That’s a fair assumption, but I think the changes are fine as they are.
It looks like MnK got the changes they needed without nerfing controller.
That’s a fair assumption, but I think the changes are fine as they are.
It looks like MnK got the changes they needed without nerfing controller.
I keep saying this, but, erratic, momentum-less strafing is what’s causing the aiming to be so imbalanced in favor of controller’s aim assist. Things should be kept as they are, or aim assist mechanics should be nerfed on controller. Or add momentum to strafing. Unless…People actually want Halo PC to have zero mouse and keyboard players.
First what makes you think every mnk uses high sensetivity and is able to make quick turns? High sensetivity comes with accuracy penalties. Controller has the better movement as you can have full control on how fast you want to go and strafe due to how sticks work.
That’s… precisely what M+K gives, both.
Not really. If you have too high sensetivity so you can turn around fast you wont aim well. Its a tradeoff. You need to find a middle ground. Its not like as if movement on mnk gives any advantage. I would say controller is better for movement.
If your sens is too high, it’s going to cause accuracy issues. That’s why people choose lower sensitivities on mice.
My sensitivity is quite low on halo, not like valorant of course but still low. I can’t do 180º easily and I have to throw my mouse to make big turns so it’s not very accurate I’ve to adjust so it cost me time.
agreed. we shouldn’t be moving to nerf anything right now. change, maybe, but not nerf.
Yea, in a different post mostly on the same topic I expressed joy for my MnK colleagues out there that they’re getting aiming improvements. The data the community has dissected this last year has definitely shown there’s a non-negligible advantage for controller aim. I don’t think it the MnK changes should be undone at this point, as reception to it seems to lean positive.
But none of that means I should still just be ok with Infinite’s controller aim mechanics. I don’t even really want higher AA values or anything like that for controller. What I want is for the aim mechanics to be primarily driven by the aiming joystick like it has been for the entirety of Halo’s existence.
AA being primarily impacted by your movement stick is just so jarringly different than aiming has ever felt in Halo, and going from controller aim in MCC to controller aim in Infinite feels like a significant downgrade in quality. Infinite controller aim consistently feels worse than every other Halo as well as worse than H5 heavy aim ever did.
This is the kind of narcissistic “good/bad player” stuff that makes me skeptical of the change in the first place, and the amount of people agreeing lends credence to what I thought. Too many PC tryhards want to immediately cast any kind of controller aim assist as a skill-less crutch instead of what it actually is: making joystick aiming actually viable. Not just viable in the sense of competition, but literally, physically viable. If you play any kind of shooter on controller with higher kill times and/or fast movement, you HAVE to have aim assist. It’s simply NOT POSSIBLE to play without it. It’s got nothing to do with skill or the supposed “casual-ness” of the console crowd. The amount of people who can viably use a joystick without aim assist in a game like Halo is astronomically low for a reason.
So I guess yes, controller aim assist is technically about narrowing the skill gap, but it’s between the 95% and the 5% (and I feel like that number is pretty generous).
Even if the aiming fights between controller and MnK were suddenly fair by this update, that doesn’t account for the rest of the dynamics between them. A mouse allows you to 180 with a flick, has movement benefits when trying to escape or ninja people, and has far better fine aiming for precision weapons. There are also weapons that are balanced within the sandbox on controller by their level of aim assist, such as the Commando. Aim assist was the ONLY benefit controller had, if you could even call it one. If you make the aiming suddenly “fair” by giving mice AA, you’re giving mice the advantage because of everything else above.
The controller aim assist is not too strong, it’s exactly where it needs to be for Halo to play the way it was designed. When you start adding MnK into the mix, you’re adding an outside variable BEYOND Halo’s traditional gameplay design, and that outside variable is what needs tweaking. Or, you know, the obvious solution: stop forcing cross-input play. But that’s never happening because higher population counts = more money.
Can’t agree more. Back in the early 2000s people would argue on ESreality about what sensor was the best and did the least amount of damage to your natural aim. Religious battles were fought about Avago vs Pixart hardware in mice.
“Don’t get the Kinzu V2, it has built in cursor correction that you can’t disable.”
USB ports were overclocked to increase the polling rates, laser vs optical, acceleration smoothing, etc.
If someone would’ve suggested what 343 has done, be it accidentally or not, these forums would’ve gone bonkers.
I need a time machine…
I generally agree with what you’re saying, except for this.
Aim assist in Infinite has been completely reworked from the previous games. It would actually be more accurate to refer to it as aim lock in infinite. The older games gave you a bubble around your enemy in which your sensitivity would lower, allowing you finer control. Infinite has no bubble, it just sticks like glue once you get on target.
youtube com/watch?v=_UoOQ7o5Yiw?t=63
Going to keep linking this video until it becomes common knowledge to everyone on these forums.
The problem with that is You Tubers are already on Pc for making videos so most of there videos will be aimed at just the Pc MNK player’s not console players.
i play with mnk and controller. controller’s aim benefit is so gross that it isn’t funny. Mouse can flick turn around, but only if sens is super high, or someone’s using 3rd party software. In the former case, they won’t be able to aim long or even medium range worth a flip.
I got five seconds into that 17 minute video before I got annoyed with the presentation and the personalities so no thanks.
I’ve played the game. I know how it works. No, it’s not “aim lock”. Stop using black and white speech.
Remain ignorant then, your choice. It’s a fact that aim assist functions completely differently to any of the titles in MCC, and it’s significantly worse.
“Aim lock” wasn’t mentioned the way it was in order to build a case on why aim assist is op. He’s saying that Infinite’s style of aim assist is actively interfering with player input; making things like micro-adjusting difficult.
Aim movement bug aside, the intended changes (small reduction in sensitivity as you’re already firing, and is in the effective range of your weapon) are really good in my opinion because Halo has a very high time-to-kill and Infinite especially has higher base character movement, making one little strafe from the enemy make you miss A LOT of shots before.
You still miss shots but finally using weapons like the Assault Rifle, Battle Rifle and Commando feel not easy, but straight up CORRECT.
343 doesn’t want to change how aim assist works on controller, and they also don’t want to change movement physics to increase inertia.