The aiming is terrible in Infinite

I’ve been playing Halo since the very beginning. Saw the MacWorld '99 demonstration when it was new. Bought an Xbox and Halo: Combat Evolved on day one. Infinite just doesn’t feel right. The lack of the red reticule on PC, with a mouse and keyboard, combined with the lack of movement inertia and very rapid strafes, makes enemies feel “slippery”, like trying to hit a cloud from a smoke machine with a wiffle bat. They slip out from under your reticule, back and forth, like a bar of soap. There is no feedback or tactility whatsoever. Spartans AD strafe unnaturally fast, like Quake characters. They have no inertia. Go back and try Halo 3 or Halo: Reach on MCC, and then try Infinite again to see what I mean. Infinite feels like trying to track a KovaaK’s target. Spartans have no mass or predictability to their movements at all. Every BR duel between two players of roughly equivalent skill is a completely stochastic affair. Half the weapons have slow projectiles that compound this issue. The precision weapons all have a giant, ridiculous scope glare effect that instantly gives away your position if you have a decent sniper spot and also obscures the enemy’s head if you both try to sniper duel. There’s a weird parallax between where the reticule is and where the point of impact is. I’m missing shots that I shouldn’t be missing. The netcode/desync problems with Infinite make this even worse. In summary, all the tactility of shooting that was present in prior entries in the franchise is now gone.
The pacing of the game is psychotic. The movement feels like a movement shooter, almost Titanfall-like, except with Halo TTK. The weapon switch/pickup preparation times, especially for heavy weapons, is unbearably long and doesn’t match the pacing of the rest of the game. There is nothing that makes you want to throw your controller quite like picking up an overshield and dying a split-second before it activates, or grabbing a rocket launcher and getting jumped in the eons that it takes between picking it up and actually being able to fire. The vehicles have been “balanced” to the point of near-uselessness. The Banshee feels weak, and the Chopper lacking its boost ram capability makes it into a useless version of the Ghost.
I honestly don’t even care about the microtransaction stuff. I’ve paid more money for sillier things in other games. The gameplay just doesn’t feel right to me.

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I can’t play this game anymore, I see why a lot of people are dropping this game on steam, since kbm feels so much worse in this game compared to MCC

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If you balance a game solely on the advice of professional players, then only pros will play it. They could easily save matchmaking in Infinite. All they have to do is get rid of scope glare effects and reduce movement acceleration to around 80% so precision weapons actually feel like they’re worth a damn again.

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I honestly love the amount of aim assist in this game. Isn’t too sticky like the past, but i do have my moments where I have a few bad shots I wouldn’t have had with more aim assist.

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Sometimes i feel like i’m the only 1 who feels this way… WHY ARE 343 seemingly acknowledging everything else! ISN’T AIMING A FUNDAMENTAL!!!

It has a lot to do with how the deadzones and the acceleration curves are set up.

They did not follow MCC’S aiming configuration at all.

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I hear u but for me thats not the real issue. For me its the fact there is literally no slowdown aim assist what so ever. I’m a right stick aimer and i’m gettin punished for not lettin the game aim for me😔

This is quite apparent when I switch from MCC to Infinite (or vice versa). It always takes me a couple of games to adjust.

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Both halo 3 and reach default settings did not match competitive settings. Movement speed was upped along with other changes. Consensus of the competitive community, they like those changes.

The issue you’re met with in infinite, is that unlike those games…there isn’t a difference in movement speed between social and competitive. Not everyone hops on for hyper competitive matches.

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A use of paragraphs would have been useful. But in short yes aiming is horrible. And yes it was intentional changed from previous Halo’s.

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The aiming is the main reason I don’t play Infinite much.

Even with the movement acceleration as it is if aim assist actually worked the way it did in previous Halo games it would be fine, possibly even better than those games. But the reticle needs to start feeling sticky in a radius around the enemy, not directly on them. Otherwise you can’t “feel” enemy movement, and micro-adjusting your aim will punish you more than it helps.

KBM needs adjustments to make aiming more consistent as well. A small amount of bullet magnetism to make up for mechanics like spread and recoil, as well as alleviating the strafe speed issue would go a long way.

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U said it perfectly bravo👌🏿

The only way I have found to combat the aim is

FOV 96

Controller settings
2
1.5
1.5

Feels like previous aiming of Halo’s
Not perfect but overall pretty good

Spartans in Infinite are too hard to track and they AD strafe as fast as Overwatch characters while still having Halo-level TTK. That doesn’t make movement in the game better. It makes it worse. It encourages players to move out of position and simply vibrate in place to avoid getting hit, and to quick-peek from behind walls like pre-patch Tarkov. It discourages running gun battles for that very reason. All BR duels in Infinite devolve into two people AD strafing very rapidly in place, whereas in previous games, if you do that, you’re probably going to get killed unless you throw in a few bunny hops or a strafe-into-cover at some point.

You can perform over twice as many strafes per second in Infinite as in practically any other Halo. It’s actually faster than the average human reaction time. When they throw in crouches and spam left and right as fast as they can, Spartan animations actually start looking glitchy. Like some DBZ flash step garbage. Seriously. Play MCC with a mouse and keyboard, look at your accuracy, and then try Infinite again. Spartans in Infinite are intrinsically way, way harder to track.

Rapid movement is not necessarily a problem in shooters. I used to play Titanfall all the time. You know what Titanfall has? Very short, COD-like TTK. You only have to flick aim at an enemy and shoot for a split-second and they’re dead. Halo is not like that. Having to track a Spartan with a 2.5 second TTK who can vibrate back and forth and make half your rounds miss turns it into five to seven seconds of sweating followed by throwing your mouse across the room when his teammate kills you. If you can just vibrate in place to avoid death, it makes map knowledge and actual tactics irrelevant.

The slower movement acceleration in Halo 3, Reach, and Halo 4 gives you time to predict when there will be a reversal in motion and compensate for it. Not to mention, it just looks better from an animation realism perspective. You better believe that 1000 pounds of Spartan would have inertia and momentum and take a moment to reverse course. Try it. Get up from your chair and try AD strafing like in a game, with your actual body. Watch what happens. Now picture that, only you’re over five times heavier. Nobody can just jiggle left and right like that with their body. It’s physically impossible.

The loss of the red reticule also means you don’t know how far the RRR is. All of these things, combined, make mouse aiming in Infinite feel “slippery”, like chasing a dropped bar of soap in the shower. I noticed the problem immediately when playing the flight test last October.