So in the million and one (counting this thread) forum posts popping about K&M vs Controller, I constantly see the same arguments in favor of controller Aim Assist, which is that controller needs it because you cannot react or turn around fast enough.
While it’s true that the best way to play on controller is with ultra low Sense because it’s easier to micro adjust for sudden movements in duels, it also makes it much harder to turn around in case someone is behinds you or jumps over your head, even at max sense which just makes even having the auto aim assist you tricky since you can very easily overshoot…
Thing is tho, this problem has had a solution for the longest time now, and I remember one game in particular that still uses it on controller in the series to this day once it went 3rd person… and that’s the ability to turn 180 at the push of a button.
You can argue that there isn’t enough buttons in the gamepad for it, but Resident Evil 4 solved this by making it so you have to hold back on the analog stick and THEN press a button in order to instantly 180 and it was so incredibly helpful. I would suggest binding it to the Sprint button in this case since people have to hold forward for sprint to work in the first place, so making it so that Sprint+holding backwards makes you 180 would solve the problem of Controller not being able to react quick enough.
Sounds kinda Hacktacular. I’d honestly hate to be shooting someone in the back and 1 frame later they’re looking dead at me.
I don’t know if you have any experience on K&M, but that’s not exactly how it works for us. While it’s technically possible for us to do a 180 instantly nobody has their sens that high (I hope, heathens) because it would be ridiculously hard to control. We also can’t do a perfect 180 without precise mouse movement. We have to gain muscle memory as to where our 180 turn is and perform it under pressure of a fight.
I feel like a feature like this would ACTUALLY break controllers to the point where K&M is pointless. I still advocate the best option is to allow us to disable cross-play so people quit complaining.
I play on both actually, I am merely suggesting solutions to problems that are brought up in an attempt to make balancing control schemes feel as fair as possible, rather than simply complaining one control scheme has an advantage over the other (and believe me, I’m more of the K&M for FPS player, have been for years now…)
Honestly, unless you’re using a sensitivity lower than mine (which is like 0.5 with slightly tweaked multipler values and very high DPi), you can indeed turn 180 with one swipe of the mouse, if you cannot then your sensitivity is too low and you defs will have a harder time reacting than even a controller player would, but that’s once again a lot less of an issue on K&M.
If you mean that a K&M cannot 180 and instantly lock on to someone’s head, I agree, you still have to find where the target is when instantly turning around and quickly correct your aim which is hard even if you properly panic 180 on K&M.
The suggestion I made aims to fix (no pun indended) the problem with controllers not being able to react fast enough to people behind them on optimal sensitivity settings. Provides a solution to a problem everyone feels is an issue with controllers and makes it that much more viable to boot…
This would also help open up more possibilities to further bridge the gap between control schemes via tweaking rather than just calling for total segregation and calling it a day, believe me I get that feeling all too well, I myself have opted for this too because controller can feel too difficult to compete against when you cookie cut on K&M and constantly lose your duels…
I’m at the very least happy we have one ranked playlist where you HAVE to use only K&M and get good with it for the Onyx medal, no ifs and or buts…
My sens is 2.2 at 1,000dpi. Not too high not too low. I can flip a 180 at a quarter of my mouse pad. Point I was making is the dead on 180 flip to their head is difficult.
I figured that’s what you meant, which is why I addressed it… the button would just make you turn 180, it wouldn’t (and shouldn’t) auto lock to the person behind you as soon as it’s done, it’s only function would be to quickly turn you around on controller, leaving the player to have to auto correct their aim towards the opponent themselves after…
heck, they could even add it as a bind to K&M just so that it’s fair…
I was about to say, it’s unfair because it requires K&M players to skillfully execute so if this feature were introduced we would need access to it as well to be fair. I’d just prefer it not to be added tbh.
if the game still gets future flights for implementing changes and stuff, I’d at least like to see 343i experiment with the idea… maybe people will feel different about it if they test it in action, or maybe people will just hate it and we can all move on…
I don’t even really care for the aim assist, I’m fine if they nerf if. But only if they upgrade the controller aiming, because right now there’s only one viable way play to Halo with a controller, and that is looking for mid range engagements where the enemy isn’t too close so that you can’t effectively fight them, and not too far away where Aim assist falloff range occurs. That’s… not a great feeling.
Yeah sure, fighting at mid-range is fine with a controller, but close and long range fights are pretty much a wash. You will lose in close range due to simple sensitivity restrictions against MnK, and long range due to aim assist falloff range on weapons. It’s just… not great. Aim assist is only good and functional at mid-range, and it really sucks having to rely on getting mid-range fights.
I’m not against it in theory, hell my buddy in high school raved about the 180° bumper on L4D, always said “this is what every other shooter needs, it would solve so many issues”.
But in practice I think it’s better left out. It gives some dimorphism to choice of input. Each input method has its strengths and weaknesses, and both excel at different things. IMO, I think it should stay that way.
Nah, I think being open to discussion about suggestions is important… I’d still like to see how it would feel like on controller if they ever implemented it in a Flight… sure it’s possible that it would genuinely suck, but it may honestly feel amazing too, but only one way to find out and that’s to actually play around with such a setting…