Sketch and team - please go back and play Halo 5 for a few sessions. To me the difference is night and day. Unless the jagged behavior is intended, the difference is obvious.
Sketch and team - please go back and play Halo 5 for a few sessions. To me the difference is night and day. Unless the jagged behavior is intended, the difference is obvious.
Nobody is saying it's the same as H5, it's not. Also to be clear, I'm not trying to minimize anyone's feedback or frustration. To me, it feels 'fine' but I'm very used to it. I also see M/KB players who swear we need to reduce aim assist on controller because it's OP and plenty of controller players saying they need more aim assist because M/KB is OP.
This is clearly a negative theme for a lot of players so it's something the team is watching closely. Unfortunately there are also known issues in this build which can definitely impact aim/input. I've chatted with our Sandbox team and for now they're waiting until they get data coming out of this preview and can compare with current builds before wading into this. There are a number of factors that can be at play including game performance, network performance/latency, behavior of certain guns (Commando and Side Kick in particular), differences with past Halo games, red reticule not being present on PC, and so on.
Mostly I just wanted to reiterate that the team is hearing this feedback loud and clear. And, while we're certain our current builds are in a much better place across the board, aiming is something that will continue to be closely monitored. I hope we can do a deeper dive soon once the team has had time to break it all down.
Aiming felt fine to me and my K/D was in the 2.2-2.5 range across ~15 games on xsx.
I do think aim assist is much weaker than other modern shooters like CoD: Warzone. I think infinites aim assist is similar to H3, but it's much harder to hit shots bc the movement is much more responsive and less floaty. I also feel like I need to play a much higher sensitivity in infinite than h3 (6 vs 3) to leverage the more advanced movement mechanics so that also makes it harder to track.
I think people are conflating issues with bloom and other stuff like the jarring difference in zoom when unscoped (120 fov) and first level scoped sniper with the aiming mechanics.
There are a lot of factors that come into play here for sure, including bugs/pre-release nature of the build even.
If he genuinely doesn't believe that there is an issue here, then he's delusional. Infinite felt terrible on the Series X.
For me personally, I didn't have any issue. Does that mean YOU didn't have an issue? Nope. Are others saying it felt good for them on XSX? Yep.
It's a hot topic, clearly, and something the team is aware of and monitoring. I'm not a sandbox engineer so lucky for most in this thread, it doesn't matter what I think. :) I'd just like to find a balance where the majority of folks are feeling good (we'll get more conclusive data than just some tweets and reddit posts).