Hello 343
Can you please look into the functionality of your aim assist and how it effects the core fundamental FPS process of pointing-and-shooting. Currently, aim assist functions like a generic sensitivity drop once your reticle gets near a target. The problem this creates is, adjusting aim ON-TARGET actually requires MORE input from the user. An alarming amount of input. The reticle gets extremely heavy and sluggish once near a target. This leads to a mix of massive under-aim, and also over compensation for the stuck reticle into over-aim. This is a major problem, as pointing-and-shooting is the core gameplay of any FPS. Bouncing my reticle left right during a strafe dance = watching my reticle remain completely still, that is not aim assist, that is aim hindrance.
Please consider the following:
- Remove the off target sensitivity drop entirely, once on-target, the sensitivity drops.
- If 1 is too drastic, then at least lesson the off-target sensitivity drop to a subtle level, and then keep the sensitivity drop as-is once on-target.
- don’t use a sensitivity drop for aim assist at all, and instead treat aim assist as a subtle gravity well which will actually assist input toward the target.
Side issue: why is 10 sensitivity so slow? It is painful trying to 180 turnaround in this game.
Josh Holmes shared this on Team Beyond about half an hour ago.
> On aiming, all I can say is this game takes a while to hone in on your shot because there is a lot less aim assist. The acceleration feel some of you are commenting on is related to that. We’ve done significant tuning on the sticks since beta working directly with the pro team. They can speak for themselves but I believe a quote from Ghost after the final pass was “OMFG the aiming feels so good, the sticks are magic now.” Take that for what it’s worth and spend the time to master your shot. It takes time.
Not sure exactly what to say about that, but it’s straight from the horses mouth - 343’s position on this issue.
Then the pro team allowed poor aiming mechanics into the game, which saddens me. I wonder if they were swept up in being within 343’s studio that they lost the ability to speak their mind.
Nonetheless, when someone is running perpendicular to me, and my reticle is catching up to them, the aim assist should not act as a wall preventing my reticle from arriving on target. Which, it does now. How does that assist me in any way?
Aim assist actually hinders player input toward the target. This is the worst aspect of Halo and imo will be its downfall. Look at CS:GO on the console as an example of an amazing game with amazing content, but the aiming mechanics for the console version were simply awful. When a FPS game’s aiming mechanics actually work against your input, people stop playing it.
I really hope they fix this.
Agreed. I have played on 3 sens on all the previous Halos. H5…I have to play on 6 or 7 so that I actually have the ability to move my cross-hairs when I’m on target. It’s really awkward.
As a long time Halo fan i would also like to recommend this. I think there needs to be a more immediate input at the lower levels of stick movement. I was reading up on aiming acceleration here.
From the feel it seems they gears the aim assist in this game more towards the COD side with slower low end and then acceleration at the high. I am not a fan of this at all as Halo has always had a higher starting movement. While maybe not as fluid it’s what gives the aim such a snappy feel.
I really hope 343I does something about this. At the very least give us the option to adjust. I would love to go back to Beta style aiming with almost no Acceleration. It just feels like batteling yourself the keep the reticle on target. It really sucks and I am really baffled by this comment by 343I. Why would you ever want something like this in your game? How can the pro team possibly feel like they’ve improved aiming mechanics since the beta? Again, what’s the problem in giving us the option?
> 2610345319735860;1:
> Hello 343
>
> Can you please look into the functionality of your aim assist and how it effects the core fundamental FPS process of pointing-and-shooting. Currently, aim assist functions like a generic sensitivity drop once your reticle gets near a target. The problem this creates is, adjusting aim ON-TARGET actually requires MORE input from the user. An alarming amount of input. The reticle gets extremely heavy and sluggish once near a target. This leads to a mix of massive under-aim, and also over compensation for the stuck reticle into over-aim. This is a major problem, as pointing-and-shooting is the core gameplay of any FPS. Bouncing my reticle left right during a strafe dance = watching my reticle remain completely still, that is not aim assist, that is aim hindrance.
>
> Please consider the following:
> 1) Remove the off target sensitivity drop entirely, once on-target, the sensitivity drops.
> 2) If 1 is too drastic, then at least lesson the off-target sensitivity drop to a subtle level, and then keep the sensitivity drop as-is once on-target.
> 3) don’t use a sensitivity drop for aim assist at all, and instead treat aim assist as a subtle gravity well which will actually assist input toward the target.
>
> Side issue: why is 10 sensitivity so slow? It is painful trying to 180 turnaround in this game.
Well said my man. This is by far the best description of the BIGGEST issue in this game. I hope they get it right soon. This is way more apparent using longer thumbsticks as well.
Honestly I am not having much of an issue with it but I may be wrong…who knows…
My input probably isn’t necessary. But I agree that this is a problem. Games just feel frustrating. Maybe on lan it works diffirently? And what the hell is the problem with the sensitivity when zoomed in? If a person is sprinting on my screen from left to right while zoomed in with a sniper or whatever I may be using. I can’t catch the player with my reticule? And I’m playing on 8… Normally I float around 5-6
Thank goodness it’s not just me. I seriously thought I was going crazy. I’ve played Halo 4 all the way up to the release of Halo 5, and I never had issues with aiming but I’m playing Arena and all of a sudden it’s like I can’t aim for the life of me. My look sensitivity from Halo 2 onward has always been at 5. Now, it’s at 8 and I’m still having some issues.
> 2533274808759744;11:
> Thank goodness it’s not just me. I seriously thought I was going crazy. I’ve played Halo 4 all the way up to the release of Halo 5, and I never had issues with aiming but I’m playing Arena and all of a sudden it’s like I can’t aim for the life of me. My look sensitivity from Halo 2 onward has always been at 5. Now, it’s at 8 and I’m still having some issues.
Yup quite of few of us are experiencing this as well
> 2610345319735860;4:
> Then the pro team allowed poor aiming mechanics into the game, which saddens me. I wonder if they were swept up in being within 343’s studio that they lost the ability to speak their mind.
>
> Nonetheless, when someone is running perpendicular to me, and my reticle is catching up to them, the aim assist should not act as a wall preventing my reticle from arriving on target. Which, it does now. How does that assist me in any way?
>
> Aim assist actually hinders player input toward the target. This is the worst aspect of Halo and imo will be its downfall. Look at CS:GO on the console as an example of an amazing game with amazing content, but the aiming mechanics for the console version were simply awful. When a FPS game’s aiming mechanics actually work against your input, people stop playing it.
>
> I really hope they fix this.
Agreed
> 2610345319735860;4:
> Then the pro team allowed poor aiming mechanics into the game, which saddens me. I wonder if they were swept up in being within 343’s studio that they lost the ability to speak their mind.
>
> Nonetheless, when someone is running perpendicular to me, and my reticle is catching up to them, the aim assist should not act as a wall preventing my reticle from arriving on target. Which, it does now. How does that assist me in any way?
>
> Aim assist actually hinders player input toward the target. This is the worst aspect of Halo and imo will be its downfall. Look at CS:GO on the console as an example of an amazing game with amazing content, but the aiming mechanics for the console version were simply awful. When a FPS game’s aiming mechanics actually work against your input, people stop playing it.
>
> I really hope they fix this.
I don’t think the aim assist is the issue you’re having. Aim assist has existed in halo since halo:ce but they have made small modifications over the years. If anything the aim assist in this game as been drastically reduced from previous iterations. The big issue most are having is the fact the aim assist has been reduced, in combination with a high amount of aim acceleration starting at zero and accelerating exponentially over time. This is is common in the COD games but not in halo. Halo has always had an initial movement level far above zero with a liner progression of aim acceleration. Why they decided to go the COD route is beyond me other than possibly to make it more accepting towards the competition’s players. Regardless they need to get the old halo aim acceleration back quick.
> 2632461210777745;14:
> > 2610345319735860;4:
> > Then the pro team allowed poor aiming mechanics into the game, which saddens me. I wonder if they were swept up in being within 343’s studio that they lost the ability to speak their mind.
> >
> > Nonetheless, when someone is running perpendicular to me, and my reticle is catching up to them, the aim assist should not act as a wall preventing my reticle from arriving on target. Which, it does now. How does that assist me in any way?
> >
> > Aim assist actually hinders player input toward the target. This is the worst aspect of Halo and imo will be its downfall. Look at CS:GO on the console as an example of an amazing game with amazing content, but the aiming mechanics for the console version were simply awful. When a FPS game’s aiming mechanics actually work against your input, people stop playing it.
> >
> > I really hope they fix this.
>
>
> I don’t think the aim assist is the issue you’re having. Aim assist has existed in halo since halo:ce but they have made small modifications over the years. If anything the aim assist in this game as been drastically reduced from previous iterations. The big issue most are having is the fact the aim assist has been reduced, in combination with a high amount of aim acceleration starting at zero and accelerating exponentially over time. This is is common in the COD games but not in halo. Halo has always had an initial movement level far above zero with a liner progression of aim acceleration. Why they decided to go the COD route is beyond me other than possibly to make it more accepting towards the competition’s players. Regardless they need to get the old halo aim acceleration back quick.
I think you are not understanding what I am saying. I know every Halo had aim assist. But previous halo’s literally were aim assist. In that outside aiming forces would move your reticle toward a target. Halo 5 has completely dropped “assisting” the reticle and replaced it with simply lowering the sensitivity once you are near a target. Just load up a custom game with a friend, and steadily move your reticle left and right across your target. As the reticle approaches the target, the reticle movement plummets, because the sensitivity has dropped.
On acceleration - I completely agree. Its also an big issue. But we are talking about two different problems effecting the aiming mechanics of this game. But yes, halo 5 is also using time-based acceleration. So, the same joystick angle can produce different speeds at different times, which makes building muscle memory much more difficult because there is so much unexpected reticle lurch. This acceleration only exacerbates the problem with the sensitivity drop, because players need to ramp up their input to get the reticle on target. So, the reticle hits the sensitivity drop “aim assist” zone, then player ramps up input to get on target, time-based acceleration kicks in, the reticle unexpectedly lurches and the player over aims.
The aiming mechanics of this game actively produce under-then-over aiming. Its the antithesis of what should be in an FPS. Awful.
> 2535421619942348;3:
> Josh Holmes shared this on Team Beyond about half an hour ago.
>
>
> > On aiming, all I can say is this game takes a while to hone in on your shot because there is a lot less aim assist. The acceleration feel some of you are commenting on is related to that. We’ve done significant tuning on the sticks since beta working directly with the pro team. They can speak for themselves but I believe a quote from Ghost after the final pass was “OMFG the aiming feels so good, the sticks are magic now.” Take that for what it’s worth and spend the time to master your shot. It takes time.
>
>
> Not sure exactly what to say about that, but it’s straight from the horses mouth - 343’s position on this issue.
I don’t buy the comment from Josh Holmes at all and it is just some PR spin control. The sticks are magic alright…magically imprecise and unresponsive.
edit: allow for players to customize their aim settings completely not how some lame “pro” team thinks…if people like it now that’s fine allow them to keep the mashed potato setting. For others give up tight crisp responsive cuts like a new razor controls. OPTIONS to appeal to more people and greater customization is a beautiful thing. It is 2015 and games across all platforms and pc have allowed for it before.
If your not hitting over 40 Percent maybe use the pistol instead of the assault rifle. It’s actually more realistic now I take it as if your shooting an auto rifle in real life the recoil makes it harder to steady that’s how it feels to me in the game.
> 2535421619942348;3:
> Josh Holmes shared this on Team Beyond about half an hour ago.
>
>
> > On aiming, all I can say is this game takes a while to hone in on your shot because there is a lot less aim assist. The acceleration feel some of you are commenting on is related to that. We’ve done significant tuning on the sticks since beta working directly with the pro team. They can speak for themselves but I believe a quote from Ghost after the final pass was “OMFG the aiming feels so good, the sticks are magic now.” Take that for what it’s worth and spend the time to master your shot. It takes time.
>
>
> Not sure exactly what to say about that, but it’s straight from the horses mouth - 343’s position on this issue.
“Our pro-team says it’s good so we don’t care what the rest of the community says. (However many people on the pro-team) pro-team members know so much more about everything than everyone else. Git gud scrub.”
Statements like Josh’s absolutely piss me off. Your pro-team is not infallible. When there are a crap ton of threads saying it’s bad but none (that I’ve seen) saying it’s good shows that your pro-team is wrong and you need to fix it. He acts like the pro-team is all that matters when they aren’t the ones spending money on the damn game. Absolutely pathetic.
I am watching Ogre 2 right now and he’s complaining about “sluggish aiming”. Ninja was complaining about it last nigh’t.
> 2610345319735860;15:
> > 2632461210777745;14:
> > > 2610345319735860;4:
> > > Then the pro team allowed poor aiming mechanics into the game, which saddens me. I wonder if they were swept up in being within 343’s studio that they lost the ability to speak their mind.
> > >
> > > Nonetheless, when someone is running perpendicular to me, and my reticle is catching up to them, the aim assist should not act as a wall preventing my reticle from arriving on target. Which, it does now. How does that assist me in any way?
> > >
> > > Aim assist actually hinders player input toward the target. This is the worst aspect of Halo and imo will be its downfall. Look at CS:GO on the console as an example of an amazing game with amazing content, but the aiming mechanics for the console version were simply awful. When a FPS game’s aiming mechanics actually work against your input, people stop playing it.
> > >
> > > I really hope they fix this.
> >
> >
> > I don’t think the aim assist is the issue you’re having. Aim assist has existed in halo since halo:ce but they have made small modifications over the years. If anything the aim assist in this game as been drastically reduced from previous iterations. The big issue most are having is the fact the aim assist has been reduced, in combination with a high amount of aim acceleration starting at zero and accelerating exponentially over time. This is is common in the COD games but not in halo. Halo has always had an initial movement level far above zero with a liner progression of aim acceleration. Why they decided to go the COD route is beyond me other than possibly to make it more accepting towards the competition’s players. Regardless they need to get the old halo aim acceleration back quick.
>
>
> I think you are not understanding what I am saying. I know every Halo had aim assist. But previous halo’s literally were aim assist. In that outside aiming forces would move your reticle toward a target. Halo 5 has completely dropped “assisting” the reticle and replaced it with simply lowering the sensitivity once you are near a target. Just load up a custom game with a friend, and steadily move your reticle left and right across your target. As the reticle approaches the target, the reticle movement plummets, because the sensitivity has dropped.
>
> On acceleration - I completely agree. Its also an big issue. But we are talking about two different problems effecting the aiming mechanics of this game. But yes, halo 5 is also using time-based acceleration. So, the same joystick angle can produce different speeds at different times, which makes building muscle memory much more difficult because there is so much unexpected reticle lurch. This acceleration only exacerbates the problem with the sensitivity drop, because players need to ramp up their input to get the reticle on target. So, the reticle hits the sensitivity drop “aim assist” zone, then player ramps up input to get on target, time-based acceleration kicks in, the reticle unexpectedly lurches and the player over aims.
>
> The aiming mechanics of this game actively produce under-then-over aiming. Its the antithesis of what should be in an FPS. Awful.
The aim assist you are describing is the same thing in previous halo’s… seriously boot up h3 it’s the same thing. The feature you are describing with reducing the sensitivity on targets has always been in halo.
As for the aim acceleration they have always had it in halo. The difference is that in all previous halo’s it started at a fixed position (above zero) meaning the second you moved the stick there was motion with a linear increase to rotation velocity. The new mechanics are similar to COD where it starts at zero meaning for a split second when you move the stick it’s actually not doing anything with a exponential increase in rotational velocity.