With Halo Infinite being released to console and PC, it’s necessary to make sure controller players can keep up with their fellow PC friends. So, the following setting would help give controller players a greater range of motion, allowing them to turn quickly, while keeping the ability to aim precisely.
A sensitivity multiplier is what would help bridge the gap for controller players. This setting would act upon your base sensitivity. You can choose a button on your controller to press, or press and hold, which takes your base sensitivity and multiplies it by the amount you set in settings. The amount to multiply would be on a slider from 0.1x to 10x. This setting would be similar to the multiplier from fortnite, where your sensitivity can be changed when you enter build mode.
So for example: Base sensitivity is set to 4 horizontal and 4 vertical. Your multiplier setting is set to 3x. You hit your sensitivity multiplier button, and then your sensitivity goes to 12 horizontal and 12 vertical. You hit the multiplier button again, and you’re back to 4, 4.
Another example: Horizontal and vertical sensitivity set to 4, 4. But sensitivity multiplier is set to 0.5x. You hit the multiplier button, and your sense goes to 2, 2.
This would really give controller players more options and help them better customize their playstyle. Again, it would help them compete with PC players, who have a greater range of motion with their large mouse pads, allowing them to turn quickly while maintaining pinpoint aim.
So like a DPI switch on a mouse? The solution for this I find comes in the form of hardware like an extended thumbstick as I’m able to have my sensitivity higher than I’m comfortable with but the extra travel reigns it in and allows me to have more precision.
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> > > Couldn’t u just put it at that without all this math
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> > No, otherwise I wouldn’t be making this post lol
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> Guess I don’t understand what the difference would be. I also don’t feel I will be at a disadvantage either way. I’ll just learn how it works then play it like every other game.
I dont think that would be very intuitive in the heat of halo’s combat, where milliseconds matter
the only real way to alleviate this issue is to
a) segregate mkb players and controller players
or
b) add a skill-based mmr. that way skilled controller users will go up against mediocre mouse users
you can never really make it fair when mkb players are matched with controller players.
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> you can never really make it fair when mkb players are matched with controller players.
But you have a large population of M&K players… with a (presumably) normal distribution curve for skill (bronze to onyx).
You then have a large population of controller players… with their own normal distribution curve.
You simply ramp the aim assist / bullet magnetism up until the two curves are identical… and all is fair. When you put two Platinum 2 players head to head it doesn’t matter who is playing with what. I couldn’t give a toss if the M&K player is actually a Platinum 4 with the controller or vice versa. Matchmaking will ensure that the match I am in is even and fair.
The only place you lose control is the very top end of Onxy - which is where the eSports takes place. There is no skill based matchmaking there… and you are at the mercy of who rocks what the best.
This wouldn’t really give controller users a chance against mouse users. The only way controller and mouse can coexist is if controller has decent aim assist that allows controllers to have better tracking since mouse will still have better flicking no matter what. That way each input has it’s strength and players can leverage that strength to beat the opposing input method.
It’s 343’s (difficult) job to make sure both axes are fun to work with. The axe needs to be easy to pick up - comfortable to swing - but a bit of work to truly master. For the controller this will need a bit of aim assist.
But in the end… if you have a group of players who cut through the log at the same speed then it doesn’t matter which axe they wield… the resulting game will be close and fair - and hopefully fun.
I don’t think good controller players will have a problem beating MnK players. Do you follow/play MCC? But I did see a lot of pro players say that the aim assist was barely there in Infinite.
I think inputs should be separate, that way the skill gaps will mostly be based on decision-making and time spent practicing. Frame rates and the quality of peripherals are another story, but at least everyone will have tools that are more similar than different.