What is an aiming deadzone?

I have seen a lot of posts about problems with aiming but everytime I read about aiming dead zones and acceleration and all that stuff I get so confused. So what exactly is this stuff in halo 5 can someone please explain it to me. I know its probably a big noob question but I need answers. Answers that aren’t constructive and don’t answer my question are not welcome I don’t want to here any “how dum are you”.

Ever felt you tried to move just a tad but nothing happens? That tad is a “dead zone” It’s set (and can be altered) to not register change until beyond a certain point of the centered axis of the stick.

A better way to explain is a flight stick… one thats loose and flops around… if you were flying and the stick was loose, it would react, but you can set the x/y axis to a deadstop so a bigger circle movement would be required before it accepted the movement input…

Aiming in online sucks. There is so many death i got from halo 5 aiming

An aiming deadzone is an area around the center of the stick that doesn’t register cursor movement in the game. Most games have it set to 25% meaning you have to move the stick 25% of it’s total distance before any cursor movement happens.
The deadzone can “extend” further if it’s a squarish shape because the deadzone is built by the distance from each axis, rather than by the distance from the center of the stick, which creates areas that don’t register diagonals(because unless both the vertical and horizontal deadzones are passed, both axes can’t exist to create diagonal movement). Additionally, if a deadzone is square, diagonals will require more pressure for movement to occur(the distance slightly varies if it’s a square or “rounded” square).

http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
A good article on it.

Acceleration can mean a few things depending on the context. The “acceleration curve” is how the stick pressure defines speed(tilting the stick partially for low speeds, more and fully for fast speeds) The specific curve varies per game on the whim of the developer.
“Aim acceleration” is a term used for a mechanic that has your turn speed increase over time until it caps to a speed you selected. For example, if you press the stick so far to get the cursor moving at 100*/sec, your speed won’t start there. It’ll start and some lower values(like 10*/sec) and over a short time speed up to what you selected.

Generally deadzones should be small( <20%, ideally <10% ) and definitely circular. The acceleration curve should be continuous, but the exact curve can be anything as long as slow speeds are possible, and aim smoothing generally shouldn’t be added(it makes aiming less predictable, and feel more laggy or sluggish). Ideally options should be given for those things, but that’s normally not the case.

Hopefully that describes it well enough to you.

All of Halo’s deadzones have been ~25%, squarish, and Reach and 4 use aim acceleration. I haven’t played 5 yet, but it’s likely similar or the exact same has 4’s.

I haven’t noticed any issues myself and I use a standard controller

> 2533274843162918;4:
> An aiming deadzone is an area around the center of the stick that doesn’t register cursor movement in the game. Most games have it set to 25% meaning you have to move the stick 25% of it’s total distance before any cursor movement happens.
> The deadzone can “extend” further if it’s a squarish shape because the deadzone is built by the distance from each axis, rather than by the distance from the center of the stick, which creates areas that don’t register diagonals(because unless both the vertical and horizontal deadzones are passed, both axes can’t exist to create diagonal movement). Additionally, if a deadzone is square, diagonals will require more pressure for movement to occur(the distance slightly varies if it’s a square or “rounded” square).
>
> http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
> A good article on it.
>
> Acceleration can mean a few things depending on the context. The “acceleration curve” is how the stick pressure defines speed(tilting the stick partially for low speeds, more and fully for fast speeds) The specific curve varies per game on the whim of the developer.
> “Aim acceleration” is a term used for a mechanic that has your turn speed increase over time until it caps to a speed you selected. For example, if you press the stick so far to get the cursor moving at 100*/sec, your speed won’t start there. It’ll start and some lower values(like 10*/sec) and over a short time speed up to what you selected.
>
> Generally deadzones should be small( <20%, ideally <10% ) and definitely circular. The acceleration curve should be continuous, but the exact curve can be anything as long as slow speeds are possible, and aim smoothing generally shouldn’t be added(it makes aiming less predictable, and feel more laggy or sluggish). Ideally options should be given for those things, but that’s normally not the case.
>
> Hopefully that describes it well enough to you.
>
> All of Halo’s deadzones have been ~25%, squarish, and Reach and 4 use aim acceleration. I haven’t played 5 yet, but it’s likely similar or the exact same has 4’s.

thank you very much

> 2533274809598259;5:
> I haven’t noticed any issues myself and I use a standard controller

I haven’t had any issues myself but I like knowing things and when it comes to the forums people are pretty unforgiving.

Thank you for asking, and answering, the question. I was also unaware of what “aiming deadzones” were.

I’ve seen a lot of people complaining about this, but personally I’ve had zero problem with aiming. I just think it’s people who are slow to adapt, cuz after a few days of playing, I tend to see my accuracy percentages get relatively high.