The Importance of Aim Assist

Before I get started with this I want to give my background as a player. I feel like it’s important when talking about these things that you guys know this isn’t just coming from some random person and you have context.

I am a former competitive console player who played a lot of CoD and Halo. I transitioned to PC in 2011, where I went on to play both Overwatch and Quake professionally. I have a love for AFPS, and Halo is one of my favorite games on console, as it takes quite a bit from Quake. While trying to be modest, I would describe myself as having above average aim on both inputs.

This is not your standard post bashing aim assist. As I said prior, I played/competed on console for quite some time. I understand that aim assist is needed. But I also think if Halo wants a future, that aim assist needs to be balanced. There’s actually a lot of things people don’t know about controllers, even the pros (I went into multiple halo pros streams and ask what they thought of auto-rotation and not a single one knew what it was). So before continuing, I want to go over some terms. Aim assist is a very broad term that’s used to describe multiple mechanics at once. I want to break that down, as we will be discussing some individually.

Aim Assist: Aim assist is the slow down that happens when you move your crosshair over an enemy. How slow varies game to game and sometimes is even affected by what sight you’re using or how far the enemy is.

Auto-Rotation: This is a form of “correction” that happens whenever you move on a controller while being on target. When you strafe, your crosshair is moved off target.The auto-rotation happens instantly to correct for your movement. This is why it’s effective in any game to strafe (even if the target appears to be still), as it activates the auto-rotation.

Bullet Magnetism: The area around the player model where if you’re “close enough”, it will register as a hit. In some games, this is affected by sight, zoom, etc. In Halo, mouse and keyboard also has this. But how much you have is dependent on which input you’re using. I’m not sure if this also applies to Halo.

Okay, now that we got down let’s talk about a PC mechanic:

Tracking: Tracking is the players ability to stay on target while a player is moving. While tracking, you’re having to compensate for multiple factors. The enemy player’s movement, your own movement, and any kind of external thing such as knockback from a grenade etc. One of the bigger things here is your own movement. Anytime you strafe a direction, you have to compensate with your mouse for your own movement. You can mitigate this by just matching the enemies strafe, but this makes you also easier to hit. The skill in tracking is mostly in how well you’re able to keep up with enemy movement changes.

Now let’s talk about why there is an imbalance between the two…

When tracking on mouse and key, you are having to compensate with the mouse for your own movement. Every time you move right, you have to move your mouse left equally to correct for the amount your movement offset you. Obviously this is if the target is standing still. Once the target is moving, you then have to compensate for your own and enemy movement. On a controller as long as your moving, the auto-rotation is activated. This is the reason why you only have to move your thumb stick in the correct direction as the enemy player movement, you don’t have to be accurate. Once a controller gets on target, you will hardly miss. The reason closeup BR fights are so hard for MKB vs controller is that the auto-rotation on the controller does this INSTANTLY (0ms). To put this into perspective, the average human reaction time is 250ms. My reaction time hovers between 120-130. You can test this with a site called human benchmark. This is the biggest problem in aim assist. A player on mouse and keyboard cannot react to something instantly. This is the largest reason I think BR fights are heavily weighted towards controllers. The slowdown plays a very small factor in the grand scheme of things.

I’m not 100% sure what the solution for this is without testing. I think the best place to start would be with the auto-rotation. The instant activation and the fact that you can continually activate just by moving would be good places to start. Obviously, something has to be done regarding it. I’m not going to go into my opinion on the skill gap/ceiling between mouse vs mouse and controller vs controller, but I do believe there is a world where both can co-exist. I also feel it’s very important that Halo retains their PC player base. Halo (like it or not) is a dying game. It shares a lot of similarities with Quake in terms of why it is. But there are a lot of people on PC interested in Halo, even from a competitive standpoint. But I think a lot of players will not play if they feel that it is imbalanced. So I feel it’s in 343’s best interest to balance the game for both inputs being in the same lobby, not separating them as this will just split the community up more. I want to see Halo succeed. Halo in a lot of ways revolutionized controller FPS and I feel like it could easily be the first fair cross-input esport.

EDIT : Updated explanations and closing.

As you’ve comprehensively detailed - each has their pros and cons.

The trick is to balance the two populations. 343 will have a normal curve for skill ranking on both sets… they just need to keep subtly adjusting each so that the two curves match.

There will be instances where one is better than another… but overall they can pretty much even out.

Frankly i highly believe that Aim assist should be an option and not their by default.

I’m trying to determine which input I’ll use in Infinite.

I took about a 15 year break from FPSs. Then I bought MCC and tried KBM for months (Halo was my first game to try it on). I was terrible. I switched back to controller and was immediately like 5 x as good.

I still feel like dedicating hours into learning KBM could pay off in the long run - tight vehicle controls, sniper no scoping, grapneling to weapons, instant 180s, other things that controller players don’t receive aim assist from.

> 2585548714655118;2:
> As you’ve comprehensively detailed - each has their pros and cons.
>
> The trick is to balance the two populations. 343 will have a normal curve for skill ranking on both sets… they just need to keep subtly adjusting each so that the two curves match.
>
> There will be instances where one is better than another… but overall they can pretty much even out.

I entirely agree. I think we’ll be building up good data in MCC and there’ll be a large amount of testing.

If a solution which can be found to properly even the KBM/Controller playing field (or make such lists input-specific) even in competitive modes and to give players the choice of whatever input they choose and toggles for any settings

I don’t think it’s a good idea for the longevity of the game to split the populations, if at all possible.

> 2535460842004315;3:
> Frankly i highly believe that Aim assist should be an option and not their by default.

Except that playing with a controller would be impossible.

IMPOSSIBLE.

> 2585548714655118;7:
> > 2535460842004315;3:
> > Frankly i highly believe that Aim assist should be an option and not their by default.
>
> Except that playing with a controller would be impossible.
>
> IMPOSSIBLE.

Not impossible, difficult for sure. Especially if you’ve never played without it. PUBG has no aim assist, it’s not easy at first but you can get used to it. I think assist should remain with input and cross play options.

> 2592250499819446;8:
> > 2585548714655118;7:
> > > 2535460842004315;3:
> > > Frankly i highly believe that Aim assist should be an option and not their by default.
> >
> > Except that playing with a controller would be impossible.
> >
> > IMPOSSIBLE.
>
> Not impossible, difficult for sure. Especially if you’ve never played without it. PUBG has no aim assist, it’s not easy at first but you can get used to it. I think assist should remain with input and cross play options.

PUBG also has an incredibly different weapon sandbox where headshots are in most cases a one shot kill. Same with R6 Siege, the guns kill in one shot. That would not work in Halo. Halo is a console shooter, always has been. The sandboxes are balanced around the limitations of the controller. Obviously this isn’t quite the case with Halo Infinite as it’s shipping on PC as well on release. We have no idea what the game plays like, or the mechanics between the two controller schemes.

I hope they split the community in competitive modes frankly. The game is going F2P and in that case population shouldnt be too much of an issue. Of course, providing the game is popular. Balancing the two schemes is incredibly hard, and playing against the opposite platform in many cases is infuriating because of the discrepancies between the two. Look no further than Destiny 2, which has remarkably high aim assist on controller, and even bullet magnetism on MnK as well. The metas of the two platforms are so divorced from eachother that they play entirely differently. And Destiny 2 is so, so far from being competitive, I don’t even want to see what headaches will arise from having both schemes in a competitive scene.

I don’t think it’s a very good idea to split the communities, nor do I think it’s impossible to balance auto-rotation.

If you look at how MCC is currently is setup, it’s split between H:CE, Halo 2, Halo 3, Halo: ODST, Halo: Reach, and Halo 4.
Obviously we don’t have access to exact numbers through steam, as it’s all lumped under MCC. But, it’s already split the community 6 ways.

Then, add in the playlists. You’ve got social with several options and then ranked with several options.
Now divide that by input and you’re already splitting up the community multiple ways.

To put into perspective, I had a 50M&KB about a month or so into Reach in Hardcore. Literally just a month later, I was unable to find games. Now imagine if I had tried to queue just M&KB on that account. It would’ve been substantially harder. Sure, you could bring up the fact that the game didn’t have cross-play. But I’d be willing to bet the same would be for Halo 3, especially with an input based queue system. This is one of the reasons why people stop playing or just make a smurf in ranked, which just makes more people quit because games aren’t balanced. No one wants to sit in queue for 15 minutes.

Now add the fact that Halo has dynamic queue, meaning it allows people to queue solo and as a team. If I queue with a team of 3, the game will pretty much only match me with a team of 3.

This just makes it very hard to find matches once you divide the community so many times. Obviously, Halo: Infinite won’t have as much dividing as MCC has. But the multiple playlists is enough that if you were to add input based matchmaking, I think it would start to cause issues later down the road on PC.

Not sure how I feel about this. I like the idea of cross-play but generally PC gamers tend to have more cheaters making any ‘aim assist’ for controllers seem like nothing compared to k/m aim assist. The aim assist on PC with some gamers has generally put me off games like Battlefield on PC since some players can seemingly pull impossible shots.

I think if PC gamers hated controller based gamers then they should stick to turning it off in the matchmaking to avoid controller based gamers like in MCC and I’m sure I’ll be sometimes playing with controller on PC and sometimes on the XSX since I don’t enjoy playing with K/M.

> 2533274829873463;11:
> Not sure how I feel about this. I like the idea of cross-play but generally PC gamers tend to have more cheaters making any ‘aim assist’ for controllers seem like nothing compared to k/m aim assist. The aim assist on PC with some gamers has generally put me off games like Battlefield on PC since some players can seemingly pull impossible shots.
>
> I think if PC gamers hated controller based gamers then they should stick to turning it off in the matchmaking to avoid controller based gamers like in MCC and I’m sure I’ll be sometimes playing with controller on PC and sometimes on the XSX since I don’t enjoy playing with K/M.

Cheating on console is incredibly easy and more common than you think. There are multiple devices to do so. Cheating is also here to stay, on both platforms. And so is cross-play. I don’t think justifying splitting the community with another problem is a good solution. Why not do things for both? Cheating is only going to get worse for console as they get similar to the PC environment.

> 2533274960039856;12:
> > 2533274829873463;11:
> > Not sure how I feel about this. I like the idea of cross-play but generally PC gamers tend to have more cheaters making any ‘aim assist’ for controllers seem like nothing compared to k/m aim assist. The aim assist on PC with some gamers has generally put me off games like Battlefield on PC since some players can seemingly pull impossible shots.
> >
> > I think if PC gamers hated controller based gamers then they should stick to turning it off in the matchmaking to avoid controller based gamers like in MCC and I’m sure I’ll be sometimes playing with controller on PC and sometimes on the XSX since I don’t enjoy playing with K/M.
>
> Cheating on console is incredibly easy and more common than you think. There are multiple devices to do so. Cheating is also here to stay, on both platforms. And so is cross-play. I don’t think justifying splitting the community with another problem is a good solution. Why not do things for both? Cheating is only going to get worse for console as they get similar to the PC environment.

I get what you’re saying but some people like to think that it’s oddly impossible. I’ve my suspicions. I know splitting the community isn’t the best idea but at the very least making it optional is sort of ok.

I never really understood this whole debate. Both inputs have advantages and disadvantages this is true. But I never played a game where I thought “man I’m beating them because I’m on controller (same when I’m using M&K). Or man this guy on the controller is winning because he has a controller (same when I’m using controller).” Ultimately your skill will dictate if you win. This cross play era is simply adding a new skill where you will have to learn how to combat the other input user since they will play fundamentally different than what you are use to.

I play on both inputs and can wreck shop regardless of what I’m using and on the other end get destroyed by the other input.

> 2535462450434439;14:
> I never really understood this whole debate. Both inputs have advantages and disadvantages this is true. But I never played a game where I thought “man I’m beating them because I’m on controller (same when I’m using M&K). Or man this guy on the controller is winning because he has a controller (same when I’m using controller).” Ultimately your skill will dictate if you win. This cross play era is simply adding a new skill where you will have to learn how to combat the other input user since they will play fundamentally different than what you are use to.
>
> I play on both inputs and can wreck shop regardless of what I’m using and on the other end get destroyed by the other input.

Sorry for reviving this old thread, but I’ve been playing on both inputs more and more lately and find the discussion actually interesting. I think with MnK, the only time I really feel disadvantaged is in close-mid range 1v1 battles. I agree with the OP that slightly lowering the rotational aim assist that’s activated with the movement stick is probably all that’s needed to balance the two inputs. Or reducing the amount of bullet magnetism across the board for both inputs, as this would mean being precise is more important and thus a buff for MnK.

I think part of the “issue” is that it takes, at least for me, more effort to be good with MnK than controller. I really had to put in the practice time to get my MnK skills on par with my controller ones by using aim trainers and such. I don’t think that’s something the average person is gonna do.

I would like aim assist to be turned on for allies, possibly even make team assassinations possible so I don’t leave myself vulnerable chasing them around missing when they deserve a quick betrayal for various grievances.