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  1. I originally noticed it when just trying to find a sensitivity that felt right when the game first came out. If you slowly press the stick straight horizontal it is quite noticeable when you hit a certain point your reticle jumps quickly. That being said it has been noted and linked to on this forum a few times from the xim guys that it can be observed using their hardware as well. http://xim4.com/community/index.php?topic=42461.0 This velocity jump is what the aim acceleration option in games changes. The speed at which your velocity jump hits its max state.
  2. They added the velocity jumps post beta. So while the "aim accel" might be the same value as beta as long as the velocity jumps remain present it will never feel the same.
  3. Know where I could get the octagon map? Would love to mess around on this thing with some buddies.
  4. I am fairly certain that your sensitivity is the base speed. Then acceleration is used to increase that speed to a max limit. So on 3 sensitivy, 1 aim accel, you start at "base sensitivity 3" and increase to max over a very large period of time, max is another number, some increase "base+max." Using 5 aim accel you essentially hit base+max as fast as possible. So 1 significantly lowers reticle jumps due to acceleration from the default accel 3, while 5 is high enough that it happens almost instantly. Thus on both 5 and 1 you feel less acceleration in a typical fight, but for very differant reasons.
  5. I didn't watch the stream, but it was not included in the link...any word if this update will include the independent horizontal/vertical sensitivity options as well?
  6. Yeah, I have, it is in fact equally terrible. Agreed, not saying I played perfectly here, just that when something like this happens the roller coaster ride from high to low is exceptionally brutal. Who knows? lol. I'm not the best player, and don't play with the best teammates or get the best randoms. Obviously much could have went different so that this didn't happen, but the fact that something like this so easily happens is quite frustrating. Not saying I couldn't have played it better, but at the same time I feel like I didn't do anything so egregiously wrong that this shouldn't be a cap every time.
  7. Empire CTF may be the most frustrating experience I've had in any Halo. I'm not the best player in the world, when something like this happens in Halo it should feel great. Instead it felt terrible. Shortly after the clip I get killed and the enemy team caps and we lose. https://onedrive.live.com/redir?resid=EAD1C40636F9646B!397&authkey=!AI5-6ncpLUp2zGc&ithint=video%2cmp4 Sorry, I don't know how to embed the video into the post itself. First time using any of this. If any mod can edit the post to embed it, feel free.
  8. Sprint, thrust, clamber etc are all added to Halo in order to appeal more to the CoD generation presumably. Has anyone ever answered why all these feature of CoD make its way to the Halo universe but not lower TTK? Much of what is wrong with the game would work a lot better if we had an accuracy based weapon with a TTK along the line of H1 pistol. I just don't get why the game gets more and more features from CoD, but the TTK stays so high the game becomes more about running away then anything else.
  9. My 2 cents on the way aiming currently works. I have played Halo thousands of hours. The best analogy I can think of is this: Take a piano and switch a couple of the keys around so that C was G and E was F lets say. Now tell a concert pianist to "just get good" and play the damn thing. Technically speaking the instrument still works to full capabilities, but it's going to be quite frustrating. He may never become as good as he was before.
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