Lack of aim assist in Infinite

I’ve used mouse and controller, and I can tell you with 100 percent certainty that the most difficult part of aiming in Infinite with both inputs is due to player strafe speed, or rather, lack of momentum when you strafe from side to side which makes yourself an extremely difficult target while also making it harder for yourself to land shots in strafe battles. This makes Infinite feel a tiny bit more like fast paced shooters like Overwatch and Doom, because other Halo games have always had strafing momentum.

This isn’t really a good or bad thing, just thought I’d point this out. The responsive movement may feel nice, but is probably the main cause of why so many people are having a hard time aiming, myself included.

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I feel there is significantly less, which personally I am very happy about. M&K seems to have fairly little as well. I am very glad that 343 decided to reduce the aim assist intensity, and I hope they keep it that way. Honestly, I think the less there is, the better.

Nice point, no wonder something feels weird/off when doing 1vs1 BR dance on Infinite.

Controller player here. There is definitely very little aim assist. It takes some getting used to but there’s definitely some skill involved. After a little over 50 games, it’s very clear when I’m going against a PC player and can feel the disadvantage. As far as what feels “weird” when it comes to aim, I’d definitely say the precision weapons zoomed in feels the most off to me.

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Yeah I’ve noticed that movement has no inertia in this game. A/D strafe spam is very annoying to track.

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I don’t find it that terrible personally, also halo 1 doesn’t even work with your argument lol, even if it was bad nobody would know it because those console games were so new

this has been pointed to 343 since the very first flight. I am glad I did not get my hopes up for 343 about listening to the community. I got 6 games yesterday and probably 5 today before I got frustrated and stopped playing…

oh and it is not about “getting good”, I dont have the time to “get good”, I dont care about competitive halo. Just have a few hours a day to have fun, and if I am not having fun, i am not playing… I wouldn’t even mind if they tuned down the AA for Ranked if they are looking for competitive halo… but they should have listen to the casual player base.

we should probably thank most of the Halo content creators about this… Most of them help 343 to create a game… were the only ones having fun would be them… so it looks like 343 decided to put attention to 20 content creators instead of thousands of halo “Casual” players…

GGs.

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What may those settings be? If you could share, I’ve been at it for half an hour now trying to get a good setting, feels like Look acceleration barely works.

OT, yeah I had aiming issues in the flight I had time to participate in, and I still have. Thought it’s because of a long absence from playing with controller but I can do just fine in other games.
For me the aiming feels, twitchy.

My two cents towards this conversation is as follows:

Halo has always, since day 1, been primarily a shooter for the console market. Halo Infinite has created a PC Halo title, with very poor console/controller support. This is evident in more than just the drastically reduced aim assist. The twitchier/faster killtimes on a standard AR starts Loadout, the utter range dominance M&K gets with weapons like the Sidekick and Commando due to their red reticle range being extremely short, PC having significantly less recoil on these weapons (even when using controller) than console has, the aim assist radius itself being such a small “area” around an enemy player that using weapons that require leading shots feels pretty much pointless, and the introduction of weapons like the Stalker, and Shock Rifle that actually have no aim assist at all despite being purposely designed for landing multiple shots on targets. Heck just the look settings in general being pretty much impossible to get right. The movement acceleration being cranked so high that a good strafe goes from throwing off shots in past Halo’s to being nearly untrackable with a thumbstick.

This game’s sandbox, mechanics, AND controls have been designed in a way that even playing controller vs controller doesn’t feel fun. As the outcomes of many firefights feel more up to chance than skill. It is physically uncomfortable and mentally fatiguing to perform a task as simple as shooting enemy players. I would call Infinite an inaccessible game for new players who are playing on console, because they are going to get so utterly stomped and miss so many shots.

Infinite is a game that is getting so much right, but in trying to be a Halo game for PC, it is leaving it’s primary audience, it’s console audience, in the dust and demanding them to get used to a whole new control input or get out.

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XBOX has a very small console audience.
This is what happens when you get smacked around for an entire generation, they have been forced into making the move to being a strictly PC centric company.
And here we are, stuck right in the middle, controller is nerfed to the point of being unusable, and the Mouse and Keyboard crowd has 50 other games that they can go play, and have no loyalty to your brand.
welcome to purgatory. Dumb dumb very dumb company.

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Aiming on controller does not feel good. Feels inconsistent and unlike any other halo game.

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Whatever the cause is,I think 343 needs to improve controller players’ game experience.I hope it can be improved after beta. I just want play equally with KM players.Or give us the opinion not to play with them.The BR feels better than other weapon.But it still weaker than it used to be.I think H3 balances controller and KM very well.Maybe 343 can take it as an example

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I have little hope for this game until this is at least addressed. They did the same thing with h3 hitreg which was broken for 5 years- swept it under the rug. They are really good at pretending things aren’t a problem it telling us they aren’t when they clearly are.

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I played some matches and I felt the game plays better than the flights. Maybe it’s also because it runs way smoother on my rig that the flights did. I had to tweak settings though (sens to 4, acc to 1, deadzones to the minimum before drifting, vert sens a little lower than the orizontal one) which honestly still feel a little too much of a chore for a game meant to be played by millions of players.

Microcorrections inconsistency is still the main issue to me. Sometimes you can actually do that, some others the crossair starts flying all over the place. Reason unknown. I’ll keep saying it until my last day, it was the same problem on Halo 5, and it wasn’t there in Halo 5 Beta. The issue lies in a tweak performed in that timespawn.

That said, I’m having a blast, but feeling unconfient anytime you’re aiming is annoying .

This makes a lot of sense actually. So basically your sens is getting really messed up when you’re on target which is like… the opposite of what you want

some others the crossair starts flying all over the place. Reason unknown.

It’s the acceleration. Because it’s set to 1 it takes a long time to ramp up but eventually you’ll feel it.
If you set it to 5 that time will be shorter but it will still be there. There is no way to remove it.

Btw I suggest sending a support ticket so they know that it’s an actual issue.

I suspected that it was the culript, but still makes no sense to me why it happens the way it does. Acc to 1 should mean a very slow accel, but in fact sometimes during microcorrections seems like it ramps up all of a sudden and goes to the max.

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Because Infinite’s acceleration option isn’t an amount of acceleration.
It’s changing how long it takes before it kicks in

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Even 1 feels like it’s instant full speed, no matter what sensitivity I’m using, and I played around with the settings a lot trying to find a sweet spot.
Though I put the max deadzone to 15, as I understood that it’s the the tilt of the thumbstick to get the highest input, though everything else is low, that feels a little better. But I still get twitchy jumps on small adjustments.

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that’s interesting. So basically it keeps ramping up unless you let the RS go neutral? If that’s the case, increasing deadzone should provide some benefit, since the zone where there’s no input registration will be bigger. I’ll give it a try.