M&k aim assist is for bad players

Desperately trying to put M+K on the same page as controllers is what I’d call the exact opposite of reality…

1 Like

Not at all. Mnk is better when you don’t consider aim assist.
But aim assist is broken in halo infinite. It is way too much on controller (when you catch a target it’s tracking it for you and it absorbs every single bullet so easily, « perfect » became one of the easiest medal of this game) and need to be toned down on mnk to feel more natural.

In a perfect world I would prefer not having to deal with aim assist but every single « brain functional » player like you said knows that fighting aim assisted controllers in this game is not possible and made the mnk community vanished.

343i doesn’t allow to turn off crossplay and I can understand why. I believe there are others opportunities for this game with a rework of the aim assist.

2 Likes

While it’s true that aiming in this game is a challenge all to the average controller player, it’s even more of a challenge to the average MnK player.

Engagements are longer in Halo and require you to track your targets for an extended period of time compared to games like CoD or Counter-Strike.

Because of that, the mechanics need to be tuned in a way that makes aiming practical enough to pick up and meet those requirements.

Those requirements weren’t met and resulted in many Mnk players leaving. Not because they’re “skilless”, but because they weren’t given the proper accommodations to compete.

1 Like

This statement is total BS. It was never like that pre KBM update. The exact opposite is what occurred and that’s the reason why KBM players left the game. KBM could not compete with rollers because of the ridiculous aim assist/bullet mag controller receives.

And what about the top 1% KBM players that entered the HCS and didn’t even make it far? Would you consider Shroud a “skilless noob” at KBM? He even struggled with if headshots did anything in Halo.

1 Like

M&K should drop reticle friction, in favor of an increase in the bullet curve angle, and reduced recoil when firing most weapons.

That’s how Destiny balanced it out, and it feels pretty good.

Their bullet curve angle is 10% wider on M&K than on Controller (Though the base radius is dependant on the weapon), and they have virtually no vertical recoil on most primary weapons because, unlike other shooters where primary killtimes are sub 0.3s, or instant with a headshot, in D2 Primary TTKs are closer to 0.8s, and in Halo the BR is 1.4ish. Vertical Recoil on a mouse sucks, you run out of space and have to reset mid-gunfight if the fight isn’t over as soon as it starts. (And I’ll be real, I don’t think it has a place in Halo to begin with, so I’d advocate for removing vertical recoil from both inputs, in place of giving projectiles a travel speed so long as they fix the bloody networking issues, Reach was practically lag free 12+ years ago, it’s unacceptable)

And for controller, I’d opt for widening the friction cone, and reducing the tug intensity. Make aiming feel smooth and controllable without tracking targets to the moon. With the tug just gently nudging you so you get a sense of their strafe and can react to it more naturally.

2 Likes

Tell me you never used a br with mnk without telling me this.
even shyway said that br on mnk is way harder than on controller and thats why most have already left the game

1 Like

There are like 20 guns in the game, with AR+Sidekick being the guns used 90% of the time, but keep living in this false BR bubble.

Mouse works bad again

Why 343 couldn’t leave this alone. We were good. It was good

There was no need to change it again. Halo will again lose PC players with this BS

They changed something ? I didn’t see a patch note…

1 Like

lookup: stealth nerfs

Doesn’t matter. They loose players left and right with their permanent BS. Every aiming device was badly integrated from the start so I would say that it levels out because nobody has fun :slight_smile: