Hello! The goal of this post is to encourage the design team to make targeting an opponent (aiming) easier and more manageable on controller. As of now, targeting an opponent, especially one at range or in combat feels overwhelming. I have two suggestions.
Suggestion 1) Make thumbstick layout completely customizable. For example, allow players to choose which thumbsticks are bound to Move, Look, Strafe and Rotate respectively.
For example, my desired thumbstick layout: Left thumbstick - Move, Look. Right thumbstick - Strafe, Rotate.
Suggestion 2) Different design considerations to help controller users target more efficiently. Enhanced control mechanics that provide for more purposeful targeting and aiming.
Note: I am not calling for stronger auto aim assistance.
Long term Goals achievable through new design considerations:
Make controller responsiveness comparable to a mouse from mouse and keyboard layout. Controller/ Game design that provides for a complete aiming mechanic.
Reward long distance targeting skill sets and build them into the game. Make medium – long distance combat accessible and an effective and rewarding choice of combat.
I was playing today with the Default thumbstick layout on console. I realized how difficult it is to target someone, especially while they are moving or in combat. I feel that targeting in game and in combat could be improved. I tried adjusting the thumbstick layout and realized that the options are not fully customizable and somewhat limiting. In my opinion, the thumbstick presets are not currently suited for a comprehensive combat style – one that is effective at distance and close range.
A note on Halo Infinite’s movement mechanics. While certain character movements such as strafing are effective tools in combat, i.e. 1v1 BR fights, they are not a substitute for a more complete targeting mechanic. Ideally, one should be able to target an opponent without having to rely on excess character movement, such as strafing, to line up a shot.
With the current state of the game’s aiming design, targeting at distance does not feel organic, meaningful, or complete. Because of this, short distance combat is more manageable for controller players than long distance combat. As a player, I like to know I am not being experientially limited because I use controller. Knowing I can make an impact from distance is important to me. Improving the controller aiming mechanics would create a much more complete gaming experience.
Thanks for your time,