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> > > I’m not actually sure how bad the aim system actually is because for some reason I don’t seem to have a problem with it, when I miss its my fault and when I line up a shot my bullets hit. 343 even gave us the option to attune the aiming to how we like so I might have just got lucky and found my perfect spot.
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> > > I’m sure there is an issue with the aiming but apart from maybe the first month I’ve got used to it, even when switching to past Halos I don’t really notice a difference.
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> > Whether it’s good or bad is a matter of opinion. Most players don’t complain about the aim system because they can’t adjust or have poor aim because of it. They simply prefer aim response to match stick movement consistently. The two turn system doesn’t provide this consistency. Instead you have most of your stick giving one response (sensitivity or aim speed) and a certain point of your stick having a second, far faster response (acceleration or look speed). It only serves to add uneeded complexity and artificial frustration/difficulty to a basic mechanic where it isn’t needed.
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> > Once you adjust it’s a far smaller concern. This doesn’t make it a good idea or any less annoying.
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> > > Your controller might be broken so you might need to increase your deadzones.
> >
> >
> > I hear that is a common problem so it’s a possibility.
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> It happened to me. My deadzones were at 0, then I noticed that my reticle would sometimes slow for no reason, so I had to change them.
That was really a potshot at the XB1 controller. The design is… questionable to say the least. There is a reason drift is a common problem, even on controllers with limited wear and tear in some cases.
Of course, this is independent of inconsistent aim feel and a general distaste of the way the aim works. It’s easy to notice drift, the fact your aiming just… feels different game to game and the difference between the two.
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> > The aim system is odd and inconsistent horse has received it’s fair share of beatings, I assure you.
> >
> > I’m nearly certain the activation area, strength and general operation of the aim assist deceleration fluctuates with connectivity to the server you’re on, for instance. To provide an example, when you draw the short server stick you may feel like your crosshair doesn’t “stick” to targets as much, either because it thinks it’s on target before it is or has a delayed activation. In the first case it feels like you need to push your stick more to get on target. In the second case it feels like you have to be on target for a very small period of additional time to feel it “lock”. Toss in the general way aim works and the two speed concept and inconsistency rears it’s ugly head. One game it’s great and the next you feel like you’re fighting yourself to hit targets.
> >
> > I’ll admit it’s based on assumptions (seem to recall a vid saying players shouldn’t notice the aim assist function… but I think you most certainly can). I do know aiming doesn’t feel the same game to game.
> >
> > The best solution is to play more passively and adjust your aim/gameplay approach when it feels off. As Virtualmark mentioned, avoid challenging as much and rely more on team shot. Being an automatic -Yoink!- (hi Storm Rifle/SMG) and relying more on movement to aim can help as well.
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> My friend and I always comment about how sometimes the pistol works and sometimes it doesn’t. That’s ridiculous if what you described is true.
The reason I suspect this is the case is I’ve had games where it’s great and others where it’s not so much… To provide examples…
When it feels right you end up sweeping your reticle to targets using look speed, it slows down very shortly before you get on target (presumably the aim assist engages) and at this point you need only use strafing and minor aim adjustment to stay on target.
I’ve been in games/points of games where the aim assist doesn’t seem to slow down as much or has a delayed feeling to it. In these cases it’s far more likely for that sweeping motion to experience less slowdown or require you to keep your reticle on a target for a very brief slice of time for the slowdown to happen. Since the speed jump is so high for look speed this makes it ridiculously easy for your reticle to go over and past your target. To compound matters, once you overaim the assist does engage and getting back on target requires higher input (heavy stick to push through the assist slowdown).
In the second case it’s like the assist slowdown delay prevents you from getting on target because it engages too early off model. Say, a player is moving left and you’re aiming left, sweeping your reticle behind and toward them. In this case you have to apply more input than usual to fight through the assist slowdown. Once again, since the gap between look speed and aim speed is so large it’s very easy to overcompensate, aim past your target and have a hard time readjusting for the overaim.
Can you still aim well when it feels off? Absolutely… But it’s almost like you’re playing with less assist and minor aim adjustments require you to fight against yourself. Aiming inexplicably becomes more difficult and unforgiving.
Now, I mention hate for the 2 turn aim concept because having a spot around a set stick displacement where your reticle speed has a huge jump (like, 3 times as fast) exacberates the problems described above. It also seems like a very poor concept in a general sense. I would rather my entire stick yield a similar on-screen reticle response, so I don’t need muscle memory for two stick speeds and the exact spot where the jump occurs. At the very least put the speed jump at the very edge of the stick (if possible), make the difference in speed between look and aim less or give an option to turn that -Yoink- off.