Janky aim and MnK/Controller xplay issue

The aim in infinite feels really bad, and i dont think that low AA is the only issue. (i used to play H2 with auto-aim, its AA, off and it was WAY better than this). The turn speeds and small movement corrections are very inconsistent despite setting, its almost as if the speed fluctuates. When trying to make small adjustments far away it moves in fast chunky segments, when trying to track a target with long sweeping movements, its too slow. Ive tried every combo of setting in the sensitivity, acceleration and dead zones and nothing felt right. Something is off with its core design and even with a AA bump i think would still feel janky. I think its more of a result of them trying to design the aim around both controller and MnK at the same time making them both feel sub par rather than focusing on each individually to make each input method feel as good as possible.

MnK and controller are to vastly different to create a good balance and should stay in separate lobbies in all shooters. even the play style, map traversal and tactics of a game are all effected by the type of input and create different metas. MnK gives high levels off accuracy while maintaining high sensitivity, which is really strong in faster moving lower TTK shooters. While controller gives good fluid left stick movement which is good it higher TTK slower paced strafe battle gun fights. which also effects what players want in the core game design ( i.e. the sprint speeds and ttk high vs low debates). In any game where both are in the same lobby, One input method will always be better. Then u get the debates on AA cheating or MnK near perfect accuracy with insta180 no scope is unfair… ect ect.

343 should just keep them separate and then focus on balancing the aim to make it feel as smooth as possible for both MnK and Controller.

I completely agree with all of the above.