Halo

Halo Dev Tracker




01 Oct


30 Sep

Comment

Originally posted by oGxSKiLZz117

Have they said strictly pvp matches, or will bot ones also count? I'll probably do 10 pvp ones no matter what anyway but it would still be nice to know.

It's 10 multiplayer matches - so Social Arena, Bot Arena, BTB all count. Academy (Training Mode and Weapon Drills) will not count.

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Performance, optimizations, and networking all have an impact on aiming / input / responsiveness. And there are WIP elements to all three of those in this build. This is why some opinions are in such contrast or why someone said aiming felt 'great' during Training but terrible in PVP (there's no difference within the game so that implies a network-related cause). And mechanics within the game also impact aiming and perception of aiming - Sidekick and Commando have an accuracy penalty component, there's not a red reticule on PC, Halo Infinite overall does not feel exactly like H5 or MCC (diff networking model for starters), etc. Lastly, some folks have had wildly different experiences based on how they've tinkered with their settings (deadzones, acceleration, etc..)

Feedback is being heard and we'll get some good data as well to help people far smarter than me make sure the experience aligns with the design goals for the game.

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Originally posted by Omisake

They haven’t said it’s for M&K but I think it’s going to be aiming in general, just because they are aware of it on controller as well. Ske7ch responded with this to a tweet about aim issues on controller so here’s hoping they’ll be addressed and fixed.

Dude I hear you 100%, at it’s core I’m loving Infinite and how the gameplay and everything is, but the aiming is one huge issue. If that can get sorted out though, Infinite would be absolutely amazing to me.

I’ve thought about this a lot, like seriously what the hell would this game have been if it did launch last year…? Goddamn :/

Have definitely heard feedback from controller players, too. You're covered! We've heard negative - and positive - feedback from both M/KB and controller players (who play on PC or Xbox).

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Originally posted by Texual_Deviant

It's a little frustrating for them to claim it was a known issue after the fact. Like, I don't think it would have been that damning to be like "We've had some internal issues regarding aiming, so we would really like player feedback regarding that so we can get more data from more people", and no one would have been upset. Aiming is such a fundamental part of the game that we're only hearing about there being known issues after three days is weird.

There's a Known Issues list on the support site that's been there since we began. I didn't have the character count but as I've expressed elsewhere, there are "known issues which can negatively impact aiming." Performance issues, optimization, and networking, for example, all have big impact on aiming/input/feel. That's what I'm referring to, not that we expressly "knew there were issues with aiming."

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Originally posted by vi_phoenix_iv

Thanks for acknowledging the issue.

Can you at least confirm aiming/aim assist operates the same in PVP as it does in training and weapon drills? If the intention is yes, something isn’t right. Training and weapon drills were absolutely perfect. 10/10. PVP was not the same game in my experience (PC, controller)

Under the hood there's zero difference in aiming between Academy and PVP. So in your case, my (non-engineer/non expert) assumption is that what you felt was network related. Academy is local, PVP is not.

Comment

Originally posted by parkerhalo

Please rename sub to spacehoop eternal.

XD


29 Sep

Comment

Originally posted by zephyranthesGP01

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).

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Originally posted by grandeheimer

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.

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Originally posted by Melodic-Canary4331

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.

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