No aim/movement acceleration in H5

Aim acceleration was introduced in Halo 3 and has been in every halo game since. For those that don’t know, with aim acceleration on it basically meant that if you push forward on the right thumbstick all the way, you will not look up at a constant rate; instead, your aim will be slightly slower at start and then accelerate to full speed as you look up. I assume this was to create a more realistic feel by making weapons appear heavy and hard to manage; it also gives new players a little bit of help with aiming. However, aim acceleration generally made aiming clunkier; good players require their aim to be very precise, but aim acceleration made it harder to do so. Aiming in Halo 3/reach/4 feels slippery compared to in Halo CE/2; little twitches on the thumbsticks could either move your aim too little or too far from what you wanted, which makes lining up shots that much more difficult. This is why many players thought Halo CE and 2 played much smoother than in Halo 3 and on; there was none (if any, a very minuscule amount)of aim acceleration, so players were able to be precise without some clunky game mechanic hindering their aim.

My opinion is that aim acceleration needs to go completely, or at least have an option to turn it off. Having aim acceleration off would do wonders for precision aiming and would generally make aiming feel much smoother and less clunky.

Another topic for discussion is movement acceleration. With movement acceleration, whenever a player strafed in Halo 3, for example, their movement would slow down before accelerating to full speed. This was intended to make a realistic feel to player movement; however, all it does in a Halo game is make player movement feel much more clunky than it should feel. With movement acceleration, strafing is not as effective for dodging shots. Combined with hitscan and ample amounts of bullet magnetism (Halo 4), strafing was pretty much a joke because movement acceleration made strafing inefficient.

Movement acceleration needs to be minimized in order to make sure the game isn’t just a “who shot first wins” type of shooter. Players need to be able to strafe effectively to be able to outmaneuver other players in a firefight and gain the upper hand. Halo 2 was pretty spot on with this; despite having hitscan and a lot of aim assist, it was still hard to 4 shot a skilled player because he can strafe effectively.

Simply taking out aim acceleration and movement acceleration would make the game feel much, much smoother and less clunky. It is, I believe, one of the reasons why Halo CE and Halo 2 feel so good to play despite being older games; it’s because game mechanics did not feel clunky or get in the way of the player like it does in more recent Halo games.

> Aim acceleration was introduced in Halo 3

Do you have proof of that? I’m pretty sure it has always been around, it just happened to be far more prominent in Halo 3 than any other Halo game ever. That’s why I also find it hard to swallow the idea that it was intentional, not even mentioning a reason as superficial as realism. But that’s besides the point.

Whatever is the reason that console games especially suffer from acceleration issues, aim acceleration in any game should be treated as a technical problem that needs to be solved. That said, it’s really hard to talk about it without knowledge of all the causes. I know for a fact that part of the perceived acceleration is caused by plain input lag, which going to 60 fps should improve. But that doesn’t really explain the weird velocity curves some games get.

As for movement acceleration, it has always definitely been a thing. From Halo CE to Halo 4, the time it takes for the player to completely change directions and get back to full speed has changed by mere one frame. Apparently adding that one frame to the acceleration was already enough to mess things up. But it’s noteworthy and odd that between Halo 2 and Halo 3, the acceleration is practically identical.

Aim acceleration can go, but I’m not sure about dropping strafe acceleration completely. Not for my own sake, but because I’m afraid it could be too odd to some players. I have no idea how Halo would play without it. That said, a great reduction would definitely be nice.

I’ve always hated aim acceleration. It messes with my aim so much.

Aim acceleration was annoying in Halo 3, but it became more of a problem when Jetpack was introduced to Halo. It seems like vertical sensitivity is lower than horizontal sensitivity (key word being “seems” - I have no data to back this up), and Jetpack often got me killed because a player could rise faster than I could look up.

Movement acceleration is annoying, as mentioned. Strafing isn’t so much for “dodging shots” as it is for throwing off an opponent’s aim, though. Movement acceleration contributed to Halo 4 being unplayable, as there is considerably more reticle magnetism in Halo 4 than in previous games.

I believe aim acceleration was to help players that make small scale aiming adjustments by briefly tapping the thumb stick all the way over instead of finessing it.