I have a theory about why it’s been so difficult for the community to come to a definitive conclusion about Infinite’s aim assist. I believe Infinite has greatly expanded on “variable aim assist” that was introduced in H5. (In H5, aim assist and bullet magnetism do not help when an opponent is actively using a thruster boost).
To state that again, I believe Infinite has a variable aim assist, which strengthens, reduces, or entirely disables depending on the situation. @ItzTheDay this would explain why you can claim to have video evidence and Snakebite can also have video evidence proving the opposite. (Haven’t watched your vid yet, I’ll check it out at some point today)
I’m going to make a couple statements that sound repetitive to give examples of what I mean, using player A (attacker) and player B (target) examples. I believe these statements are true, and I think the community should collect evidence to prove them for sure.
- I believe Player A will always have some degree of aim assist on Player B when Player A is “matching the strafes and horizontal momentum” of Player B. This will always be true to at least a small degree even in cases below where I say aim assist is disabled.
- Player A will lose most aim assist help on Player B when Player B’s shields pop.
- Player A will lose most aim assist on Player B when player A jumps (unless player B also jumps).
- Player A will lose aim assist on Player B when Player B initiates a slide.
- Player A will have aim assist on player B reduce as their bloom/recoil gets more intense. If you do not pace shots somewhat, the aim assist you recieve will go down. This case sometimes combos with Case 2. and causes kill shots to be crazy hard sometimes.
- Some weapons (ex. S7) have negative aim assist in some cases. Let’s say payer A is attempting a no-scope on Player B. In any moments where Player A is not matching Player B’s strafe direction, the game will actively force Player A’s crosshair away from Player B, though only very slightly.
I’ve had other thoughts on aim assist, if I can remember them I’ll add them.
Variable aim assist would explain why there are videos with evidence supporting each side of the “does aim assist stop when jumping/shields are popped.”
Edit: i wasn’t trying to respond directly to a different post on the thread, i was just trying to make a comment in the general discussion of the thread lol.
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Can someone post this video by Snakebite?
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Or developer error? I find it hard to believe that they’d intentionally introduce a mechanic that actively punishes jumping when it’s been a key part of movement tech all this time.
I think it has more to do with desync. I rarely ever encounter this issue in training mode.
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Making crouch strafes a lot more impactful in a fight than jumping might be a call back to HCE combat. The strafe-jump wasn’t a huge partof combat until H2 and H3 when the jumps weremade a lot higher. That’s my personal guess as to “why” strafe crouching is being emphasized over strafe-jumping.
Strafe crouching is focused on more because you don’t have 24/7 access to a thruster pack, leaving you very vulnerable in the air without one.
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This is the first one he posted. There are multiplefull long discussions in his Twitch VoD library for the dates a week+ after that YT video dropped too. It was the topic with a lot of his twitch audience after the vid as everyone was interested.
https://youtu .be/FgDzANhxvS0
In my opinion it’s also important to note that this info came out right around launch when there was a FLOOD of breakdown info about the game. This kind of got lost in the shuffle. This is only the second or third thread about the topic that has stuck around on the topic
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Thanks for posting it.
I don’t know what to think of that, he’s just claiming “when you jump, you have the potential to lose auto aim”. He’s also claiming “in the flight test there’s actually a mechanic that 343 had in the game that made it so you receive less aim assist when a shield pops”. I don’t buy that.
Can I get a Conor McGregor “who the ____ is that guy”
He’s just claiming all these things without showing it in practice.
with everything being disproven that AA isnt turning off/deactivated by either player jumping…maybe there is truth in the issues being reported by myself and others of controller issues and look sensitivity.
either way, i think its too much of a coincidence of people complaining about aim assist dropping off and other complaining about look sensitivity being incorrect.
B b b but you have previously used the words of pro players such as Snipedown and Snakebite to validate what you say about controller vs M&K without any showing in practice. Sorry to pull you up on this but you really shouldn’t use pro players words to validate your arguments and then dismiss their words when it doesn’t suit you.
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I don’t think pro players should be trusted in all regards to a game by any means, but the guy does play the game for like 5-6 hours a day at minimum, and he believes it enough to have gathered evidence that seems to be pretty firm imo. I don’t think the notion should just br dismissed entirely.
So I’m going to point back to variable aim assist as my theory
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I don’t use Snipedown’s quote to validate anything. I use his quote as a “wake up, people”. What he said is simple and true, KBM will never been at the top level as controller because of aim assist.
What evidence? All he was doing was claiming and assuming with no facts. Didn’t even show examples of it in practice. Where is it that 343 ever admitting to “adding a mechanic that the game made it so you receive less aim assist when a shield pops”?
Well, yeah currently. That’s why I don’t compare kbm players to controller players and vice versa. It’s kinda unfair to the players who dedicated hours upon hours to get where they are.
Yeah, they may never be #1 in crossplay, but what about their rank in the kbm playlist or the controller playlist? They’re still the same playlist, it’s just locked to a specific input.
Never said it “turns off”. It lessens. And lessens even more when the enemy shields break.
I’d prefer the aim assist to simply be lower. Kinda tired of trying to aim and my aim is either shifting to the right or left because aim assist wants to take over when I don’t want it to. If this game was like any other FPS, I’d simply use KnM so I won’t have to worry about aim assist at all. The game doesn’t even give you the option to turn it off anyways.
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Ok, but still. Nothing happens with aim assist in those scenarios. Prove me wrong then, I would love that. I would love a “content creator” to put together a video to put all this to rest. Think of how Linus did his FPS/Hz test. If you haven’t seen it, watch it. Like I said, that guy Snakebite is just claiming these things without showing them in practice and for him to say “343i did in fact implement” is just total BS. “Oh, this guy has connections with 343i”.
Ah okay. The other day I popped someone’s shield AND jumped and it looked and felt as if my aim was being pushed AWAY from the enemy.
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I bet ShyWay will do a video on it soon if the situation/debate becomes acknowledge by more people.
I don’t know who that is but whoever does a video, needs to do an actually video and show these claims in practice. Not just make a video saying said claims and claiming them as facts with no evidence.
Shyway? That’s a Halo announcer and commentator for the esports scene.
He’s a solid player himself.
I don’t watch the HCS and don’t keep up with it.
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you play halo and don’t know shyway? you should do some homework
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