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> > > > From the perspective of the master chief collection with cross-platform, players will use whatever controls they prefer, whether it be mouse and keyboard, or a standard Xbox controller.
> > > >
> > > > My concern is the amount of aim assist and bullet magnetism the controller has over the MKB. The mcc has shown that controllers have an advantage over MKB because of this. I really hope that the aim assist and bullet magnetism is toned down so there’s much more of an even playing field for players that have grown used to the MKB set up. If you dont believe me, go play the MCC and play a game of snipers. It takes a lot more precision to use a mouse than a controller. Anyone else feel this could be an issue for infinite’s PvP?
> > >
> > > How about no more crossplay. DONE theres your answer simple. PC plays against PC and Controllers play against Controllers. I dont want to hear the PC palyers moan that they cant play against Controllers because I know its fun to shoot fish in a barrel and make it out that it took skill! Yea right. No more aim assits, no more unfair gameplay no more crossplay and have your games strictly so that all you play against is what you use to play but it wont take long for PC players to think of something else to complain about and all Controllers are trying to do is just try to play a game.
> >
> > I really would like to say a lot of things to you, but instead of saying those things, I’m going to try and be reasonable and civil.
> > Half of the reason that Halo is even going to pc is for cross play. This is about letting pc players play with their friends who have consoles and vice versa. While there are certainly problems with pc players’ physically impossible turning speed and reaction time, controller players have advantages in aim assist (the part about them having higher bullet magnetism is not true, it’s the same for both) and the fact that the games are designed to be played with them. Removing crossplay is not the solution.
> > Instead of complaining and asking that something be downright removed like a bunch of Fortnite players, how about we think of ways to solve this problem through tweaking, rather than removing it? Neither will ever be totally equal, but we can give each one advantages and disadvantages to try and hopefully balance it out, sort of like designing an asymmetrical map.
> > First off, the problems with mouse and keyboard. Their unbelievable speed and reaction time can lead to a lot of unfair deaths for controller users. Mkb players will probably vilify me for what I’m about to say, but it needs to stop: purposely decrease the distance moving the mouse can turn you so that the speed they turn will be like if they were playing controller and their sensitivity was 6-7. I know that one of the main advantages of using a keyboard and mouse is supposed to be higher reaction time, but the speed they can turn themselves and vehicles is obnoxious. Some heavy lag to their turn speed needs to be added so the fastest they can turn is around 6-7 sensitivity, since even on controller 8-10 is unreasonable.
> > Now for controllers. Aim assist can feel unfair to many pc players (though sometimes it might just be their self image of themselves as shooter gods, this is not the case for your average pc boi.), and can prove frustrating as they lose battles they believe they should have won because of aggressive aim assist. Personally, I think this is an easily fixable problem, as in games like halo reach, the assist is barely noticeable, but it definitely is there. Reach would be the halo game best balanced for both sides if it weren’t for the fact that, on pc, the wraith can 180 and obliterate anyone trying to hijack it before they even see that the tank is facing them, and the falcon turns way faster than it should (look up “tell me you’re playing on pc without telling me you’re playing on pc” on YouTube to see what I mean). All it requires is fine tuning the aim assist so that controller players can stand a chance to pc players without making it aggressive enough that the assist is visible under most circumstances (CoD Cold War made this mistake early in its lifetime).
> > These two fixes would go so far to reducing the disparity between the two platforms, and overall just make the game better.
>
> Your solution to m/kb and analog balance is a very bad idea imo. M/kb shouldn’t be nerfed at all; it could make the game feel awful to play if aiming felt more sluggish. If the player developed the skill to do a 180 flick then perfectly track and kill a target then they should be able to do just that. It would be better to separate the input methods for competitive because there’s not much that can be done without breaking either or.
>
> The only true fix to this issue would be to make controller better than it is now by introducing gyro aim, back buttons as unique inputs, and flick stick controls as options to level the playing field between the two. Console shooter controls have not had any major upgrades since 2001. That’s a pretty big problem imo.
The amount of skill it takes is irrelevant in my opinion. Mkb currently allows players to do things that are physically impossible irl and can not be replicated on a controller. This makes the game frustrating to play if you run into someone who can turn a wraith or a scorpion’s cannon faster than it is intended to. On controller, Bungie and 343 purposely made these vehicles sluggish to turn to balance them, and pc players can just ignore a key balancing feature of these vehicles thanks to their input method. This does need to be fixed, no matter the skill, as it removes the ability of the devs to balance the game properly for these vehicles.
And even when fighting on foot, there are many cases where such fast turning speed can mess with balancing, like making sword sprees even easier when surrounded, letting a player with a shotgun become an impenetrable fortress when holding down a choke point thanks to their speed, and weaseling your way out of an assassination by simply turning. Even snipers can be annoying since they move the crosshair no less quickly when zoomed all the way in, which is one of the main drawbacks of going to 10x zoom, alongside obviously having less visibility of the greater area.
In terms of fixing controller, while the option of using gyro controls would be appreciated, it can feel unwieldy and uncomfortable to use, and is no counter to mouse and keyboard. As for extra buttons, I really don’t need any more to keep track of, there are enough to deal with as is. The amount of aim assist controllers have is key, and needs to be enough that it affects gameplay, but not so much that it is visible under most circumstances (CoD Cold War comes to mind in terms of games that did not do well in this department).
In terms of competitive, I do agree with you that since competitive requires the game to be as even as possible, the competitive playlists should not have crossplay, but leave it on for social and customs.
Keep in mind that everything I’ve said is my opinion, even if I have tried my best to back it up with reasoning and evidence. However, it is absolutely understandable if you just don’t agree. At the end of the day, we all just want to get a good and balanced halo game that we can all feel comfortable in and have fun playing. That’s the most important thing.