So it seems a lot of console players have been complaining the aim assist is too low on infinite. My guess is 343 intend to make KnM the dominant platform moving forward. From a business perspective, that’s probably the wisest decision. With that said, here is my proposed solution to 343.
343 has already confirmed input specific matchmaking, or at least the option for it to be enabled. My idea is that you keep the minimal aim assist in PC lobbies, but for console lobbies and all social lobbies, you bump the aim assist up to more traditional levels. Whenever a controller player enters a pc lobby (custom or matchmade) they are issued a warning letting them know aim assist is reduced. You can give players the option to disable the warning. This will result in separate rankings for separate playlists. You’ll have one rank for console only playlists, and another rank for the open lobby (PC lobby) playlists.
Obviously, its impossible to balance the two inputs, and as such, no solution will ever please everyone. However, I believe this solution will satisfy the largest number of players, while still being pragmatic enough for 343 to actually implement. It satisfies the social console audience, and the competitive console players who don’t want to face KnM. It also keeps KnM players happy. The only audience who get shafted here really are the hard core console players who want to attend LANs or participate in tournaments.
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> So it seems a lot of console players have been complaining the aim assist is too low on infinite. My guess is 343 intend to make KnM the dominant platform moving forward. From a business perspective, that’s probably the wisest decision. With that said, here is my proposed solution to 343.
>
> 343 has already confirmed input specific matchmaking, or at least the option for it to be enabled. My idea is that you keep the minimal aim assist in PC lobbies, but for console lobbies and all social lobbies, you bump the aim assist up to more traditional levels. Whenever a controller player enters a pc lobby (custom or matchmade) they are issued a warning letting them know aim assist is reduced. You can give players the option to disable the warning. This will result in separate rankings for separate playlists. You’ll have one rank for console only playlists, and another rank for the open lobbie (PC lobby) playlists.
>
> Obviously, its impossible to balance the two inputs, and as such, no solution will ever please everyone. However, I believe this solution will satisfy the largest number of players, while still being pragmatic enough for 343 to actually implement. It satisfies the social console audience, and the competitive console players who don’t want to face KnM. It also keeps KnM players happy. The only audience who get shafted here really are the hard core console players who want to attend LANs or participate in tournaments.
>
> Thoughts?
You never should have a variable aim assist between lobbies. This would push people away so hard and ruin the fun for a lot of people.
Toned down AA is actually a good thing, I do however think it needs a slight bump on a few weapons like the sidekick for example…
Personally I’m juts going to opt out of cross-play
I think they’ve done a great job striking a middle ground, but even so, no. Having different levels of aim assist in different playlists would be terrible, the inconsistency of aiming would make people angry.
They can compare the accuracy of the controller players to the KB&M players… and start planning relative buffs/nerfs until both groups have similar stats.
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> 343 now have some cold hard data.
>
> They can compare the accuracy of the controller players to the KB&M players… and start planning relative buffs/nerfs until both groups have similar stats.
>
> Problem solved.
I don’t think data alone solves this problem. How exactly do you think data can be used to balance the two inputs?
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> > 2585548714655118;5:
> > 343 now have some cold hard data.
> >
> > They can compare the accuracy of the controller players to the KB&M players… and start planning relative buffs/nerfs until both groups have similar stats.
> >
> > Problem solved.
>
> I don’t think data alone solves this problem. How exactly do you think data can be used to balance the two inputs?
Assuming that skill is a normal distribution curve - can’t we assume that the curves should be the same across the two groups
Comparing the skill curves for accuracy, head shots, and TTK etc. - 343 can quickly see which group is doing better (and therefore has the advantage). They can then buff and nerf away until the two curves match.
You could even drill down into smaller groups and take into account frame rates, resolution, and FOV across the two platforms
> 2585548714655118;7:
> > 2535444514063000;6:
> > > 2585548714655118;5:
> > > 343 now have some cold hard data.
> > >
> > > They can compare the accuracy of the controller players to the KB&M players… and start planning relative buffs/nerfs until both groups have similar stats.
> > >
> > > Problem solved.
> >
> > I don’t think data alone solves this problem. How exactly do you think data can be used to balance the two inputs?
>
> Assuming that skill is a normal distribution curve - can’t we assume that the curves should be the same across the two groups
>
> Comparing the skill curves for accuracy, head shots, and TTK etc. - 343 can quickly see which group is doing better (and therefore has the advantage). They can then buff and nerf away until the two curves match.
>
> You could even drill down into smaller groups and take into account frame rates, resolution, and FOV across the two platforms
You can not take this approach because certain types of encounters favour certain inputs. For example, aim assist is best equipped for medium to close range encounters, where enemies are moving at typical speeds. On the other hand, MnK players can make rapid adjustments, so they are better equipped at engagements that are extremely close range, or medium range where enemies are moving very quickly (such as in a vehicle or using a grappling hook). They are also better at dealing with very long range engagements, where aim assist would typically not be active for their console counterparts.
The problem here is that, within any given match on a single map, the ratio of these encounters will change. Then you can expand that problem to all maps: different map designs will dictate an entirely different typical ratio of encounters types. Matching the curves like you suggest would mean that certain maps would end up favouring some inputs, while other maps would favour another.
But it gets even more complicated, because not all encounters are equally important, and shouldn’t be considered equivalent. For example, a MnK player may be able to use a sniper with pin point accuracy from one side of the map to the other, but the influence of those types of kills on a map pale in comparison to medium-close range kills, where console has traditionally had the advantage. Simply balancing the ttk or headshots across the board will not necessarily make for a balanced gaming experience as a whole.
I didn’t have a super problem with it. It’s just the aim settings were just all jacked up either you’re too fast or too freaking.slow. the controls need to be smoother. I find times I go to get the last head shot and somehow my radicals would be all the way to the left are all the way to the right up in the air down on the ground it was ridiculous.
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> On the other hand, MnK players can make rapid adjustments, so they are better equipped at engagements that are extremely close range, or medium range where enemies are moving very quickly (such as in a vehicle or using a grappling hook). They are also better at dealing with very long range engagements, where aim assist would typically not be active for their console counterparts.
Doesn’t leave much for the poor old controller fans…
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> The problem here is that, within any given match on a single map, the ratio of these encounters will change. Then you can expand that problem to all maps: different map designs will dictate an entirely different typical ratio of encounters types. Matching the curves like you suggest would mean that certain maps would end up favouring some inputs, while other maps would favour another.
That sums up any map for any player doesn’t it.
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> But it gets even more complicated, because not all encounters are equally important, and shouldn’t be considered equivalent. For example, a MnK player may be able to use a sniper with pin point accuracy from one side of the map to the other, but the influence of those types of kills on a map pale in comparison to medium-close range kills, where console has traditionally had the advantage. Simply balancing the ttk or headshots across the board will not necessarily make for a balanced gaming experience as a whole.
It would be very easy to adjust the aim assist for different weapons in different scenarios. We’re not talking chalk and cheese here… just subtle bumps here and there to smooth the curves.
For example… your sniper situation. MnK has a clear advantage?.. so you bump up the aim assist (plus or minus some bullet magnetism) to the controller when using the sniper rifle until they have similar outcomes.
Similarly for the cases where you think the controller has the advantage… you add some aim assist etc to the MnK player.
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> > 2535444514063000;8:
> > On the other hand, MnK players can make rapid adjustments, so they are better equipped at engagements that are extremely close range, or medium range where enemies are moving very quickly (such as in a vehicle or using a grappling hook). They are also better at dealing with very long range engagements, where aim assist would typically not be active for their console counterparts.
>
> Doesn’t leave much for the poor old controller fans…
Actually it covers the most common types of encounters, and the encounters which happen most frequently. The encounters which favour MnK are more edge cases. Flick 180 shots and crazy fast tracking make the highlight reels, so everyone always thinks MnK is so strong, but don’t realise that those situations make up maybe 10% of engagements in a match. Most of the time, your reticle is moving at approximately medium speed, tracking objects on your screen moving at approximately medium velocity, and for that, console has been optimised.
> That sums up any map for any player doesn’t it.
Not sure what you’re trying to say here.
To your point about modifying aim assist: The PC community won’t accept aim assist at all on PC. If it’s forced to, Halo will be the laughing stock of the PC community. Adding aim assist to PC is not a feasible solution.
I don’t think it matters, we need a longer span of time than the 72 hours we had this flight to really make an accurate assessment. Less aim assist is better, its raw talent and will translate to better players overall.