Oh thank God I'm not crazy. It always felt like infinite had no aim assist in some instances and then insane aim assist in others. It's the worst of both worlds in a way and I really hope 343 adress this because right now it's biggest reason I stay away from the game, it makes just playing frustrating.
I refused to believe I was crazy. There's times my aim is perfect and then there's times it starts perfect and then it goes all over the place like aim assist turns off mid gun fight
Instant subscription, this is the kind of technical, in-depth, and nuanced discussion of Halo's mechanics and is hard to find in the community nowadays, especially regarding the games engine's. Can't wait to see more!
This very much explains as to why I’ve been feeling like halo 4 felt much better than 5 and infinite and why infinite has not been feeling good at all.
I didn't think 5's was that bad but definitely 4's still had that tight feel. I think that's why gunplay was still super satisfying in that game despite it's shortcomings
@@YeshuaForeverLives I was saying for years that Halo 5's aiming was changed, and it felt awful. I just got told to "git gud". The game never got changed, so now I play Titanfall. Glad I haven't bothered to try Infinite, though if they fix this I'd definitely like to.
@@EingefrorenesEisen how is MP in Titanfall these days? I've heard varying opinions and am thinking about revisiting, at least for Titanfall 2 campaign. Halo 4 was the last title where the shot registration felt crispy. And I never played the 5 beta so I can't comment on how it felt at the time but I sure didn't like it when I finally got around to giving it a try.
silver lining is, if im understanding this correctly, is that someone at 343 who knows how the values work could make the area where reticle friction activates bigger, it can be fixed. Thats kinda the story of infinite overall, it CAN be fixed, but its taking forever and thier priorites are all over the place, likley due to incompetent higher ups, a spagetti code game due to over use of contract workers, and being very understaffed post launch. edit: sides submitting bug tickets, spreading good feedback like this on the forums and the social media of the 343 comunity folks has worked to make good change in the past, the challange ssytem, while still very bad, got significantly better due to this. We need to put good feedback like this where 343 devs will see it, and thus will have material to use to learn on thier shitty bosses.
I decided to try infinite again after about a year of not playing it and holy hell the aiming feels so much worst than when I last played. At first I thought I was just bad at the game after not playing for so long but after awhile I started to realize the game itself just had even worst aiming mechanics. I went into a game against bots to see if I was just having connection issues but no it was still the same tedious and frustrating effort to aim with certain weapons. The br retical does not match well with the bullet trajectory at all because of the magnetism issue even when the retical is red I legit would still miss all three burst if the vertical bars in the retical were not lined up on the target. It's even hard to keep track of someone 3ft - 4ft in front of you in this game as well. It just feels so bad to play now.
Not only that too! I’ve spent dozens of hours trying to figure out why this game feels off and instead, the toxic halo community tells me to get good (I’m a K&M player). Guns like The Stalker Rifle and Sniper feels Horrible. When I fire with the br, I tend to miss one or 2 shots per shots. And some of the best players you see online (Mint Blitz, Lucid) are controller players. They make the games look easy, and yet even abusing movement strats like the pros and I still miss my shots some how. I don’t understand why people are hyping up Season 4 saying the game is finally having content when the game is still a unstable broken mess
I just never feel like I'm in control which is probably the worst thing you could possibly say for an FPS that's as fast paced as Infinite, between the awful netcode and shit aiming mechanics the game is nearly unplayable on Xbox one I cannot comprehend how anyone can stand to play it.
I always feel like I'm fighting against aiming in infinite. I don't know how many times I got my cross hairs on another player, just for the aim to jolt away from where I placed it
Straight forward explanation. Thanks for making this. There was a fluidity to aiming in previous titles and your Reach custom shows that. With Infinite lacking that space outside of the spartan and just being the spartan itself with magnetism, your reticle becomes clunky and jittery as you attempt micro corrections. And like you said, once your reticle is attached to an enemy, it's more difficult to snap it off, especially when you've got two people and you want to shoot the one who has less health but the other guy side steps into your reticle placement, so your reticle snaps to him. In a perfect world they would scrap this new system and continue using the previous systems.
The only thing that makes me more angrier than auto aim taking me off a one shot enemy and putting me on a full health enemy is the damn blank melee. But I still love infinite
Exceptional video. Think you sealed the deal when mentioning that 343 essentially scrapped the original aim assist system from older games. Because that's definitely what it feels like whenever you play Infinite.
This. As someone who grew up playing well in older Halo games, it just felt surreal that only Infinite I feel like I need to readjust in order to aim, which is to rely more on my left stick than my right. It wasnt like that on older halo games.
The aim assist is so bad in infinite because of that. It needs to be toned down so badly. I've lost so many gunfights because of the aim assist screwing me over or getting torn between two separate players
I hate when people tell me that I'm just a bad player when I tell other just how god awful Halo Infinite's aiming is. I've been playing Halo for almost 20 years now. I know how Halo feels
Same. Its mad how I actually started wondering have I just become bad at modern halo? Despite the fact I play amazing on mcc and the older games it's like muscle memory and in most matches get a consistently decently positive kd
Quick note on the value types (float, degree, enum). Float simply means that the value can include a decimal (ex: 10.257) compared to an integer (ex: 10). Float and Float32 are likely exactly the same where Float32 would refer to a 32 bit value (or 32 0s and 1s) this allows for precision up to 32 bits.
I couldnt put my finger on why Halo 4 felt more like Halo than 5 and infinite. I figured it had to do with the engine but I had no clue what. So thank you for putting an explanation to this. Hope 343 does a reworking of this but I seriously doubt they will
@@Silver4Hire halo 5 multiplayer is really good I never played it on launch, didn't play 4 at all bc of reach nostalgia and wanted to remember the good days. I only play one video game halo 5 because the skill you need to stay alive is pretty sick.
The game has forced mouse acceleration even if you have it off in the settings. It has negative aim assist when you are using the sniper, the game pulls the reticle off your target when you're hip firing. The game doesn't have proper Fullscreen support and on top of all that, mouse has less bullet magnetism
Halo always been controller game so if ya wanna roll mnk deal with it knowing It's diff experience. I think finally the sniper is dope u actually have to pull trigger on a head instead of those absurd flicks In h5 where they pull the trigger within 5 feet of enemies head. I actually no scope far better on this but it takes diff skill like moving around the map pre aiming where u would encounter. U can sroll flick too but gotta be precise
@@st_710 You know I get that, I understand what you're trying to say But what I'm talking about is something technical, something fundamentally wrong in the game's coding/engine that gives mouse forced acceleration. With this you can't be consistent with your aim no matter how much you practice. This issue is beyond mouse vs controller and their ups and downs, this is something coded into the game that prevents you from aiming accurately if play with a mouse. Notice how nobody or at least very few complained about the MCC. I have no problems playing the MCC, I can play just as good if not better than controllers.
@@nagiaoe2434 no doubt but with the main weapons used in higher tier play (except commando) have not recoil/ bloom that actually matters if they didn't mouse n keyboard would be be way easier to fight in absolutely every gun fight situation. If both were set the exact same assist, accl, etc controller players would be getting shit on bad in a game thay has been controller since beginning of time. They simply added support for mnk to attract more heads n let's not forget this game gna be essentially in beta for another 2-3yr lol they thought they found a way to balance mnk vs controller n Shocker they fd that up too haha. I agree and stats don't lie mnk aiming is whacked n the Over corrected the balance issue they were trying to tackle on both ends. My guess is after they get this next szn delivered they will prly put some attention on tweaking the mnk vs controller balance as one of their "quality of life" updates. Hopefully anyways but again they got bigger priorities rn than to sideline their already weak rd map to cater to the minority group within the total player pool that has trended down n down . One other thing i do wanna say is mnk clearly has other movement /look advantages that could possibly be a beneficial role on a team with 3 controllers. Like how cod teams have ar, smg, snipers positions to execute strats n be able to contest all parts / lanes of map. Guess we'll see how the meta / tourney play progresses
What an incredible work,I knew there was something wrong with aiming,it feels like game fighting you when you trying to aim. You earned a like n sub good sir
Godamn this is such a good video. Perfectly sums up how gunfights in Infinite feel like you're wrestling with your controls first and playing an FPS second.
The reason why this has been happening is because 343i have been taking game balance/design direction from professional players, like TeamBeyond, and those guys expressly told them things like "make the autoaim area smaller" and "get rid of strafe inertia so we can change direction quicker and be harder to track". What they were hoping to accomplish by this was increasing skill gap by making tracking more difficult, but what it actually did was turn the game into a random mess where every duel is an exercise in frustration and every Spartan moves like a KovaaK's target.
This needs to gain some traction, ive always thought the aiming was off on this game and that the commando was so unreliable to headshot this but i didnt have the knowledge to explain it. Why they have changed this from legacy halo aim assist is beyond me
When you figure out how to play it it’s very smooth but it’s not intuitive at all. It’s like anti aim assist until you let go of trying to aim and just let the assist do the work
Looks like I'll have to let go off the stick and see how it goes as I'm generally decent enough at aiming for the head but then focus too much on headshots, even when the benefits aren't there at the start .
@@TH-camCensors dude he’s right for the first 4 months I was trying to do the aiming myself... but in reality you just have to use left stick way more then any other halo... it’s bs
I agree. I’ve won duels that I shouldn’t have by literally letting go of right stick when I first started playing infinite back when it released. That shouldn’t be the case. Something needs to change.
The problem is that if the friction cone is increased on infinite, controller players will have nightmares trying to track that insanely fast strafe infinite has.
Simple fix, make straffing less responsive. A thousand pound SPARTAN is still effected by physics, you shouldn't be able to strafe as fast as you can in Infinite. Straffing should also make you less accurate, this is why weapon bloom was a good introduction with Reach, but people hated it because it was different. Dependence on straffing is a result of lazy game design, it's a crutch that players use because the gameplay is fundamentally flawed. Same thing goes for "Halo hopping", it's reared it ugly head again because the gameplay is lacking. This goes into why I keep pushing back the idea that people keep repeating, Halo Infinte has good gameplay, because it doesn't.
I already do. If my reticle is JUST outside an enemy's hitbox, the stickiness from the zone of friction is so strong that I either over or under correct. Makes sidekick battles especially feel horrible
@@Let_The_Foolish_Take_The_Lead If you want weapons to behave that way play COD or something. Halo doesn't have to be like every other shooter. Bloom was TERRIBLE in Reach and it just makes gun fights come down to luck & randomness because someone spamming shots can still get lucky & beat someone pacing their shots and players who are not even on target can still hit shots through sheer luck. Rewarding the ability to keep your reticle on target while using movement (strafing, jumping, crouching) to throw off the enemy's aim isn't lazy game design. Discouraging movement by introducing accuracy penalties is overused and lazy in FPS. I'll take jumping, strafing & crouching with weapons that shoot where you're actually aiming over spraying bullets at eachother while barely moving any day.
Thank again for making such a detailed analysis video. I see this as a major issue with the game, and possibly even an oversight, so I'm going to link this video to a bug report of the aiming system in Infinite and I would encourage others to do the same. Honestly, with the current state of Halo Infinite aiming I would much rather them just remove the adhesion all together if they aren't going to fix it another way.
@Critical Infinite Could you please use your software again to see if any changes have happened since the Season 2 update today? That way I can update my ticket accordingly? Thanks!
I think they could just change everything to prior halos stats and, if the mnk fill to much of a gap, they can have some sort of AA as well, but with look sens nerfed on the said imput
Thank you for this, keep it up. I just want them to make aiming more like classic halo again, more than anything else that needs to be addressed in this game
“Thank you for the feedback and we’ll look into it! 👊” Honestly, this is getting aggravating. How was this not noticed in the 6 years of development? Not addressed during flights? This game shouldn’t have been delayed for an additional year. It should have been another 5.
Holy crap, old Halo's aiming is basically a less aggressive version of FromSoftware's FCS (fire control system) from the Armored Core games! No wonder I felt so at home when aiming there when I started 😂
I've been playing shooter games since the late 90s and Halo infinite has the worst aiming mechanics of any game I've ever played. The developers need to completely rework how the aim actually works on controller. Great video, subscribed 😃
@@Cognitoman just so you know top players and pro players have been using their left analog stick for aiming since Halo Combat Evolved. I heard that the developers that implemented the aiming Mechanics for Halo infinite we're mostly keyboard and mouse players LMFAO so they have no idea how a traditional Halo is supposed to feel on controller when you're aiming. It's sad they really need to go back into the coding and figure it out. Everything about infinite is still considered in Alpha or beta phases if you ask me. Srry for the rant
@@Figway55 I use mostly right stick for aiming in all the other halos besides halo 5 and infinite, and I’m 35 and been playing since halo 1 demo. I’ve won tournaments and have a ton of experience with halo, and I’ve never used mostly left stick for aiming
@@Cognitoman I'm 35 as well and have played thousands of hours of Halo 2 and Halo 3 MLG. I'm not saying those players only use their left stick. They use both. I've won tournaments as well but it's irrelevant. 2008 Halo Pro Apok used his left stick a lot. I used to play with him before he dropped off the face of the Earth and he told me that he primarily plays on 2-3 sens and uses he strafe to aim. Obviously he uses his right stick as well. I'm going to go and Naded's discord and ask him to see what he says lol
Please keep these videos coming This is an amazing breakdown, im SERIOUSLY looking forward to you breaking down MkB. As a PC player I really like being able to play on MkB but I have been thinking about making the switch to controller and seeing if it really feels superior. Also who was the blonde dude/the source video of the streamer at the beginning flipping out playing controller? Id like to see that whole thing
Float IS float32... you are using a different program which will display units differently. I'll bet degrees are stored as a float internally in older Halos as well. Also, the angles in older Halos are in degrees, while I am assuming Infinite is using radians because it makes the math easier for built-in libraries. If you convert 0.11 radians to degrees, you get 6.3 degrees, which sounds about right.
They have made aiming more challenging which sucks because it basically benefits people who are genetically gifted instead of playing smart. The game is less about strategy and more about how your fast twitch is.
Great video, this really helps explain how bad the aiming system feels in Infinite compared to anything from MCC and even a lot of other shooters. Halo in particular used to feel very smooth and natural, like I could have full control over where my aim was placed. But in Infinite and Halo 5, it always felt like on controller the game just has a weird way of either constantly sliding my aim over and past my target, or not letting me make fluid micro adjustments. It is basically all or nothing with how it helps you, basically always being to little or too much, with no happy medium. The game almost perpetually feels like trying to snipe a teammate, but with all weapons. It is crazy because on paper, the way it currently is in Infinite sounds great for increasing the skill gap, but in practice it just feels extremely inconsistent, unnatural, and frustrating.
100% the acceleration is a mess. To counter this I set my max threshold (the area of the edge of the stick where accel kicks in) to minimum, this also makes your response curve less severe, allowing me to run max sensitivity. Set up like this you only use the edge of the stick for wide turns and use the inside of the stick for all aiming, this means accel never kicks in for aiming. I actually run 5 accel to allow for fast turns but if you run 1 accel it will feel super consistent even when pegging.
The only aiming problem I experience is this weird phenomenon with a select few of the precision weapons. ESPECIALLY the commando. It feels like I'm shooting "just past" somebody's face, like he's skirting to the side of the bullets. Hitting a horizontally strafing target is very awkward. The reticle will be head on but, no hits. Stalker rifle is pretty bad about this too. It's frustrating but it also breaks the immersion a bit because it truly feels like you're hitting them. But then it FEELS like the bullets are projectile. It feels like I need to be leading my shot, that's what it is. But they're hitscan!
I find the droves of "at it's core, Halo Infinite game-play is the best the series has ever been" people absolutely tragic because they are being listened to. They have destroyed movement logic. They have destroyed "look" logic. How else could you possibly gimp a shooter in a genre where these things are literally, at a fundamental level, a requirement for fluid gameplay? My wrist hurts during and after when I play this game. No other game puts my joints constant on the edge of pain from having to be constantly micromanaging my aim to the point that every interaction I am gripping my mouse as if I were tensely micro-adjusting a sniper rifle at long distance or flicking in close quarters. If I don't do this, I miss, and I play worse. This issue is exclusive to Halo Infinite. Movement speed is too fast, has no momentum, no inertia, just lightning speed sweaty micro-adjustments akin to Fortnite's unavoidable sweaty building mechanics. Aiming is busted too and aside from fluctuating FPS altering your mouse speed, and introducing invisible motion stutters, I have no idea what the heck is going on in that department to this day, though I have theorized. What a colossal embarrassment, truly. MCC was broken on PC for years before it got "playable." Not fixed, but band-aided, given your FPS never fluctuates, and you have the perfect sensitivity for any given engagement range. Then you shovel out a premier "PC parity promised" release and it has the same issues as the last, only worse off. Absolute nonsense that I believe might just be broken at a fundamentally unfixable level at this point, considering "we're looking into it" turned into "we think we fixed it" then "we thought we fixed it, is it fixed" to radio silence and "wait for the next game lol idk good luck I guess." I doubt very much, unfortunate as it is, that these issues will ever be fixed. Not at the least without throwing time, and people, and resources at it, which they will absolutely not do because it isn't making them enough money. Could it have? Probably. Almost definitely actually. Not, however, after finally getting to releasing the long anticipated series on an eager platform, then breaking more empty unregulated "promises," disappointing willing fans and the newly interested, then tripping over their feet with half-cooked patches missing obvious fixes for half a decade while burning yourself out from the inside as a studio. -- I have to wonder: Why do I still care so much? At some point it's as if, "how dare you," but, I suppose my bad for being so foolish and hopeful. It's never as simple as we would like it to be or ever imagine it could be. Keep buying Japan man armor though, maybe that will fix the issue.
At 11:53, I don't think it's an entirely separate system for aim assist. In math, radians are often used for angles. 2pi is 360 degrees, and 2pi is ~6.28. 1.57rad is 90 degrees, so the magnetism angle for the battle rifle would be 5.73 degrees ((0.1/1.57) * 90). The AR is 6.3 degrees respectfully.
As a returning Halo player this just perfectly describes how this game makes me feel. I've been a console kid for the majority of my early teenage years, got a PC in 2015 and switched to PC exclusively in 2017. I always missed Halo and did end up playing a little bit of the MCC, but with Halo 5 not really grabbing me and a shift in interests it just wasn't enough to keep me. In comes MCC on PC. It's tough fighting controller players but most of the time it doesn't feel impossible. Played a fair bit of that. Then in comes Infinite. I just cannot compete with controller players. 7 years of experience and hitting 45-50% accuracy every game, it's just not enough. I feel like I'm just always one shot behind. I play for a bit initially because it's still a fresh game and even though it's frustrating it really hasn't set in yet. The lack of content and frustration eventually get to me and I end up dropping the game for a while, only picking up the campaign occasionally to slowly work my way through. About 2 weeks ago I hop back in, because man I just really miss Halo sometimes. It doesn't take long for the frustrations to return. But it was the first day back on so no big deal, second day I am so close to just quitting the game again, but instead I decide to plug in a controller and try to unrust. 3rd game in I'm matching my mouse and keyboard accuracy. 1 week later I'm shooting more accurately than I could ever hope to achieve on mouse and keyboard. Sure, there is probably some muscle memory left from my teenage years, but it's been so long it shouldn't play that big of a role. I should not be shooting this good after only 1 week of practice. Getting on target was the biggest hurdle at first but once you're on target the game just aims for you. It's nice to be able to hit shots consistently, but something is just off. It doesn't FEEL good, and I never understood why before watching this video. I thought it was mostly just that it feels bad that the game is doing so much of the aiming for me, but it goes a lot deeper than that. I'm sure that's also a large part of it for me at least, but man. I do have to say tho, getting on target doesn't feel difficult at all anymore. And again I have to admit that I have a lot of time on the sticks under the belt, but that was years ago. I'm rusty as hell. To me it feels like I can kind of just swipe my aim onto an enemy and then the game just does the rest, only needing minor adjustments to stay on target. I just wish there was more to it, you know. I feel like this must feel really bad for players much better than me too. There is the movement part, sure, but even with that I don't really feel at a disadvantage at least aim wise. Aim is such a big part of shooters and the skill gap of that is was more narrow than it ought to be. If someone is much better than me I deserve to be aiming worse. Meanwhile I'm 4 bursting just the same as them. It's not fair. Not to me and not to them. I'm still getting my ass handed to me because they know the game much better and have better movement, sure, but it's not nearly as bad as it should be.
Good video but there's kind of a huge flaw in your understanding of integer storage that led you to think Infinite has a brand new system. float isn't a thing as a system distinct from float32. float will always be float16, float32, float64. The face you see 'float' in infinites tags without 32 doesn't indicate it's bespoke versus float32, that's what's called an 'alias' and it's convenient shorthand.
i'm not a super smart when it comes to all the in depth analysis like you, but I haven't been able to completely put my finger on why I don't like the Halo Infinite gunplay, and I think this is a large part why...
You know I'm kind of surprised that 343 went with this direction to balance AA. I would have done the anti thesis to it, i.e. the aim assist cone being as big as classic Halo games, but the adhesion and friction a small fraction of what it was. Why? Because it guides the player to the target while still requiring more input (thus more skill) to stay on target than previous Halo games.
I think you are right with your comments about the movement and inertia in this game. Not having to accelerate when strafing back in forth makes the aim feel wonky. Halo movement isn’t supposed to be jerky and hypersensitive
This has been the very bane of halo infinite for me, I love halo and the fact that for every single halo game besides halo infinite, I've always done well enough in each match no matter the score... I just thought I lost it, that I'm just really bad at halo infinite because you still sometimes see people fragging. I have no clue as to why this issue didn't get any notice but thank you for addressing this, makes me no longer feel I'm stranded.
Seriously hate infinites aim assist. I used to love using fast sens in halo and the slow was great for allowing me to slow down and aim precisely. In infinite I feel I have to use slow sens because if I use fast sens then when aim assist turns off it will cause you to lose everytime. It also doesn’t help that the strafe speed is literally instant as well. The strafe speed and aim assist are easily my two biggest problems with infinites gameplay so far. Hopefully they change both at some point because the movement looks so amateur right now it’s crazy.
Ye but the strafe speed only effect everything that's not a br and the AR, that's why the whole Mera in comp is picking up an high dps weapon such as the mangler or the stalker, out dps the br, drop it and then finish the kill with the br. Weapon such the plasma pistols and pulse rifle have no tracking, no aim assist and no bullet mag at all and they are so bad to use,let alone things like the sniper, the commando and the sidekick.
@@MrPronGogh93 strafe speed affects every gun in the game especially the BR. Getting 4 bursts in infinite is only possible cuz the style of aim assist halo infinite has. Without it you would understand how wack the strafe speed is. When I say strafe speed I mean how fast you go from full speed to the left to full speed to the right. Not how fast the walk speed is. I’m fine with the movement speeds in infinite it’s how fast you get to maximum speed when holding a direction. In any other besides infinite it takes a little time to reach full speed so strafing isn’t to op. In infinite when you move your stick to the left it instantly allows you to go full speed which makes strafing crazy. It’s a huge reason as to why mouse and keyboard isn’t possible in infinite. In a game where you have to hit 4 bursts of the BR perfectly and has overpowered strafing to throw your aim off you would be stupid not to take the aim assist that literally tracks your targets exact hitbox for you. The meta is not picking up a high damage weapon either. The meta is what halo has always had. Br for most things until you get a certain weapon or equipment like a sniper for example and play accordingly. I haven’t seen much weapon switching in pro matches. Id say BR and shock rifle are both very powerful rn and both require no switching. Only combo that was meta was the mangler melee combo I’ve seen.
@@MrPronGogh93 I saw the video and the aim assist doesn’t really affect those weapons. For example when it comes to the commando and sidekick I don’t think they are bad just harder to use compared to a BR or AR. The commando in ranked is very good and most pro players pick it up over the BR even though the Br has better aim assist. The sidekick is also fine and most players in quick play nowadays use it over the AR. I think that’s a cool way to balance guns actually. The only problem I have with aim assist in infinite is that it’s not a bubble around the enemy’s it’s literally just their hitbox. Which means You don’t slow down when aiming near an enemy you slow down when your crosshair is on top of the enemy’s hit box. Which makes the tracking aim assist literally track your target during the fast infinite strafe. Which hides how bad the movement system is as well.
Amazing video. Finally someone who completely understand why this game simply FEELS bad, with evidence as to why. I don’t care how successful I can be at the game, if it doesn’t feel good I don’t crave it. I really hope/wish they watched and understand meaningful input like this.
This is exactly what I have been looking for. I play in high level Onyx ranked matches and I just hate how the br fights feel in this game. It's more about "aiming" with your left stick instead of the right because you lose aim assist almost instantly.
Sure, but on both long and short range your are still forced to aim with the right stick, that's why, at least for me, at least once or twice per game I totally lose control of my crosshair like someone whit a 2 hours game time in total.
I’ve been telling people this shit... your aiming shouldn’t depend on use your movement to aim , unlike previous halos where you used your right stick a lot more
@@Cognitoman ye, I don't know where this whole "on halo you aim with the left stick" thing did come:I'm in this franchise since I was 8 years old (I'm 29 now), I started the single player with CE and the MP with h3. I always had to adjust my aim also with the right stick and definitely aim for the head. Infinite is the only one when I can forget about it and aim for the upper torso.
@@MrPronGogh93 yep... people keep saying “you always used left stick for aiming in halo” that’s bull shit.... I used my right stick mostly and could do crazy strafes to out play my opponent while aiming... with this game you’re just mirroring your enemy going from left to right lol... shit is lame... and I’m 35 have been playing since halo 1 demo .... and I was very very good at halo, so I know what I’m talking about lol
@@Cognitoman best part is mirroring can be reliable only on mid range for how fast and without "stopping" the strafe is, once an adversary get to close and you can't mirror his movement anymore, your aim just go off no matter what and like e everyone does, melee trade. I don't understand how they could go from h5 to this.
This is a good breakdown, let’s also talk about how we are getting shots hitting us and not being notified by ui / shields going down / controller vibration until we’ve already been hit two or three times…
Honestly as someone whose been playing since the begining of Halo i describe myself in Infinite as a child learning to crawl and end up feeling like i've never played Halo before. There's no middle ground one game my accuracy is 50% another its under 10 like under 10 has never happened to me before in the franchise. I've been a fan of mostly all 343's changes but this i cant stand.
Aim assist really is something you have to explain to people why controller users need it. The stick is terrible for aiming. Without any assist, it's extremely difficult to aim. Unless you use gyro aiming, controller users need the aim assist. Though from what I heard in this video, I guess it needs some work to be less hand holdy. I'm assuming at least. I have no idea how it feels. And for those wondering what gyro aiming is, look it up and try it for at least 30 minutes. It does take some getting use to. But it does feel amazing if your hands aren't too shakey
Before watching I also discovered something. I'm usually one of the better players, playing halo since CE and using controller all my life. Sometimes on infinite I'd be top 3, and other times, flat bottom. Sometimes it felt like I was playing with two left hands, especially on SWAT. I found out it was because I would nudge my mouse which disables aim assist and doesn't always re-enable it on controller. Thing is you wouldn't know until playing because its not a visible option.
I gotta say this game needs a technical youtuber like you and I subbed I feel like if I may be bold with these styles of video and your contextual knowledge if you kept this up you could be the datto of the halo community
I knew something was up with Infinite's aiming. Every gunfight using a precision weapon always feels like a struggle where I'm constantly straining my hands just to stay on target.
This games AA drives me INSANE!!!! Being a MnK player I know exactly how it feels to be super sweaty when the controller guy is just getting easy 4 shots
Ya see this is what I needed, I thought something was different with the guns in infinite but I couldn't put my finger on it. I'm not going mental. Great in depth detail bro, mad helpful
I'm more interested in the way mouse and keyboard works. I just don't understand it as In any other Halo game on PC feels soooooo smooth and controllable but this game feels like im constantly fighting the controls.
Well I'm glad to see exactly why I hate the aim. I was so tired of people telling me I'm just imagining things and that I'm actually just watching the game play itself... Sadly, this doesn't look like something they intend to or even could fix for infinite. I just miss what it was.
i love halo, but infinite is on PC also and even though halo has always been a controller heavy game, they need to make aiming feel better with MnK and make aiming on controller feel good
Kinda reposting this, but if movement was floatier and slower to respond, and if kbm were given the same bullet magnetism as controller (it's actually not enough for controller either), both inputs would be more even.
@@jackcolson4745 for months now ive been saying in discords and reddits that the reason aiming feels so frustrating is cause of how the movement is. the strafing in particular is just so hard to track especially on MnK. at least on controller you have the benefit of aim assist slightly pulling your aim towards the target and helps track the enemies. MnK have nothing to help track strafes in this game, so it just makes gunfights boil down to you always slightly undershooting or over shooting everything all the while youre also trying to strafe and crouch out of the way and their controller is slightly pulling their aim towards you at all times. and ove brought this argument up in discords and reddits as to why aim feels so frustrating and all i get is “get good” or “you have bad aim” or that the game feels more responsive and yet games like apex are way more fast paced than this yet i can track easily, and that game feels just as responsive as infinite and thats all because the characters have more weight and momentum, and like id be fine with this strafe system if at the very least bullet magnetism is increased, especially since it only gets worse the higher your fov is which for the most part most people on pc at least play like 110+. and like halo on its own can be frustrating to play even with more magnetism and slower strafing at least to newer people, so increasing strafe direction change speed and reducing bullet magnetism and removing red reticle just makes the game even more frustrating to play
@@Kaimerah Agree with everything, however I want to add that increasing fov doesn't decrease BM, it just appears that way because you appear to be farther away from your target. So with that said, and with my somewhat minimal experience on kbm, you want your fov no higher than 100 so you can see your targets clearly, and you want relatively low sens, because the only way to match controller accuracy is to play like you have a controller. You will sacrifice turn speed but it's worth it.
@@jackcolson4745 oh ik it doesnt change BM but its just harder to hit people especially with the jiggle strafe shit people do. tho i have messed around with 100-110. i always end up going back to higher fov usually after playing other games and getting used to the higher fov again but also because of just how people can easily jump over you slide past you, or be in higher places that 100 fov just wouldnt see or see as easily
@@jackcolson4745 I play with incredibly slow sens, 25inch 360. I will always be 10x times faster than a controller on max sens. I play on 103 fov. Higher fov will actually make targets appear to move slower near your crosshair but are further away so they are smaller. So there’s a trade off. Personally I think max fov would be better if I could see better. Easier for me to track slower moving targets but then it also makes it so hard for me to see people across recharge. Maybe I could adopt the put your monitor in your face thing that pro pc gamers tend to do.
Watching summit1g talk about sweating and lifting weights whilst the controller player dances and messes around and still Kills the MnK player, perfectly explains how I have felt raging for 7 months
@@massformationpsychosis7681 Kinda reposting this, but if movement was floatier and slower to respond, and if kbm were given the same bullet magnetism as controller (it's actually not enough for controller either), both inputs would be more even.
Explains why when you get descoped and suddenly you're aiming into the sky. As soon as you are not on target from being descoped, your aim is no longer locked within the targets precise outline, your aim is full sent to the direction you were ftryin to fine tune/aim while on target.
The description of floats is wrong, just to clear that up. Float 32 is no different from "float". If you wanted anything above the 32bit float value would just be called double. These are the same values but 343 messed things up that bad where people think something is different. Also, Auto aim angle is just the size of the AA cone, while it's the magnetism size and range + deviation angle (connection/desync) that gives you that "wrapping a bullet around a corner" effect.
Guys if you want that to change,go on halo support and file a ticket,they could add a different acceleration curve and aim assist settings,we just need to show them that we want those options
Part of the issue is related to Red Reticle doesnt engage on Multiplayer, but when I played the campiang it really feels good... so, RR needs to be present on Multiplayer
This is amazing content! We need more content creators like you. Absolutely earned a sub from me and I hope this channel gets the attention and praise it deserves!
Tbh halo is meant for controller not keyboard and mouse that’s why if you want to go pro on halo controller is the way always been sense it’s release. Cod,apex and fort all those are meant for both I believe 343 is siding to controllers more cause that’s the main community,keyboard and mouse came later on.
I started playing Halo Infinite with the controller and I was missing every shot. It felt like there was no aim assist whatsoever but the moment I picked my mouse ans keyboard then boom! and I'm hitting every shot. What is this game?
Very good video I wonder if instead of degrees Infinite is using radians? (0.1 radians = ~5.7 degrees) Maybe it's just some arbitrary unit though, just spitballing. I was struggling to put my finger on why aiming feels so bad at times, but I feel like you have to be right (given, could be confirmation bias). Either way, really hope we see 343 change some of these settings around.
I have issues with the br when people are corner peaking back and forth. The aim assist will push my aim off the corner (as if its trying to track the character running instead of peaking back and forth)
Once an enemy slips behind cover, it turns off entirely. Combine this with the low inertia jiggle peeking of infinite, then this tactic has no real counter.
Oh thank God I'm not crazy. It always felt like infinite had no aim assist in some instances and then insane aim assist in others. It's the worst of both worlds in a way and I really hope 343 adress this because right now it's biggest reason I stay away from the game, it makes just playing frustrating.
I refused to believe I was crazy. There's times my aim is perfect and then there's times it starts perfect and then it goes all over the place like aim assist turns off mid gun fight
@@ryenmoore4606 fr it's actually ludicrous
this explains why some players i encouter are gods in some situations and aboslute trash in other situations....
I played it at launch but found it to frustrating to aim and get kills so I just went back to MCC and BF4. Glad to know it’s not just me
Oh I always have felt no aim assist
Instant subscription, this is the kind of technical, in-depth, and nuanced discussion of Halo's mechanics and is hard to find in the community nowadays, especially regarding the games engine's. Can't wait to see more!
yeah i mean you mention this and people will say youre just bad at the game
Halo Infinite was made for bad players.
same
This very much explains as to why I’ve been feeling like halo 4 felt much better than 5 and infinite and why infinite has not been feeling good at all.
I didn't think 5's was that bad but definitely 4's still had that tight feel. I think that's why gunplay was still super satisfying in that game despite it's shortcomings
halo 5 beta felt perfect. then they changed how the aim worked and it killed me...they made it trash when it was perfect.
@@YeshuaForeverLives I was saying for years that Halo 5's aiming was changed, and it felt awful. I just got told to "git gud". The game never got changed, so now I play Titanfall. Glad I haven't bothered to try Infinite, though if they fix this I'd definitely like to.
@@EingefrorenesEisen it's a shame. Always changing shit that doesn't need to be changed, ruining it for the hardcore fans.
@@EingefrorenesEisen how is MP in Titanfall these days? I've heard varying opinions and am thinking about revisiting, at least for Titanfall 2 campaign.
Halo 4 was the last title where the shot registration felt crispy. And I never played the 5 beta so I can't comment on how it felt at the time but I sure didn't like it when I finally got around to giving it a try.
silver lining is, if im understanding this correctly, is that someone at 343 who knows how the values work could make the area where reticle friction activates bigger, it can be fixed. Thats kinda the story of infinite overall, it CAN be fixed, but its taking forever and thier priorites are all over the place, likley due to incompetent higher ups, a spagetti code game due to over use of contract workers, and being very understaffed post launch.
edit: sides submitting bug tickets, spreading good feedback like this on the forums and the social media of the 343 comunity folks has worked to make good change in the past, the challange ssytem, while still very bad, got significantly better due to this. We need to put good feedback like this where 343 devs will see it, and thus will have material to use to learn on thier shitty bosses.
I can't hit anything aiming is so difficult in this game when you're used to older Halos
I decided to try infinite again after about a year of not playing it and holy hell the aiming feels so much worst than when I last played. At first I thought I was just bad at the game after not playing for so long but after awhile I started to realize the game itself just had even worst aiming mechanics. I went into a game against bots to see if I was just having connection issues but no it was still the same tedious and frustrating effort to aim with certain weapons. The br retical does not match well with the bullet trajectory at all because of the magnetism issue even when the retical is red I legit would still miss all three burst if the vertical bars in the retical were not lined up on the target. It's even hard to keep track of someone 3ft - 4ft in front of you in this game as well. It just feels so bad to play now.
Thank you Chris, you saved me the time of revisiting this pos game after quitting last year. Ur the goat
Not only that too! I’ve spent dozens of hours trying to figure out why this game feels off and instead, the toxic halo community tells me to get good (I’m a K&M player).
Guns like The Stalker Rifle and Sniper feels Horrible. When I fire with the br, I tend to miss one or 2 shots per shots. And some of the best players you see online (Mint Blitz, Lucid) are controller players. They make the games look easy, and yet even abusing movement strats like the pros and I still miss my shots some how.
I don’t understand why people are hyping up Season 4 saying the game is finally having content when the game is still a unstable broken mess
Worst halo game ever. Killed the franchise.
Exactly me too. After not playing after a while, aiming felt like absolute garbage.
I just never feel like I'm in control which is probably the worst thing you could possibly say for an FPS that's as fast paced as Infinite, between the awful netcode and shit aiming mechanics the game is nearly unplayable on Xbox one I cannot comprehend how anyone can stand to play it.
I always feel like I'm fighting against aiming in infinite. I don't know how many times I got my cross hairs on another player, just for the aim to jolt away from where I placed it
Straight forward explanation. Thanks for making this. There was a fluidity to aiming in previous titles and your Reach custom shows that. With Infinite lacking that space outside of the spartan and just being the spartan itself with magnetism, your reticle becomes clunky and jittery as you attempt micro corrections. And like you said, once your reticle is attached to an enemy, it's more difficult to snap it off, especially when you've got two people and you want to shoot the one who has less health but the other guy side steps into your reticle placement, so your reticle snaps to him. In a perfect world they would scrap this new system and continue using the previous systems.
HATE this I feel as though the game robs me of kills whenever it switches to a full health enemy instead of the guy I need to shoot one more time.
The only thing that makes me more angrier than auto aim taking me off a one shot enemy and putting me on a full health enemy is the damn blank melee. But I still love infinite
Exceptional video. Think you sealed the deal when mentioning that 343 essentially scrapped the original aim assist system from older games. Because that's definitely what it feels like whenever you play Infinite.
This. As someone who grew up playing well in older Halo games, it just felt surreal that only Infinite I feel like I need to readjust in order to aim, which is to rely more on my left stick than my right. It wasnt like that on older halo games.
I feel like the aim assist punishes you for trying to aim for yourself. 🤦🏽♂️
Maybe why some controller players say aa does nothing. They are trying to hard to aim themselves that it fucks with infinite's aa 😂😂
The game sorta does, stayed on mnk cause I hated that feeling of not aiming for myself
@@Unreal989 lol basically
The aim assist is so bad in infinite because of that. It needs to be toned down so badly. I've lost so many gunfights because of the aim assist screwing me over or getting torn between two separate players
@@imprxvised8219 so mad when that happens to me.
I go from one kill and an assist IF a teammate is nearby and aware to a death and no kill...
This video was incredible, best video I've watched in quite some time. Really great work, thank you!
I hate when people tell me that I'm just a bad player when I tell other just how god awful Halo Infinite's aiming is. I've been playing Halo for almost 20 years now. I know how Halo feels
Same man...
Same. Its mad how I actually started wondering have I just become bad at modern halo? Despite the fact I play amazing on mcc and the older games it's like muscle memory and in most matches get a consistently decently positive kd
Halo TMCC > Infinite
@@dxrgaming9710 same. I hop on MCC and I'm golden with the BR. Get back on infinite and I can't aim for shit. It's maddening.
Quick note on the value types (float, degree, enum). Float simply means that the value can include a decimal (ex: 10.257) compared to an integer (ex: 10). Float and Float32 are likely exactly the same where Float32 would refer to a 32 bit value (or 32 0s and 1s) this allows for precision up to 32 bits.
Yeah I think the new float is prob just a 64 bit float instead of the old 32 bit
Mostly:
float32 is composed of 32 bits but only has 23 bits of precision
I couldnt put my finger on why Halo 4 felt more like Halo than 5 and infinite. I figured it had to do with the engine but I had no clue what. So thank you for putting an explanation to this. Hope 343 does a reworking of this but I seriously doubt they will
Actually h5 was the same, but there was a glitch never solved who made your aim feel unresponsive
@@MrPronGogh93 no I’m not talking about heavy aim. The engine is heavily modified in h5, it’s more similar to infinite than it is to previous halos.
@@bananawingz8624 doubt: I recently replayed it and felt the same if not better. H5 still used reach engine and assets
4 felt nothing like Halo for me. (Never tried 5) Infinite feels a lot like 3 with new movements mechanics.
@@Silver4Hire halo 5 multiplayer is really good I never played it on launch, didn't play 4 at all bc of reach nostalgia and wanted to remember the good days. I only play one video game halo 5 because the skill you need to stay alive is pretty sick.
The game has forced mouse acceleration even if you have it off in the settings.
It has negative aim assist when you are using the sniper, the game pulls the reticle off your target when you're hip firing.
The game doesn't have proper Fullscreen support and on top of all that, mouse has less bullet magnetism
Infinite is built to give controller users a substantial edge. There are a lot more hidden mechanics that hinder MNK users.
@@JDMvids1105 yeah hou cannot flick with skewer or sniper rifle.
Halo always been controller game so if ya wanna roll mnk deal with it knowing It's diff experience. I think finally the sniper is dope u actually have to pull trigger on a head instead of those absurd flicks In h5 where they pull the trigger within 5 feet of enemies head. I actually no scope far better on this but it takes diff skill like moving around the map pre aiming where u would encounter. U can sroll flick too but gotta be precise
@@st_710 You know I get that, I understand what you're trying to say
But what I'm talking about is something technical, something fundamentally wrong in the game's coding/engine that gives mouse forced acceleration.
With this you can't be consistent with your aim no matter how much you practice.
This issue is beyond mouse vs controller and their ups and downs, this is something coded into the game that prevents you from aiming accurately if play with a mouse.
Notice how nobody or at least very few complained about the MCC.
I have no problems playing the MCC, I can play just as good if not better than controllers.
@@nagiaoe2434 no doubt but with the main weapons used in higher tier play (except commando) have not recoil/ bloom that actually matters if they didn't mouse n keyboard would be be way easier to fight in absolutely every gun fight situation. If both were set the exact same assist, accl, etc controller players would be getting shit on bad in a game thay has been controller since beginning of time. They simply added support for mnk to attract more heads n let's not forget this game gna be essentially in beta for another 2-3yr lol they thought they found a way to balance mnk vs controller n Shocker they fd that up too haha. I agree and stats don't lie mnk aiming is whacked n the Over corrected the balance issue they were trying to tackle on both ends. My guess is after they get this next szn delivered they will prly put some attention on tweaking the mnk vs controller balance as one of their "quality of life" updates.
Hopefully anyways but again they got bigger priorities rn than to sideline their already weak rd map to cater to the minority group within the total player pool that has trended down n down .
One other thing i do wanna say is mnk clearly has other movement /look advantages that could possibly be a beneficial role on a team with 3 controllers. Like how cod teams have ar, smg, snipers positions to execute strats n be able to contest all parts / lanes of map. Guess we'll see how the meta / tourney play progresses
What an incredible work,I knew there was something wrong with aiming,it feels like game fighting you when you trying to aim.
You earned a like n sub good sir
Thanks so much!
This video just SPEAKS to me, especially at the very beginning. Season 3 feels even sweaty.
Godamn this is such a good video. Perfectly sums up how gunfights in Infinite feel like you're wrestling with your controls first and playing an FPS second.
The reason why this has been happening is because 343i have been taking game balance/design direction from professional players, like TeamBeyond, and those guys expressly told them things like "make the autoaim area smaller" and "get rid of strafe inertia so we can change direction quicker and be harder to track". What they were hoping to accomplish by this was increasing skill gap by making tracking more difficult, but what it actually did was turn the game into a random mess where every duel is an exercise in frustration and every Spartan moves like a KovaaK's target.
This needs to gain some traction, ive always thought the aiming was off on this game and that the commando was so unreliable to headshot this but i didnt have the knowledge to explain it. Why they have changed this from legacy halo aim assist is beyond me
This is a great video and it sums up our concerns with aiming in Infinite very well. Easy sub 👌
Thanks for the sub!
Been waiting for this. Thank you!
On god I been waiting for this
This is incredibly valuable information for both 343 and people who want to make games that take inspiration from older halos
Instead of nerfing controller AA, they just gave mouse AA.
When you figure out how to play it it’s very smooth but it’s not intuitive at all. It’s like anti aim assist until you let go of trying to aim and just let the assist do the work
Looks like I'll have to let go off the stick and see how it goes as I'm generally decent enough at aiming for the head but then focus too much on headshots, even when the benefits aren't there at the start .
@@TH-camCensors dude he’s right for the first 4 months I was trying to do the aiming myself... but in reality you just have to use left stick way more then any other halo... it’s bs
I agree. I’ve won duels that I shouldn’t have by literally letting go of right stick when I first started playing infinite back when it released.
That shouldn’t be the case. Something needs to change.
The problem is that if the friction cone is increased on infinite, controller players will have nightmares trying to track that insanely fast strafe infinite has.
Definitely this. There has to be a more happy middle ground, though.
Simple fix, make straffing less responsive. A thousand pound SPARTAN is still effected by physics, you shouldn't be able to strafe as fast as you can in Infinite. Straffing should also make you less accurate, this is why weapon bloom was a good introduction with Reach, but people hated it because it was different. Dependence on straffing is a result of lazy game design, it's a crutch that players use because the gameplay is fundamentally flawed. Same thing goes for "Halo hopping", it's reared it ugly head again because the gameplay is lacking. This goes into why I keep pushing back the idea that people keep repeating, Halo Infinte has good gameplay, because it doesn't.
I already do. If my reticle is JUST outside an enemy's hitbox, the stickiness from the zone of friction is so strong that I either over or under correct. Makes sidekick battles especially feel horrible
@@Let_The_Foolish_Take_The_Lead
If you want weapons to behave that way play COD or something. Halo doesn't have to be like every other shooter.
Bloom was TERRIBLE in Reach and it just makes gun fights come down to luck & randomness because someone spamming shots can still get lucky & beat someone pacing their shots and players who are not even on target can still hit shots through sheer luck.
Rewarding the ability to keep your reticle on target while using movement (strafing, jumping, crouching) to throw off the enemy's aim isn't lazy game design. Discouraging movement by introducing accuracy penalties is overused and lazy in FPS.
I'll take jumping, strafing & crouching with weapons that shoot where you're actually aiming over spraying bullets at eachother while barely moving any day.
@blaine smith Did you really just say bloom was a good addition? Damn, just say you don't know anything about Halo next time
this video saved my marriage
Didn't expect to see you here, lol.
Thank again for making such a detailed analysis video. I see this as a major issue with the game, and possibly even an oversight, so I'm going to link this video to a bug report of the aiming system in Infinite and I would encourage others to do the same. Honestly, with the current state of Halo Infinite aiming I would much rather them just remove the adhesion all together if they aren't going to fix it another way.
@Critical Infinite Could you please use your software again to see if any changes have happened since the Season 2 update today? That way I can update my ticket accordingly? Thanks!
I think they could just change everything to prior halos stats and, if the mnk fill to much of a gap, they can have some sort of AA as well, but with look sens nerfed on the said imput
@@Lockshot dude have you noticed that aiming is a lot easier now? Like getting Hugh accuracy per game?
@@Cognitoman Nah I don't think anything has been changed yet.
I only play halo with mouse and keyboard so i really hope this brings attention to this so that it gets better for everyone
Thank you for this, keep it up. I just want them to make aiming more like classic halo again, more than anything else that needs to be addressed in this game
“Thank you for the feedback and we’ll look into it! 👊”
Honestly, this is getting aggravating. How was this not noticed in the 6 years of development? Not addressed during flights? This game shouldn’t have been delayed for an additional year. It should have been another 5.
I prefer halo 5 over infinite for their aim co sistency. Infinite dosnt feel smooth or even like halo
Holy crap, old Halo's aiming is basically a less aggressive version of FromSoftware's FCS (fire control system) from the Armored Core games! No wonder I felt so at home when aiming there when I started 😂
Underrated comment.
I've been playing shooter games since the late 90s and Halo infinite has the worst aiming mechanics of any game I've ever played. The developers need to completely rework how the aim actually works on controller. Great video, subscribed 😃
Thank you so much for the subscription!
yeah, man I hate that you relie so much on left stick for aiming in this game, the left stick should be mostly used for movement.
@@Cognitoman just so you know top players and pro players have been using their left analog stick for aiming since Halo Combat Evolved. I heard that the developers that implemented the aiming Mechanics for Halo infinite we're mostly keyboard and mouse players LMFAO so they have no idea how a traditional Halo is supposed to feel on controller when you're aiming. It's sad they really need to go back into the coding and figure it out. Everything about infinite is still considered in Alpha or beta phases if you ask me. Srry for the rant
@@Figway55 I use mostly right stick for aiming in all the other halos besides halo 5 and infinite, and I’m 35 and been playing since halo 1 demo. I’ve won tournaments and have a ton of experience with halo, and I’ve never used mostly left stick for aiming
@@Cognitoman I'm 35 as well and have played thousands of hours of Halo 2 and Halo 3 MLG. I'm not saying those players only use their left stick. They use both. I've won tournaments as well but it's irrelevant. 2008 Halo Pro Apok used his left stick a lot. I used to play with him before he dropped off the face of the Earth and he told me that he primarily plays on 2-3 sens and uses he strafe to aim. Obviously he uses his right stick as well. I'm going to go and Naded's discord and ask him to see what he says lol
Please keep these videos coming This is an amazing breakdown, im SERIOUSLY looking forward to you breaking down MkB. As a PC player I really like being able to play on MkB but I have been thinking about making the switch to controller and seeing if it really feels superior.
Also who was the blonde dude/the source video of the streamer at the beginning flipping out playing controller? Id like to see that whole thing
Dude you don't know xQc?!
@@jackcolson4745 Now I do 👀 found what I was looking for, thanks boss!
It's Draco malfoy
Float IS float32... you are using a different program which will display units differently. I'll bet degrees are stored as a float internally in older Halos as well. Also, the angles in older Halos are in degrees, while I am assuming Infinite is using radians because it makes the math easier for built-in libraries. If you convert 0.11 radians to degrees, you get 6.3 degrees, which sounds about right.
They have made aiming more challenging which sucks because it basically benefits people who are genetically gifted instead of playing smart. The game is less about strategy and more about how your fast twitch is.
Great video, this really helps explain how bad the aiming system feels in Infinite compared to anything from MCC and even a lot of other shooters. Halo in particular used to feel very smooth and natural, like I could have full control over where my aim was placed. But in Infinite and Halo 5, it always felt like on controller the game just has a weird way of either constantly sliding my aim over and past my target, or not letting me make fluid micro adjustments. It is basically all or nothing with how it helps you, basically always being to little or too much, with no happy medium. The game almost perpetually feels like trying to snipe a teammate, but with all weapons.
It is crazy because on paper, the way it currently is in Infinite sounds great for increasing the skill gap, but in practice it just feels extremely inconsistent, unnatural, and frustrating.
Theoretically, could this problem, coupled with terrible de-synch, explain why some games feel way too easy and others way too hard?
No. Desync is a rare occurrence that even streamers who have played 100k games have only seen a couple times.
This is the only game I am considering switching back to controller. 343 has failed a whole demographic
I hate how the sensitivity changes depending on how long you're moving in a certain direction, it's so unpredictable
100% the acceleration is a mess.
To counter this I set my max threshold (the area of the edge of the stick where accel kicks in) to minimum, this also makes your response curve less severe, allowing me to run max sensitivity.
Set up like this you only use the edge of the stick for wide turns and use the inside of the stick for all aiming, this means accel never kicks in for aiming.
I actually run 5 accel to allow for fast turns but if you run 1 accel it will feel super consistent even when pegging.
The only aiming problem I experience is this weird phenomenon with a select few of the precision weapons. ESPECIALLY the commando. It feels like I'm shooting "just past" somebody's face, like he's skirting to the side of the bullets. Hitting a horizontally strafing target is very awkward. The reticle will be head on but, no hits. Stalker rifle is pretty bad about this too. It's frustrating but it also breaks the immersion a bit because it truly feels like you're hitting them. But then it FEELS like the bullets are projectile. It feels like I need to be leading my shot, that's what it is. But they're hitscan!
I find the droves of "at it's core, Halo Infinite game-play is the best the series has ever been" people absolutely tragic because they are being listened to. They have destroyed movement logic. They have destroyed "look" logic. How else could you possibly gimp a shooter in a genre where these things are literally, at a fundamental level, a requirement for fluid gameplay? My wrist hurts during and after when I play this game. No other game puts my joints constant on the edge of pain from having to be constantly micromanaging my aim to the point that every interaction I am gripping my mouse as if I were tensely micro-adjusting a sniper rifle at long distance or flicking in close quarters. If I don't do this, I miss, and I play worse. This issue is exclusive to Halo Infinite. Movement speed is too fast, has no momentum, no inertia, just lightning speed sweaty micro-adjustments akin to Fortnite's unavoidable sweaty building mechanics. Aiming is busted too and aside from fluctuating FPS altering your mouse speed, and introducing invisible motion stutters, I have no idea what the heck is going on in that department to this day, though I have theorized.
What a colossal embarrassment, truly. MCC was broken on PC for years before it got "playable." Not fixed, but band-aided, given your FPS never fluctuates, and you have the perfect sensitivity for any given engagement range. Then you shovel out a premier "PC parity promised" release and it has the same issues as the last, only worse off. Absolute nonsense that I believe might just be broken at a fundamentally unfixable level at this point, considering "we're looking into it" turned into "we think we fixed it" then "we thought we fixed it, is it fixed" to radio silence and "wait for the next game lol idk good luck I guess." I doubt very much, unfortunate as it is, that these issues will ever be fixed. Not at the least without throwing time, and people, and resources at it, which they will absolutely not do because it isn't making them enough money. Could it have? Probably. Almost definitely actually. Not, however, after finally getting to releasing the long anticipated series on an eager platform, then breaking more empty unregulated "promises," disappointing willing fans and the newly interested, then tripping over their feet with half-cooked patches missing obvious fixes for half a decade while burning yourself out from the inside as a studio. -- I have to wonder: Why do I still care so much? At some point it's as if, "how dare you," but, I suppose my bad for being so foolish and hopeful. It's never as simple as we would like it to be or ever imagine it could be. Keep buying Japan man armor though, maybe that will fix the issue.
At 11:53, I don't think it's an entirely separate system for aim assist. In math, radians are often used for angles. 2pi is 360 degrees, and 2pi is ~6.28. 1.57rad is 90 degrees, so the magnetism angle for the battle rifle would be 5.73 degrees ((0.1/1.57) * 90). The AR is 6.3 degrees respectfully.
This explains alot. Thank you for this vid!
As a returning Halo player this just perfectly describes how this game makes me feel. I've been a console kid for the majority of my early teenage years, got a PC in 2015 and switched to PC exclusively in 2017. I always missed Halo and did end up playing a little bit of the MCC, but with Halo 5 not really grabbing me and a shift in interests it just wasn't enough to keep me. In comes MCC on PC. It's tough fighting controller players but most of the time it doesn't feel impossible. Played a fair bit of that. Then in comes Infinite. I just cannot compete with controller players. 7 years of experience and hitting 45-50% accuracy every game, it's just not enough. I feel like I'm just always one shot behind. I play for a bit initially because it's still a fresh game and even though it's frustrating it really hasn't set in yet. The lack of content and frustration eventually get to me and I end up dropping the game for a while, only picking up the campaign occasionally to slowly work my way through. About 2 weeks ago I hop back in, because man I just really miss Halo sometimes. It doesn't take long for the frustrations to return. But it was the first day back on so no big deal, second day I am so close to just quitting the game again, but instead I decide to plug in a controller and try to unrust. 3rd game in I'm matching my mouse and keyboard accuracy. 1 week later I'm shooting more accurately than I could ever hope to achieve on mouse and keyboard. Sure, there is probably some muscle memory left from my teenage years, but it's been so long it shouldn't play that big of a role. I should not be shooting this good after only 1 week of practice. Getting on target was the biggest hurdle at first but once you're on target the game just aims for you. It's nice to be able to hit shots consistently, but something is just off. It doesn't FEEL good, and I never understood why before watching this video. I thought it was mostly just that it feels bad that the game is doing so much of the aiming for me, but it goes a lot deeper than that. I'm sure that's also a large part of it for me at least, but man. I do have to say tho, getting on target doesn't feel difficult at all anymore. And again I have to admit that I have a lot of time on the sticks under the belt, but that was years ago. I'm rusty as hell. To me it feels like I can kind of just swipe my aim onto an enemy and then the game just does the rest, only needing minor adjustments to stay on target. I just wish there was more to it, you know. I feel like this must feel really bad for players much better than me too. There is the movement part, sure, but even with that I don't really feel at a disadvantage at least aim wise. Aim is such a big part of shooters and the skill gap of that is was more narrow than it ought to be. If someone is much better than me I deserve to be aiming worse. Meanwhile I'm 4 bursting just the same as them. It's not fair. Not to me and not to them. I'm still getting my ass handed to me because they know the game much better and have better movement, sure, but it's not nearly as bad as it should be.
Good video but there's kind of a huge flaw in your understanding of integer storage that led you to think Infinite has a brand new system. float isn't a thing as a system distinct from float32. float will always be float16, float32, float64. The face you see 'float' in infinites tags without 32 doesn't indicate it's bespoke versus float32, that's what's called an 'alias' and it's convenient shorthand.
Nice job on the video. Always interesting seeing how things work behind the scenes.
i'm not a super smart when it comes to all the in depth analysis like you, but I haven't been able to completely put my finger on why I don't like the Halo Infinite gunplay, and I think this is a large part why...
"Infinite doesn't help you control the game, it takes control of the game."
You know I'm kind of surprised that 343 went with this direction to balance AA. I would have done the anti thesis to it, i.e. the aim assist cone being as big as classic Halo games, but the adhesion and friction a small fraction of what it was. Why? Because it guides the player to the target while still requiring more input (thus more skill) to stay on target than previous Halo games.
I think you are right with your comments about the movement and inertia in this game. Not having to accelerate when strafing back in forth makes the aim feel wonky. Halo movement isn’t supposed to be jerky and hypersensitive
@@fubbyy5205
Yup. Agree.
This has been the very bane of halo infinite for me, I love halo and the fact that for every single halo game besides halo infinite, I've always done well enough in each match no matter the score... I just thought I lost it, that I'm just really bad at halo infinite because you still sometimes see people fragging. I have no clue as to why this issue didn't get any notice but thank you for addressing this, makes me no longer feel I'm stranded.
Glad to see this upload this morning. Enjoy your work man.
Seriously hate infinites aim assist. I used to love using fast sens in halo and the slow was great for allowing me to slow down and aim precisely. In infinite I feel I have to use slow sens because if I use fast sens then when aim assist turns off it will cause you to lose everytime. It also doesn’t help that the strafe speed is literally instant as well. The strafe speed and aim assist are easily my two biggest problems with infinites gameplay so far. Hopefully they change both at some point because the movement looks so amateur right now it’s crazy.
Ye but the strafe speed only effect everything that's not a br and the AR, that's why the whole Mera in comp is picking up an high dps weapon such as the mangler or the stalker, out dps the br, drop it and then finish the kill with the br.
Weapon such the plasma pistols and pulse rifle have no tracking, no aim assist and no bullet mag at all and they are so bad to use,let alone things like the sniper, the commando and the sidekick.
@@MrPronGogh93 strafe speed affects every gun in the game especially the BR. Getting 4 bursts in infinite is only possible cuz the style of aim assist halo infinite has. Without it you would understand how wack the strafe speed is. When I say strafe speed I mean how fast you go from full speed to the left to full speed to the right. Not how fast the walk speed is. I’m fine with the movement speeds in infinite it’s how fast you get to maximum speed when holding a direction. In any other besides infinite it takes a little time to reach full speed so strafing isn’t to op. In infinite when you move your stick to the left it instantly allows you to go full speed which makes strafing crazy. It’s a huge reason as to why mouse and keyboard isn’t possible in infinite. In a game where you have to hit 4 bursts of the BR perfectly and has overpowered strafing to throw your aim off you would be stupid not to take the aim assist that literally tracks your targets exact hitbox for you. The meta is not picking up a high damage weapon either. The meta is what halo has always had. Br for most things until you get a certain weapon or equipment like a sniper for example and play accordingly. I haven’t seen much weapon switching in pro matches. Id say BR and shock rifle are both very powerful rn and both require no switching. Only combo that was meta was the mangler melee combo I’ve seen.
@@jax6815 ah ok, you didn't see the video.
@@MrPronGogh93 I saw the video and the aim assist doesn’t really affect those weapons. For example when it comes to the commando and sidekick I don’t think they are bad just harder to use compared to a BR or AR. The commando in ranked is very good and most pro players pick it up over the BR even though the Br has better aim assist. The sidekick is also fine and most players in quick play nowadays use it over the AR. I think that’s a cool way to balance guns actually. The only problem I have with aim assist in infinite is that it’s not a bubble around the enemy’s it’s literally just their hitbox. Which means You don’t slow down when aiming near an enemy you slow down when your crosshair is on top of the enemy’s hit box. Which makes the tracking aim assist literally track your target during the fast infinite strafe. Which hides how bad the movement system is as well.
thank you so much for making these. i thought the aim felt off in halo 5 but i adjusted... infinites aim just feels too werid
Amazing video. Finally someone who completely understand why this game simply FEELS bad, with evidence as to why. I don’t care how successful I can be at the game, if it doesn’t feel good I don’t crave it. I really hope/wish they watched and understand meaningful input like this.
Damn your content is wayyy too good for the subscriber count! It is just a matter of time your channel skyrockets...
This is exactly what I have been looking for. I play in high level Onyx ranked matches and I just hate how the br fights feel in this game. It's more about "aiming" with your left stick instead of the right because you lose aim assist almost instantly.
Sure, but on both long and short range your are still forced to aim with the right stick, that's why, at least for me, at least once or twice per game I totally lose control of my crosshair like someone whit a 2 hours game time in total.
I’ve been telling people this shit... your aiming shouldn’t depend on use your movement to aim , unlike previous halos where you used your right stick a lot more
@@Cognitoman ye, I don't know where this whole "on halo you aim with the left stick" thing did come:I'm in this franchise since I was 8 years old (I'm 29 now), I started the single player with CE and the MP with h3. I always had to adjust my aim also with the right stick and definitely aim for the head. Infinite is the only one when I can forget about it and aim for the upper torso.
@@MrPronGogh93 yep... people keep saying “you always used left stick for aiming in halo” that’s bull shit.... I used my right stick mostly and could do crazy strafes to out play my opponent while aiming... with this game you’re just mirroring your enemy going from left to right lol... shit is lame... and I’m 35 have been playing since halo 1 demo .... and I was very very good at halo, so I know what I’m talking about lol
@@Cognitoman best part is mirroring can be reliable only on mid range for how fast and without "stopping" the strafe is, once an adversary get to close and you can't mirror his movement anymore, your aim just go off no matter what and like e everyone does, melee trade.
I don't understand how they could go from h5 to this.
Great work on the doc young blood
Subbed
Gotta love how this game has a pro scene too with this kinda shit lmao
Fr
Can’t wait for the mnk vid
Ur content is very good
This is a good breakdown, let’s also talk about how we are getting shots hitting us and not being notified by ui / shields going down / controller vibration until we’ve already been hit two or three times…
Honestly as someone whose been playing since the begining of Halo i describe myself in Infinite as a child learning to crawl and end up feeling like i've never played Halo before. There's no middle ground one game my accuracy is 50% another its under 10 like under 10 has never happened to me before in the franchise.
I've been a fan of mostly all 343's changes but this i cant stand.
Ran back to halo 5 and mcc. Haven't gone back.
Great content. I thought I was imagining it... but Infinite feels different from MCC
Great video. Hopefully some changes will come soon
Dude awesome video. Ive been crunching halo for 20 years and i love the videos that get into the development and computer sciences behind the game.
Aim assist really is something you have to explain to people why controller users need it. The stick is terrible for aiming. Without any assist, it's extremely difficult to aim.
Unless you use gyro aiming, controller users need the aim assist. Though from what I heard in this video, I guess it needs some work to be less hand holdy. I'm assuming at least. I have no idea how it feels.
And for those wondering what gyro aiming is, look it up and try it for at least 30 minutes. It does take some getting use to. But it does feel amazing if your hands aren't too shakey
Before watching I also discovered something.
I'm usually one of the better players, playing halo since CE and using controller all my life. Sometimes on infinite I'd be top 3, and other times, flat bottom. Sometimes it felt like I was playing with two left hands, especially on SWAT.
I found out it was because I would nudge my mouse which disables aim assist and doesn't always re-enable it on controller. Thing is you wouldn't know until playing because its not a visible option.
I gotta say this game needs a technical youtuber like you and I subbed I feel like if I may be bold with these styles of video and your contextual knowledge if you kept this up you could be the datto of the halo community
He;s not technical. The man doesn't know what a data type is. He called them units.
I knew something was up with Infinite's aiming. Every gunfight using a precision weapon always feels like a struggle where I'm constantly straining my hands just to stay on target.
Aiming with the sniper feels(felt) absolutely terrible. Let's not even mention no scopes.
And some people thinks this games feels like Halo 3. What a bunch of 🤡🤡🤡
Thanks for the video.
Just a lame emulation of a game made 15 years ago.
Halo 3 still did it better lol
This games AA drives me INSANE!!!! Being a MnK player I know exactly how it feels to be super sweaty when the controller guy is just getting easy 4 shots
Ya see this is what I needed, I thought something was different with the guns in infinite but I couldn't put my finger on it. I'm not going mental. Great in depth detail bro, mad helpful
I *knew* something was busted/off. People wanted to say I was wrong, but I’ve played Halo enough to know it felt off.
I'm more interested in the way mouse and keyboard works. I just don't understand it as In any other Halo game on PC feels soooooo smooth and controllable but this game feels like im constantly fighting the controls.
5:47 yes you can actually, you need to turn look acceleration off
Well I'm glad to see exactly why I hate the aim. I was so tired of people telling me I'm just imagining things and that I'm actually just watching the game play itself...
Sadly, this doesn't look like something they intend to or even could fix for infinite. I just miss what it was.
This exactly what I noticed I'm glad there's a full breakdown and actual coding.
This explains a lot of my frustration with the AR being so good and why the stalker rifle feels imposible to use right
I thought I was going crazy. So glad this isn't just me.
i play halo apex legend battlefield and call of duty on controller ... and i can say on halo infinite i feel off always... now i know why.. thanks man
i love halo, but infinite is on PC also and even though halo has always been a controller heavy game, they need to make aiming feel better with MnK and make aiming on controller feel good
Kinda reposting this, but if movement was floatier and slower to respond, and if kbm were given the same bullet magnetism as controller (it's actually not enough for controller either), both inputs would be more even.
@@jackcolson4745 for months now ive been saying in discords and reddits that the reason aiming feels so frustrating is cause of how the movement is. the strafing in particular is just so hard to track especially on MnK. at least on controller you have the benefit of aim assist slightly pulling your aim towards the target and helps track the enemies. MnK have nothing to help track strafes in this game, so it just makes gunfights boil down to you always slightly undershooting or over shooting everything all the while youre also trying to strafe and crouch out of the way and their controller is slightly pulling their aim towards you at all times. and ove brought this argument up in discords and reddits as to why aim feels so frustrating and all i get is “get good” or “you have bad aim” or that the game feels more responsive and yet games like apex are way more fast paced than this yet i can track easily, and that game feels just as responsive as infinite and thats all because the characters have more weight and momentum, and like id be fine with this strafe system if at the very least bullet magnetism is increased, especially since it only gets worse the higher your fov is which for the most part most people on pc at least play like 110+. and like halo on its own can be frustrating to play even with more magnetism and slower strafing at least to newer people, so increasing strafe direction change speed and reducing bullet magnetism and removing red reticle just makes the game even more frustrating to play
@@Kaimerah
Agree with everything, however I want to add that increasing fov doesn't decrease BM, it just appears that way because you appear to be farther away from your target.
So with that said, and with my somewhat minimal experience on kbm, you want your fov no higher than 100 so you can see your targets clearly, and you want relatively low sens, because the only way to match controller accuracy is to play like you have a controller. You will sacrifice turn speed but it's worth it.
@@jackcolson4745 oh ik it doesnt change BM but its just harder to hit people especially with the jiggle strafe shit people do. tho i have messed around with 100-110. i always end up going back to higher fov usually after playing other games and getting used to the higher fov again but also because of just how people can easily jump over you slide past you, or be in higher places that 100 fov just wouldnt see or see as easily
@@jackcolson4745 I play with incredibly slow sens, 25inch 360. I will always be 10x times faster than a controller on max sens. I play on 103 fov. Higher fov will actually make targets appear to move slower near your crosshair but are further away so they are smaller. So there’s a trade off. Personally I think max fov would be better if I could see better. Easier for me to track slower moving targets but then it also makes it so hard for me to see people across recharge. Maybe I could adopt the put your monitor in your face thing that pro pc gamers tend to do.
Watching summit1g talk about sweating and lifting weights whilst the controller player dances and messes around and still Kills the MnK player, perfectly explains how I have felt raging for 7 months
Also, MnK players have to deal with literal Anti aim assist
@@massformationpsychosis7681
Kinda reposting this, but if movement was floatier and slower to respond, and if kbm were given the same bullet magnetism as controller (it's actually not enough for controller either), both inputs would be more even.
@@jackcolson4745 im down for fucking anything as long as it balances BOTH inputs controller and mnk
@@massformationpsychosis7681 theres no anti aim assist or negative aim assist, its been proven false
theres no anti aim assist or negative aim assist, it's been proven false by t3h_m00kz and 343 said so as well
It's so awkward feeling thanks for posting this
Explains why when you get descoped and suddenly you're aiming into the sky. As soon as you are not on target from being descoped, your aim is no longer locked within the targets precise outline, your aim is full sent to the direction you were ftryin to fine tune/aim while on target.
Holy fuck dude.... this shit happens to me all the time....
I didn’t even think of that
The description of floats is wrong, just to clear that up.
Float 32 is no different from "float". If you wanted anything above the 32bit float value would just be called double.
These are the same values but 343 messed things up that bad where people think something is different.
Also, Auto aim angle is just the size of the AA cone, while it's the magnetism size and range + deviation angle (connection/desync) that gives you that "wrapping a bullet around a corner" effect.
Guys if you want that to change,go on halo support and file a ticket,they could add a different acceleration curve and aim assist settings,we just need to show them that we want those options
Part of the issue is related to Red Reticle doesnt engage on Multiplayer, but when I played the campiang it really feels good... so, RR needs to be present on Multiplayer
This is amazing content! We need more content creators like you. Absolutely earned a sub from me and I hope this channel gets the attention and praise it deserves!
I hope 343 sees/hears this one day and does something about it
This video needed to be made! Everyone share this!!! Instantly subbed!
Great video! Can’t wait to see more!
What mod tool did you use to mod halo? Did I miss that? I would like to learn and be able to know what changes they make in the future.
Tbh halo is meant for controller not keyboard and mouse that’s why if you want to go pro on halo controller is the way always been sense it’s release. Cod,apex and fort all those are meant for both I believe 343 is siding to controllers more cause that’s the main community,keyboard and mouse came later on.
Amazing video, can’t wait for follow up
I started playing Halo Infinite with the controller and I was missing every shot. It felt like there was no aim assist whatsoever but the moment I picked my mouse ans keyboard then boom! and I'm hitting every shot. What is this game?
Very good video
I wonder if instead of degrees Infinite is using radians? (0.1 radians = ~5.7 degrees)
Maybe it's just some arbitrary unit though, just spitballing.
I was struggling to put my finger on why aiming feels so bad at times, but I feel like you have to be right (given, could be confirmation bias).
Either way, really hope we see 343 change some of these settings around.
I've been playing mouse and keyboard and it is a massive handicap especially with BR and what do you know Ranked is all BRs.
We need to send this to big members of the community so they can spread the word to 343. This needs to change if this game is meant to last 10 years.
Dude yess
I knew something was off, No wonder it feels so different
Hidden gem, you deserve more.
I have issues with the br when people are corner peaking back and forth. The aim assist will push my aim off the corner (as if its trying to track the character running instead of peaking back and forth)
Once an enemy slips behind cover, it turns off entirely. Combine this with the low inertia jiggle peeking of infinite, then this tactic has no real counter.