Nochmal zum Aiming, das offizielle Forum ist voll davon.
"Don't listen to the people saying to 'learn to aim'.
I'm a seasoned Halo vet and know, exactly, what you mean..The turn speed is much slower than it should be for each setting (1-10) because the game is relying on low sensitivity for, say, the first quarter-second before kicking in the aim-acceleration.. In theory, this seems logical in order to eliminate deadzones, as much as possible, without sacrificing stability. The problem that arises with "Halo" is that when your battling another player, it feels as if it is nearly impossible to properly adjust your crosshair while each of you are both attempting to out-strafe one-another (specifically, in close-range battles).. For example, my opponent is, say, about 1 or 2 warthog lengths away from me.. Rather than strafing in a quick and sporadic manner, my opponent opts for the "longer 1.5 - 2 second strafe - opponent wins the battle..THIS SHOULD NOT BE THE CASE.. The opponent wins the battle due to the, ridiculously, low aiming output that occurs, briefly, after moving the aiming stick in whatever direction, preventing the player from keeping pace with the other player situation.. In this case, the player isn't losing due to, their own, incompetence but, rather, they are losing these battles due to incorrect underlying controller functionality. An alert and competent player should be rewarded for their actions, in a firefight, if they did what they were supposed to rather than feel 'powerless' due to the lack of controller responsiveness in-game.. This is only 1 example for the purpose of attempting to describe the issue for others.(Yes I get that we are trying to out-maneuver our opponent in in order to emerge victorious, however, each player should have the ability to work the sticks in the same manner that we had been able to in past Halo releases. Currently, it feels, as though, the controller is being taken out of our hands, in these scenarios. That had not been the case until Halo 5.. Please, don't cry foul over this with the "well i should be rewarded for my strafing not the other way around so 343 shouldn't change the aim-stick functionality and.. blah blah blah..FALSE: Player should be rewarded for using BOTH sticks, equally. The way that it had, always, been in the past. There's plenty of players out there who will still fail to a good strafe, whether they have a responsive aiming stick, or not. Trust me.)I played the beta and the turn sensitivity felt much more on par with Halo 3, actually (i had been playing both games during the beta period) The fine adjustments didn't seem as 'sluggish' as they do now. The game had extemely low aim-assist, almost, non-existent target friction so I kept my sensitivity low (and that was fine). I was able to play on 2-4 range setting and battle players in any situation and at any range without any complaints. Final Build: I'm playing in the 7-10 range to compensate for the fine-aim problem and it is causing me to fumble at the opposite end of the spectrum, from time to time. At first, I thought the game had some sort of underlying "target-friction" bug that was preventing me from swinging my aim back over a player that I had been trailing with my crosshair because my turn speed that I had set was much higher than the speed that I had been turning while attempting to center my aim onto the player but it, typically, would not catch up to my opponent. It seems as though 343 decided to utilize this sluggishness close to the dead-zones as a means to compensate for the game having such low aim-assist, however, I feel that it has created new issues. All we really need is some sort of slider and/or toggle to adjust this area and the problem will be solved, hopefully.OFF--LOW--MED--HIGH (or something similar)I, truly, hope that a member of 343i takes notice to this because it is ruining the game for me,
Sorry für den langen Post, mache das vom IPhone aus. Kann das einer mal bitte in nen Spoiler packen?