Let’s be real, I don’t care about playing with PC players, but everyone needs to admit that there’s nonexistent Aim Assist on Xbox Console. And the people who said it is “Strong” it just lying to you.
Aim Assist is the reason I’m not playing this game until is added, because I have played this game since launch and still getting incredible frustrated every time my aim goes crazy trying to aim at someone and dying doing so. I’m not getting better and not getting used to it (Yes I’m bad, but nonetheless).
I don’t know why this does not happens to me while playing any Halo game in MCC… Why can’t them just Copy-Paste the Aim Assist from other games???
If you go to training mode and add some bots to move in front of you (strafing, deathless), you will see right away there is none AA, not even a little. So I have tried thousands of combinations of Sens, Aim Acceleration, death zones but nothing has worked for me…
I really tried to support this game, but I’m done. Good luck, there is no amount of content that will make people return to this game until the most basic mechanic about aiming returns to this game.
Keep working at it. I used to be horrible… but now I get 60%+.
The advice I took was;
Practice in the academy. Get used to the feel and pacing of the weapons. You need to be getting 3 stars in the core guns. Go for body shots (easy) early and work your focus onto the headshot (harder).
Always move with your next shot in mind. When you peek around that corner it should be with your cross hairs aimed exactly where the enemy should be. Make sure you have the right weapon in your hands for the range of contest you expect.
Simplify your strafe. Make it consistent so you know where you are going next. Don’t jump (that really throws off your aim). Crouching is good - but don’t overdo it. Once you get your strafe pattern down pat you start to adjust your aim automatically.
Make sure you have your controller set up properly; acceleration and sensitivity.
Infinite certainly has less AA than H5 did. But that’s ok as the movement isn’t as insane as that game’s.
Because AA/magnetism in MCC is mostly the original unmodified AA/magnetism from the games featured in that collection.
It’s AA/magnetism as it was built to play as a console exclusive, it’s the AA/magnetism that propelled Halo into the gold standard of what a console shooter should feel/play like. It’s inherently imbalanced in theory and has been known to imbalanced in practice since the controller and MNK have been able to go toe to toe across the 4 competitive titles.
I also want to be explicitly clear that the previous statement is not a complaint but rather just stating the objective truth. I get highly competitive as an MNK user on MCC knowing full well controller will provide an overt edge simply based on the way the game works, but I really hate using controller so I happily stick with the input I’ve used since I was 6 on a game I’d never imagine playing on MNK officially.
By comparison I’m not suggesting that the AA/magnetism settings in Infinite are somehow spectacular (as I don’t use controller because I’ve hated controller ever since I transitioned from PC to Console in 2008) but with Microsoft’s focus on crossplatform franchises Halo’s original AA was just too unbalanced for the path they wanted to take in titles moving forward.
I don’t know what the answer or solution is and I won’t pretend to either as this is a far more complex problem than simply removing crossplatform/cross-input (essentially the catalyst for why AA/magnetism is what it is), but it’s clear as day that seemingly most (not all) players have a problem with both their own input/platform and their peers’ input/platform regardless of input/platform of choice. Crossplatform play (and the mechanics that come with it) was inevitable, and that’s undeniable, but what we need to be discussing is how it can be done better, not casting our issues onto a convenient scapegoat.
Or they have a better understanding of how the mechanic functions or are experiencing something different based on their hardware (which has been speculated/tested for a while and may have an effect on the game’s mechanics intentionally/unintentionally).
Labeling someone a liar for having a different experience (or just flat out falsely claiming a verifiable mechanic that exists in some capacity, doesn’t) is a rather myopic way of ducking a conversation that needs to be explored.
I play on both PC and Xbox Series X and aim assist is exactly the same on both. Is aim assist garbage in this game? Absolutely! It’s a completely broken system that does more negative then good. But it does exist.
What I’ve noticed is there is an issue with the acceleration curve get stuck at max value. Causing small adjustments to have major movements on screen. Usually a simple reboot of the game fixes the issue.
The problem with the aim assist is that when you’re shooting at a group of people it has a strong draw away. For example, if I’m firing at one person when another player is standing right next to them, it’ll draw it away pretty strongly. It’s kinda annoying and the fact that the aim assist doesn’t stick as strong as the draw away is. Its pretty unbalanced. I say lessen down the draw away because that’s just annoying.
if halo 3 had infinites aim assist and aiming controls, as a noob back then, i would have quit halo. Aiming in halo 5 and infinite is a chore. i understand having less aim assist so we can snap shots faster but the current system sucks. Burst type weapons need little aim assist but it should still be smooth so that our subconscious can feel when the aim assist is transitioning. Its so jarring going from 0 aim assist to full aim assist in 1 frame, it just feels unnatural. its the same with red reticule range, it should have a transition from no red reticule to red reticule.
Already went over this in the same reply you replied to.
(Specifically referring to AA as featured in MCC, not Infinite)
There are overt artificial programmed mechanics that provide advantages to offset the disadvantages, such as generous aim assist, bullet magnetism as was the case in all of the games featured in MCC. There are numerous documentaries, interviews, and even Bungie’s Halo podcasts detailing the impact these mechanics provided in the original titles.
Want a taste of what Halo would’ve been like if Bungie didn’t revolutionize console shooters by not implementing the features that offset the mechanical disadvantages of using a dual analog control scheme? Enable the Eye Patch skull, you’d be shocked at how dependent players are on the artificial advantages of AA/bullet magnetism, even MNK is affected, although not as much as controller is.
The artificial mechanics in MCC are simply too powerful to be implemented in future titles given that they were made to compete in a single input environment, not a cross-input one. Objectively the only way mechanically advantaged MNK triumphs over the mechanically disadvantaged Controller on MCC is if you take away AA/Bullet Magnetism propping the Controller up as the artificially enhanced superior input.
You’d still have the same aim assist problems though, so would it actually have mitigated the issue or just isolated it? By extension of this issue, what can be done about AA through transitioning between cross-input play and segregated play if it were optional?
talking about mcc the bullet magnetism is the same no matter if you use mnk or controller ( in other words your bullets bending towards the enemy head or torso even when not 100 percent alligned ) , whats different is red reticle slowdown and slight track assistance on the controller wich in my opinion are still inferior to using a mouse as with a mouse you can do this way more natural and any assist there would be rather anoying. In Halo 3 aim was less important then the ability to shot lead and having good strafing and movement. halo infinite now is more about reticle placement and aim , with the weapons having very high effective range and kill times being fast the ability to stretch the kill time trough strafing and movement is highly reduced and leading isnt really a thing anymore since reach. so infnite shifted the skill set quite a bit towards aiming maybe to give a coin towards the pc community ? in infinite i highly prefer because of that mnk while in mcc i can simply not without bumperjumper. this of course has side effect : mcc pc newcomers were basicly destroyed by halo veterans from xbox , imediatly they started complaining about “unfair” aimassist ( wich i explained basicly turned out to be not true ) it was rather the unfair movement abilitys a controller gave a player like having a stick and being thus able to adjust the movement speed is very important for certain strafes and movement tricks. infinite basicly drastically reduced track assist reticle slowdown and for all weapons reduced magnetism. that means aiming with controller feels sometimes like fighting against the hardware but one can get used to that ( though for casuals its probably not fun wich is the point here ). in my opinion they should for infinite increase track and reticle slowdown a bit so controller players have it a bit easier. that wont though fix pistol crossmaping , that requires a rework of how the weapons handle. i mean for one most weapons basicly are perfect accurate , we already had that issiue back in reach with the dmr that maps had less viable playspace because the dmr always could destroy you across the map. why now do we have most weapons like this ? have combined elements of a base spread , shot leading and bloom. in halo 3 the only wepaons that can effectively corss map are sniper rifles or something like the spartan laser. the br had strong spread and if the target was moving its even harder. so even if the mouse is superiour outside red reticle range the playing field was still fairly close. to sumarize classic halo : controller superior movement mnk : (depending on game ) a bit to somewhat superior aiming infinite : controller a bit superior movement mnk: vastly superior aiming resul of all factors combined : MNK has a clear theoretical adavantage over controller in infinite , it used to be more close in mcc.
I checked your account and I can see why you’re posting without knowing the real issues.
The aim assist issue has to do with PC players who wanted to compete without a controller, such a Summit1g who planned on Halo being his comp game to play (or at least wanted to) and he had no chance of winning a game with top tier players. So he left the game along with other big name PC players that could have kept Halo relevant in the PC space. The game is doing fine overall on xbox, and I’m fine with that, even as a PC player because I am forced to use controller.
Summit is known for his CS skill. That isn’t a coincidence. He should be keeping up with people in at least diamond rank and he couldn’t because top tier and even above average Halo players simply don’t miss shots. Pro players have said over and over they know M&K players are working harder than they should.
The very fact you’re saying controller is better for movement is just appalling. You are actually flipping the advantages here. M&K has better movement but zero chance at 1v1 fights mid to short range.
The issue isnt social playlist because nobody cares about social.
The issues is ranked and tournaments are completely ran by controller players because it’s wayyyyy too strong vs M&K. Anybody saying otherwise is ignorant to the actual issue or is biased and lying.
“You’d still have the same aim assist problems…” Maybe. But as I pointed out in my initial reply to the thread’s author, aim assist seems to be an “overall” problem.
“… would it actually have mitigated the issue or just isolated it?” Maybe both. But why not just give it a try…
“… what can be done about AA through transitioning between cross-input play and segregated play if it were optional?” Maybe nothing. But given the “objective truth” about human anatomy and the structural cheating problem with PCs, this so-called “transitioning” may never be satisfactorily achieved to garner enough of a player base to sustain Halo Infinite.