- The aiming deadzone is absolutely huge, It feels disgusting. NO other game has this much deadzone, or if it does they allow you to adjust it. Kills it
- Say I have just finished a match of slayer, and want to play a different mode, It takes me all the way back to the main menu? Many games do this it SUCKS.
3.Ping- Let me see my ping (I’m a big boy I can handle it) OR let me quit early. - Some weapon mods remove vibration (recoil) as a feature. This is pointless if all vibration can simply be turned off in the options menu.
Pretty please?
We’re getting the option to fine tune our aiming. They announced it a week or so ago. Should be out in December.
> Aiming is the core of any first person shooter experience, and the way Halo controls is key to making Halo, Halo. Weapon aiming is a complex subject and something that the sandbox team obsesses over every day. There are a huge number of factors that feed into the feel of aiming, be it controller hardware, acceleration curves, turn speeds, player movement speeds, aim assist, or weapon fire rates.
> When we started development on Halo 5 we had some very specific goals with regards to aiming. We wanted to provide a best in class 60fps shooter experience, embracing competitive play, with an increased skill gap, while still retaining the essence of Halo.
> To preserve that Halo feel we chose not to re-write any of our base control systems, but instead to perform targeted retunes to balance for the higher framerate and myriad of other changes made to our movement and weapon systems.
> Throughout the project we have worked hand in hand with the 343 Pro team, Microsoft User Research, and test teams and of course absorbed the awesome feedback from the Halo 5 Beta to tune and validate our control systems to what we believe to be the sweet spot for fine control with fast turn speed across all aiming ranges, on all weapon types.
> Players have identified that, by design, the game is a shade “harder” than it used to be, but we are seeing players adjusting to the new speed and precision pretty quickly.
> Unfortunately, some players have identified an issue that occurs due to variance in controller hardware, commonly referred to as “slow turn” bug. This can cause players to become unable to, or inconsistently reach what we call a “pegged” state.
> The “pegged” state is a region in the outermost range of the analog aim stick in which we blend the players turn speed to a much faster rate. This issue is compounded as the control input fluctuates depending on multiple factors - if you are applying even the slightest bit of downward pressure (clenching), moving the stick around the edges a bit (which is why it’s even more problematic when aiming diagonally), or torqueing the stick on the edge a bit more than normal on some controllers.
> The good news is we have a fix for this issue that introduces no perceivable change to the current feel of the game. This change is going through test and pro team validation now and we will have it out to you soon.
> One thing that has become clear in absorbing all your feedback is that Halo players want choice when it comes to controls. And with that in mind, we are also working on another little pet project that will allow even more precise tuning. This update will offer more custom fine-tuned control over controller settings (hint: independent vertical/horizontal sensitivities, the ability to calibrate your own dead zones, more granularity in sensitivity, and more). We hope to have that out for you in December and we will follow up with more details later.
Thanks man I am at ease.