edit-I thought the aiming was broken (I was wrong)

EDIT

I am an adult who is not afraid to admit his faults…

That being said, I wanted to edit my topic to let the good people at 343i (and the rest of the Halo community) that I had been wrong about the aiming system, in Halo 5…
I had mentioned that I, typically, play on 3-5 sensitivity range but had been playing on 7-10 sensitivity in order to compensate for the minimal aim-assist… I had mentioned that the game wouldn’t allow for proper player tracking (specifically, up-close) at lower sensitivity ranges…

I was wrong and I would like to share, with you, this updated information in regards to my own discoveries.
(rather than, mistakenly, contributing to a, possible, game-breaking patch.)

I had witnessed a, solid, number of Halo 5 players who, like myself, had expressed their concerns in regards to the ‘faults’ of the aiming model, for this game.

  • Scenario: - The latest installment, in the series of titles from a gaming franchise, has released into the wild. Typically, most of us would, initially, set our aim-sensitivity, for a new to a setting that is comparable to one that we had been accustomed to utilizing… - We dive into multi-player but we immediately face adversity. We struggle to keep pace with the action. - Dealing with opponent-tactics, that seemed trivial, for us, in the past are proving to be quite the opposite. Something feels off. - Aiming feels sluggish… We tick the sensitivity a notch, or two, higher. Results are better but far from perfect. Most of us are casual and/or less skilled Halo players while others are veterans, of the franchise, who understand the gaming-mechanics inside-out, backwards and sideways but something doesn’t feel right…Although, most of us understand that the current game-installment had been designed with extremely low aim-assist,
    (by comparison to past installments and, basically, every other console-shooter)
    we begin feel as if there is a major malfunction, in regards to the aiming model

And so… We asked ourselves, “What the ‘BLAMMETY-BLAM’ did the game developers do to our beloved franchise?”, in a matter of speaking?"
I would like to assume that we are all, to some degree, guilty of believing that we are so self-aware that know EVERYTHING there is to know, due to what we had given to this franchise and countless, other, multiplayer titles throughout the past years and, even, decades.

BUT… We were wrong…

We were wrong and we must come to terms with this and admit our own misconceptions before the game developers take notice and, possibly, ruin this game, in an attempt to please its clientele.

  • THE GOOD STUFF - Playing the game on lower sensitivity settings felt fine for me, until I had begun to lock horns with opponents (specifically in close-quarters battles) - Bumping the sensitivity to 10 (while not ideal) alleviated the, ill perceived, aiming “bug” for the most part (close-quarters) but, as to be expected, added negative effects to sniping and longer-range battles, for myself. - What I hadn’t considered was the fact that ‘muscle-memory’ (for lack of a better term) was the culprit, all along. I hadn’t even realized that it was me who wasn’t aiming enough, even though I thought that I was, while engaged in combat.We’re so used to just barely nudging the stick in one direction, or another, to keep our crosshair glued to a moving object (with the help of heavier aim assists / target friction) that it’s easy to lose sight of this fact when considering that a large portion of our concentration would be spent focusing on ‘other unfamiliar aspects’ of the new gaming-installment.

I, honestly, thought that I was moving my stick much more than I, actually, was…

The following is what had helped me, eventually, bring my aiming sensitivity down to ‘4’ and allow for the game to feel the same as it had, for me, in the past installments (which, also, resulted in my current realization that the implemented aiming model in Halo 5 is working properly (and working well). This should, theoretically, help others who share similarities to my early Halo 5 woes…

  • Sensitivity to 10 for a day or 2 while adjusting to low aim-assist. (This will compensate for the fact that you haven’t developed the proper ‘muscle-memory’ for aiming in Halo 5, yet.) - Eventually, you will become more aware of what the Halo 5 aiming requirements, actually, are. You begin to feel, as though, you would be much more accurate if you dropped your sensitivity down a couple of notches for a full match (say, about 7). At first, aiming may feel as bad, for you, as it, originally, did at lower sensitivities, although aiming feels a bit more sluggish, you come to realize that you are adapting to the lower sensitivity much easier than you had, previously -if at all. You may feel, as though, you need to bump the sensitivity back up to 8-9 (like I did, briefly). *I actually fought with the 7-9 range for about half of a day before settling on ‘7’ for a portion of the next day. This led to the 5-6 range (back and forth) from game-to-game for the rest of the day. - Hopefully by about day 3 to 5, you should be able to drop your sensitivity down to your ‘target sensitivity’ (mine is ‘4’) perform at, roughly, same level (or better) that you always had performed in previous Halo installments. This method assisted me in re-training my ‘muscle memory’ (at higher sensitivities) which, in turn, helped make the transition to Halo 5 much more manageable for me.
    I hope that this update to the O.P. was informative and/or helpful for a few others, at the very least.
    (Troll me, if you must. I am more than capable of enduring the e-hazing that I, undoubtedly, deserve.)

I changed my sensitivity to 5 and I’ve been playing better (Turning and all) Just find which sensitivity is most comfortable to you.

There is a known bug if using default controller settings, trying switching to something else. Like bumper jumper.

I also notice this. When I did I decided to go to the forms, and I’m glad I’m not the only one. This is very frustrating to deal with. I’m a experienced Halo player and I feel like I’m being belittled by this. Please 343 do not over look this. I’m also playing on max sensitivity and it’s very apparent.

> 2533274961306591;2:
> I changed my sensitivity to 5 and I’ve been playing better (Turning and all) Just find which sensitivity is most comfortable to you.

Same here in fact changing my sensitivity to 5 made me go from being very unimpressed with the game and made me enjoy it.

> 2533274803562826;5:
> > 2533274961306591;2:
> > I changed my sensitivity to 5 and I’ve been playing better (Turning and all) Just find which sensitivity is most comfortable to you.
>
>
> Same here in fact changing my sensitivity to 5 made me go from being very unimpressed with the game and made me enjoy it.

I can’t enjoy the game with that low of sensitivity.

They need to fix this aiming issue ASAP. It’s the core part of this game. I would love to be able to turn off aim-assist. I’m already looking forward to BB closed beta tomorrow.

> 2533274829637148;3:
> There is a known bug if using default controller settings, trying switching to something else. Like bumper jumper.

Thank you for the suggestion…

I, actually, use “RECON” because I prefer the "traditional’ halo layout for the core gameplay mechanics (jump, melee, crouch, zoom, grenade, reload. (H3-traditional anyway)

> 2533275033523881;4:
> I also notice this. When I did I decided to go to the forms, and I’m glad I’m not the only one. This is very frustrating to deal with. I’m a experienced Halo player and I feel like I’m being belittled by this. Please 343 do not over look this. I’m also playing on max sensitivity and it’s very apparent.

Please refer to my editied posting.

> 2533274829637148;3:
> There is a known bug if using default controller settings, trying switching to something else. Like bumper jumper.

Can anyone else confirm this? I’ve been using the default controls this whole time and the aiming -seems- really buggy but I’m not sure if that’s just me or the game.

from the start, a ‘4’ felt right for me, congrats, hope you “req” people

> 2533274915983628;10:
> from the start, a ‘4’ felt right for me, congrats, hope you “req” people

i see what you did there :wink:

> 2533274856723140;9:
> > 2533274829637148;3:
> > There is a known bug if using default controller settings, trying switching to something else. Like bumper jumper.
>
>
> Can anyone else confirm this? I’ve been using the default controls this whole time and the aiming -seems- really buggy but I’m not sure if that’s just me or the game.

i’m not sure about that, because i have always used “default” in halo 1 , 2 , 3 and “recon” since Halo Reach.
Just hope that my Post update was helpful

My edit was too long to incluse the O.P.
Here it is, for those interested…
To avoid confusion:
I, now, believe that I was, completely, wrong when I, originally, posted the following:

The turn speed is much slower than it should be for each setting (1-10) because the game is relying on low sensitivity for, say, the first quarter-second before kicking in the aim-acceleration… In theory, this seems logical in order to eliminate deadzones, as much as possible, without sacrificing stability. The problem that arises with “Halo” is that when your battling another player, it feels as if it is nearly impossible to properly adjust your crosshair while each of you are both attempting to out-strafe one-another (specifically, in close-range battles)… For example, my opponent is, say, about 1 or 2 warthog lengths away from me… Rather than strafing in a quick and sporadic manner, my opponent opts for the "longer 1.5 - 2 second strafe - opponent wins the battle…
THIS SHOULD NOT BE THE CASE… The opponent wins the battle due to the, ridiculously, low aiming output that occurs, briefly, after moving the aiming stick in whatever direction, preventing the player from keeping pace with the other player situation… In this case, the player isn’t losing due to, their own, incompetence but, rather, they are losing these battles due to incorrect underlying controller functionality. An alert and competent player should be rewarded for their actions, in a firefight, if they did what they were supposed to rather than feel ‘powerless’ due to the lack of controller responsiveness in-game… This is only 1 example for the purpose of attempting to describe the issue for others.
(Yes I get that we are trying to out-maneuver our opponent in in order to emerge victorious, however, each player should have the ability to work the sticks in the same manner that we had been able to in past Halo releases. Currently, it feels, as though, the controller is being taken out of our hands, in these scenarios. That had not been the case until Halo 5… Please, don’t cry foul over this with the "well i should be rewarded for my strafing not the other way around so 343 shouldn’t change the aim-stick functionality and… blah blah blah…
FALSE: Player should be rewarded for using BOTH sticks, equally. The way that it had, always, been in the past. There’s plenty of players out there who will still fail to a good strafe, whether they have a responsive aiming stick, or not. Trust me.)
I played the beta and the turn sensitivity felt much more on par with Halo 3, actually (i had been playing both games during the beta period) The fine adjustments didn’t seem as ‘sluggish’ as they do now. The game had extemely low aim-assist, almost, non-existent target friction so I kept my sensitivity low (and that was fine). I was able to play on 2-4 range setting and battle players in any situation and at any range without any complaints. Final Build: I’m playing in the 7-10 range to compensate for the fine-aim problem and it is causing me to fumble at the opposite end of the spectrum, from time to time.
At first, I thought the game had some sort of underlying “target-friction” bug that was preventing me from swinging my aim back over a player that I had been trailing with my crosshair because my turn speed that I had set was much higher than the speed that I had been turning while attempting to center my aim onto the player but it, typically, would not catch up to my opponent. It seems as though 343 decided to utilize this sluggishness close to the dead-zones as a means to compensate for the game having such low aim-assist, however, I feel that it has created new issues.

All we really need is some sort of slider and/or toggle to adjust this area and the problem will be solved, hopefully.
OFF–LOW–MED–HIGH (or something similar)
Better yet, the turn speed should be more consistent in the inner radius of the analog (closer to the dead-zone) with the acceleration taking effect toward the outer radius of the analog and not the other way around.

I, truly, hope that a member of 343i takes notice to this because it is ruining the game for me, somewhat.
Regards,
Jim F.

> 2533275033523881;6:
> > 2533274803562826;5:
> > > 2533274961306591;2:
> > > I changed my sensitivity to 5 and I’ve been playing better (Turning and all) Just find which sensitivity is most comfortable to you.
> >
> >
> > Same here in fact changing my sensitivity to 5 made me go from being very unimpressed with the game and made me enjoy it.
>
>
> I can’t enjoy the game with that low of sensitivity.

You should definitely play at the speed that is right for you. for sure.

> 2533274793313100;13:
> My edit was too long to incluse the O.P.
> Here it is, for those interested…
> To avoid confusion:
> I, now, believe that I was, completely, wrong when I, originally, posted the following:
>
> The turn speed is much slower than it should be for each setting (1-10) because the game is relying on low sensitivity for, say, the first quarter-second before kicking in the aim-acceleration… In theory, this seems logical in order to eliminate deadzones, as much as possible, without sacrificing stability. The problem that arises with “Halo” is that when your battling another player, it feels as if it is nearly impossible to properly adjust your crosshair while each of you are both attempting to out-strafe one-another (specifically, in close-range battles)… For example, my opponent is, say, about 1 or 2 warthog lengths away from me… Rather than strafing in a quick and sporadic manner, my opponent opts for the "longer 1.5 - 2 second strafe - opponent wins the battle…
> THIS SHOULD NOT BE THE CASE… The opponent wins the battle due to the, ridiculously, low aiming output that occurs, briefly, after moving the aiming stick in whatever direction, preventing the player from keeping pace with the other player situation… In this case, the player isn’t losing due to, their own, incompetence but, rather, they are losing these battles due to incorrect underlying controller functionality. An alert and competent player should be rewarded for their actions, in a firefight, if they did what they were supposed to rather than feel ‘powerless’ due to the lack of controller responsiveness in-game… This is only 1 example for the purpose of attempting to describe the issue for others.
> (Yes I get that we are trying to out-maneuver our opponent in in order to emerge victorious, however, each player should have the ability to work the sticks in the same manner that we had been able to in past Halo releases. Currently, it feels, as though, the controller is being taken out of our hands, in these scenarios. That had not been the case until Halo 5… Please, don’t cry foul over this with the "well i should be rewarded for my strafing not the other way around so 343 shouldn’t change the aim-stick functionality and… blah blah blah…
> FALSE: Player should be rewarded for using BOTH sticks, equally. The way that it had, always, been in the past. There’s plenty of players out there who will still fail to a good strafe, whether they have a responsive aiming stick, or not. Trust me.)
> I played the beta and the turn sensitivity felt much more on par with Halo 3, actually (i had been playing both games during the beta period) The fine adjustments didn’t seem as ‘sluggish’ as they do now. The game had extemely low aim-assist, almost, non-existent target friction so I kept my sensitivity low (and that was fine). I was able to play on 2-4 range setting and battle players in any situation and at any range without any complaints. Final Build: I’m playing in the 7-10 range to compensate for the fine-aim problem and it is causing me to fumble at the opposite end of the spectrum, from time to time.
> At first, I thought the game had some sort of underlying “target-friction” bug that was preventing me from swinging my aim back over a player that I had been trailing with my crosshair because my turn speed that I had set was much higher than the speed that I had been turning while attempting to center my aim onto the player but it, typically, would not catch up to my opponent. It seems as though 343 decided to utilize this sluggishness close to the dead-zones as a means to compensate for the game having such low aim-assist, however, I feel that it has created new issues.
>
> All we really need is some sort of slider and/or toggle to adjust this area and the problem will be solved, hopefully.
> OFF–LOW–MED–HIGH (or something similar)
> Better yet, the turn speed should be more consistent in the inner radius of the analog (closer to the dead-zone) with the acceleration taking effect toward the outer radius of the analog and not the other way around.
>
> I, truly, hope that a member of 343i takes notice to this because it is ruining the game for me, somewhat.
> Regards,
> Jim F.

I’ve got used to the aiming to a point, but the aim acceleration+deadzone are my downfall. I’m using a 2 sensitivity, where I was at a 3 or 4 in MCC. The long range-medium range encounters are my reasons for a low sensitivity, but I’m at a disadvantage at close range or cqc.

The aim isn’t broken, the aim was changed. Although not essentially broken, feels as though it is a game breaker for some who are troubled by this.

Most loved how the beta felt. Now a lot don’t care for the change and for some it’s ruining the experience altogether when aiming in the beta felt fine. There’s links of this on various websites.