooters, they have drasticaly different play styles and metas.
>
> Again people need to get their heads out of their -Yoinks!- and saying stuff like “WELL ACTUALLY. Halo 3 was the biggest esport ever.”
> 1. 2007 was the peak of console gaming and the peak of halos popularity at the time, just because it worked then doesn’t mean it will work now in a market full of esports.
> 2. Controllers should inherently at a disadvantage and should have to strive to get aim to keep up with MnK not the other way around like it is currently on the mcc, that’s why it’s so hype to see someone like priest take down shroud on a controller with no AA. It is possible to play on a controller without AA and it only shows that people that can deserve the respect they’ve earned.

LMFAO i think you are the one that needs to pull their head out and learn some reading comprehension skills.
i never said halo 3 was biggest esport ever
i said, Halo ce-reach was the biggest HALO has ever been in esports
it is also well known that halo did indeed do alot for MLG

you can say AA takes no skill or whatever but i bet anything, put a controller in your hand, and even with the all mighty Aimbot AA, you would still be average at best. the funniest thing about these AA arguments that come from MnK elitists is that they can never back up their theories on AA by showing how “easy” AA aiming is.

Great players will be great no matter what input method they use, and many will use what they are better with. Most of the best halo players have played with controller since the beginning so thats what they will use, Im sure priest uses MnK cuz he is still better on it than on controller. Either way, idc what you or others get “hyped” on, i and many others dont get hyped at all seeing people pull off crazy things in shooters with mnk, mnk dont need an AA when u got your entire arm to aim and max out sensitivity insta turns, it can be said those advantages make games more easy mode than a thumbstick slow turns and a bit of AA. And even if MnK dont get AA they still get bullet magnetisim in most shooters. wether you wanna think it or not, it does require skill to reach top levels on controller especially with all the drawbacks of controller, thats why the skill gap in controller users still exists