The aiming fluidity of the Halo 5 Beta, and past Halos feels near non-resistant in the final build. Aiming feels too tight and abrupt in certain aiming zones. I am not alone with the aiming problems with this game. Something g feels so off, and as for myself and others, we just can’t get used to it.
Do you have any video of this, because although aiming feels harder, I actually quite love it so far. Maybe Its my TV, or maybe its my internet, since i failed miserably at my friends house.
There are many videos online proving that the games deadzones are way too big, and thats the problem for me. At the very least I want the OPTION to set deadzones to low as opposed to the default setting we currently have, I don’t think anyone here can oppose that.
I don’t know enough about the aim acceleration to suggest changes, I assumed the big jumps in aiming were due to the deadzones alone.
Bullet magnetism and aim assists are fine though. Hopefully we get a patch addressing this soon.
Didn’t you hear or get the memo?
This is the culmination of 343’s work with pro gamers. Neither want anything to change about the aiming.
I think on Reddit someone from 343 made a post basically giving us the finger and telling us to ‘adapt’.
Ya man. It doesn’t feel like Halo. It’s an amazing game otherwise. All we can do is hope they fix it. The sooner the better.
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> I think on Reddit someone from 343 made a post basically giving us the finger and telling us to ‘adapt’.
Yes, I will adapt by playing other games that cater to casual gamers like me.
I wonder how 343 feels about my solution.
nothing wrong with the aim. get better it really is as simply as that. has my accaurcy dropped since the beta? yes yes it has ( I have gone from shotting 80 percent with a BR (in beta, to about 50) but I have adjusted and it feels fine. I feel like I got every shot not the game warping my bullets
The aiming isn’t fluid at all. Every other halo game has been fluid, but halo 5 just feels… Blocky…?
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> Didn’t you hear or get the memo?
>
> This is the culmination of 343’s work with pro gamers. Neither want anything to change about the aiming.
So pros want less responsive controls? Because that’s what large deadzones do, increase the amount u have to move the stick before it registers a movement. This game has unresponsive aiming because deadzones are way higher than older Halo’s and most shooters.
Pros wanted aim acceleration not large deadzones anyway so that point is moot.
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> > 2533274856723140;5:
> > I think on Reddit someone from 343 made a post basically giving us the finger and telling us to ‘adapt’.
>
>
> Yes, I will adapt by playing other games that cater to casual gamers like me.
>
> I wonder how 343 feels about my solution.
> Hey, all!
> Saw Josh posting about the aiming in Halo 5 in response to some of your questions and figured it’d be a good time to lend some insight. That being said, yes, the aiming did change a little bit from Beta up until now. During the Beta, close-range gameplay felt fluid, mid-range felt decent, and long-range felt flat-out squirrelly. So, our Pro Team went through numerous tests over the course of a few months with our lead sandbox designer, Chris King, and the rest of his team in regards to how our how aim felt leading up to the release. There were some days where our entire team despised it, other days where our team had a split-decision, and finally one day where we all felt extremely comfortable with it.
> Now, to be fair, we’ve played this game for two years, so we do have a lot more time spent getting comfortable with the movement, as well as the weaponry. Nevertheless, like any other Halo player, we all know how good our shots are when it comes to a Halo utility weapon, and that day, we felt it. Thus, after careful tweaking, constant iteration, and daily discussion, we landed on our favorite fit. **It gave players the perfect blend of sensitivity across all three ranges. Yes, close-range might feel a little bit harder to control at first, but in the long run, you will all learn to adjust to it for the better. Shooting the magnum in this game is very particular, seemingly like how Killer N or StK Tupac shot their pistols in Halo 1. At first, it’s going to be tough, but it will get much better with practice. Even to this day, shooting a Halo 1 pistol up-close is extremely challenging though, right? ;)**Furthermore, since the game is running at 60FPS, and the mobility is so fast in-game, I want to reiterate that everyone of us needs to adjust to how the aim-adhesion will feel for Halo 5. It’s a bit tricky at first - using a single-shot weapon to essentially swipe over an enemy as you pull the trigger feels different than before. Also, in the Halo 5: Guardians Beta, a bug slipped through the cracks that had a delayed aim-assist problem. You could swipe your reticle over an opponent, and the game would display Red Reticle, but it was after a 5ms delay. Thankfully, we were able to address that issue and fix it before launch. So now, everything should feel very smooth. Nonetheless, we are actively listening to feedback, and we are always welcome to change. So, if players do feel this strongly about the aim after a few weeks, our teams will without a doubt revisit the sensitivity curves in Halo 5.
> Anyways, haven’t had the chance to say it yet - hope everyone truly enjoys Halo 5 here! I know I haven’t posted on these forums in quite some time, but I assure you that I’ll be frequenting them much more now that the game has launched. So, as always, feel free to leave your unadulterated feedback below!
> -Ghost