This is my first forums post.
(I dont know the proper terms for what im explaining besides deadzones, radius, acceleration and sensitivity but i will try to explain as best for your understanding)
To quickly get an understanding of who i am to review this (Not trying to toot my own horn):
I have been on a quest for years to get my aim perfect on Halo, through days of experimentation, frustration and learning. I have finally found the perfect settings and comfort in MCC for my aim in game and physically (controller), Iv tried everything from Xbox Elite controllers, Scuf controllers, Scuf paddles and Elite Controller thumbsticks to kontrol freeks, tried every size thumbstick on the market possible (literally), resistance and retentions in the thumbsticks, using all the curves in the xbox accessories app, different paddle sizes (using them upside down even), downloading a 3rd party software like reWASD with more options then the Xbox accessories app to alter aiming to get more understanding on curves and deadzones. I focus on keeping my aim as smooth as possible when aiming, im not someone to skip my aim when shooting the enemy. I have been practicing for years to master this. Which leads me to my biggest problem in Halo Infinite…
My feeback may seem over the top, the reason being because i really want this game to have the perfect aiming system and feeling.
To simply start, this isnt about the aim assist, its about the feeling of looking around and trying to aim in Halo Infinite and how it is very skippy and grippy, when you try to slowly adjust, its a little too slow and then suddenly skips when trying to increase. This is NOT the aim assist (that is in another topic). This might be because the deadzone radius is so big even on the lowest setting it covers so much of the response curve, ultimately giving you less room and control on the response curve. With such tight space to adjust, It feels like it causes a massive jump. there is not enough smoothness inbetween idle (Thumbstick in the centre) and max input (Thumbstick hitting the edge). The deadzone radius needs to be made smaller to non exsistant (reduced to lower then 0), enough to see a lot of drift. Look acceleration needs a rework, the accelartion options 1-5 is definetly not enough for detailed tweaking. The look acceleration doesnt have much room on the response curve to accel at because the deadzones are simply too big, to explain it in a simple manner, look acceleration at this point is just a sensitivity on top of your main sensitivity because the deadzones are so big and the response curve is so short. (makes no sens right?) pun intended
This topic isnt about aim assist but just to quickly point out whats wrong with aim assist in Halo Infinite. It is very strong on some weapons like the BR, you are constantly fighting against the assist to push more onto the target and because the deadzones are so big and the response curve is so short, you end up whipping over them.
Refer to MCC having the perfect aim. 343i Have done an excelent job with the aim on MCC, everything is perfect. Which leads me to question why it is not used for Infinite? Which is simple to answer because its a completely new engine and everything is being built from the ground up. 343i could still use MCC’s fundamentals to make the foundation for Halo Infinite’s aiming system. MCC has such a perfect aiming system, its excalty how i would want Infinite to feel but with more evolved options and settings. (Again, not talking about aim assist).
Another problem i found is that the minimal adjustments are way too slow. im finding myself using ten just to increase the minimal input speed, even though the max threshold is not my typical speed, this again could be because the deadzone radius is way to big and it is squashing the minimal input with the medium input, therefor making it jump from such little range. A setting for small input sensitivity would be a dream come true.
This may have been very hard to follow. The best way to describe the way im thinking:
Imagine a small and big elastic band. The small elastic band is placed inside the area of the big band. Say you expand the small elastic band with some out growing radius device (like a miniture umbrella). Because its small and doesnt have enough rubber to allow much stretching, it gains more resistance when you expand it (minimal input being too slow as it becomes more resistant), then all of a sudden snaps from pressure causing your radius expanding device to instantly skip and expand to the big elastic band for resistance. If the small elastic band was more flexible and less tight it would feel smooth (which is good) but becuase its just 1 rubberband you have little to no tweaking, you cant add any curves or acceleration to it because that one band is one setting (minimum input). So it woud literally be just one speed from minimum input to max input, To fix this you add more rubber bands, enough to fill the space between the smallest and biggest band giving you more options to optimise each bands radius curve (retention and acceleration), the aim would feel silky smooth. If the unmbrella radius device was smaller that would give you additional room to add more rubber bands in the radius of the smallest rubber band thus the unmbrella radius device being the deadzone. The smaller you make it the more response room you have for minimal input.
Halo Infinite is already one of my fav Halo’s with Halo 2, 3 and ODST. It captures everything i hoped it would. The game is on its way to being perfect at launch. But just this one thing (aiming) in the game that i hope gets fixed.
I hope some people understand what i mean, feel free to correct me on anything, as im not as experienced with terms as others.
Just wanted to give my feeback 
THANK YOU!
