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Wu Ip Man

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Everything posted by Wu Ip Man

  1. I agree. I also don't think human reaction time is as much as a limit when it comes to fps. Most of a player's thumbstick movement isn't based on reaction time. It is predominantly muscle memory and motor learning. If that memory is used on a consistent system, than the player doesn't have to actively react to the heavy aim or delay to notice that a difference does indeed exist. Deeply ingrained muscle memory is a part of that system's consistency.
  2. Sad, but true. Instead of spending money on scufs it could be going towards crypto currency.
  3. By now, it is safe to say you are correct. I myself have always used the word "reticule". However, after some reading, it appears that "reticule" was/is indeed incorrect. The origin of reticule is the latin "reticulum". Wikipedia (as well as many other places) incorrectly state that reticle is derived from the latin reticulum as well. The astronomer Nicolas Louis de Lacaille created the reticle for telescopes. To commemorate his invention he renamed the constellation rhombus to le Réticule Rhomboide. The translation to latin is "the reticle". Later, when his work was published, it was latinized and published as reticulum. This appears to be where the association between reticle and reticule originated.
  4. No hitmarkers for any kind of explosive or splash. Hitmarkers for other weapons so we know when to blame 343 for blanks and rightfully yell "bullshit" and "warrior" at the monitor.
  5. The aiming feels good on my laptop. I get like 20-30 frames. It would be nice if they would reduce the assist window size.
  6. It's like trying to play basketball in a hurricane.
  7. Alright. For those of you that don't know, I was able to play the first two days or so of the patch and then I went to work. I came back and started playing again a couple days ago. The aiming has definitely regressed some. It's still a lot better than it was... but it has lost the snappiness it had. It also feels like a new problem has developed. I don't know what it is but the best comparison I can think of is the polling issue that was theorized before.
  8. I'm inclined to think they lowered the tick rate. Shot registration is worse and I was regularly spawning into nades after the update. I'd take last gen shot registration for consistent aim any day. (Even though neither should be a problem)
  9. Has the aim sustained the level of correction that was implemented two weeks ago? I've been out of town on work.
  10. Edit: Since making this thread I was able to talk to someone who knows a lot more about the patch than I do. I was told that while the outer deadzones would feel different, I am incorrect in stating that they have moved. I was instead told to raise my accel if I wanted to replicate my previous sensitivity. That being said do not take the content below as anything more than a setting that feels good. I was playing 4,2,0,0 pre patch. Now I'm on 4,4,0,0. Hi all. Since the aim patch has come out myself and many others have asserted that the aim while consistent, has become permanently sluggish. In my frustration, I've spent the last 4 days trying to find the settings that make the aim feel like it did when it was nice and snappy. I've been on for 12 hours a day every day experimenting. While I have no actual data to offer, I would suggest trying a very simple change. Change your outer deadzone to 7%. Why? The speed of the sensitivities has slowed. I attribute this to a movement of the deadzones. Post patch 0 outer is so slow and unsnappy that myself and other have found that it causes one to over compensate resulting in the same overshooting that was present pre-patch. Through lots of dedicated time, I've come to the conclusion (based on my own experience) that the speed of post patch 7% outer is the equivalent to pre-patch 0 outer in a lan setting. Post patch 6% feels equivalent to the pre-patch 0% outer online. I used 4,2,0,7 and 3,4,0,7 to test because that is what I am used to. On a side note, I have found that 2 accel has "felt" the best with sensitivities of 4 and above that use the default 2 to 1 vertical to horizontal ratio. Additionally, (though I would like to spend more time on it) for me personally it feels that sensitivities that begin to move towards horizontal dominance do better with 3 accel as opposed to two. Again, this is all based on feel but I encourage everyone to try these settings out if you find the aiming patch isn't what you were expecting.
  11. One frame at 60 fps is 16 ms. Anything under 16 ms input lag or under will be equivalent. Which is most computer monitors nowadays. Crts can have an edge on monitors near that 16 ms input since older games run at a different native resolution and aspect ratio. Those monitors may pass that 16 ms mark from re-scaling and up-scaling. In that sense, it might be more fail-proof to use the crts with the older games for fairness, but not practical. Also, remember the first HD crts? The lag on them was insane. One of the biggest let downs ever.
  12. I thought for sure that Microsoft was releasing the Xbox one X to maintain their player base and slow the transition to PC. I was hopeful that it would work out. But looking at the games that will be available for it upon release, it looks like studios don't care about making their blockbuster exclusives for the xbox. Microsoft was too little too late. The games at E3 looked boring. Graphically they looked unaspiring. Personally I was expecting the hardware to operate at a capacity that maintained much greater graphical fidelity. The controllers are still the same. Cheap. The required 4k rendering and 1080 supersampling is idiotic. The cheesy upsell of it all was embarrassing. The only things Microsoft has left for them is the size of the new box, the convenience, and most importantly, the ignorance and inexperience of those who think the xbox is a great gaming machine. I'll always be a console peasant at heart, but the xbox is done.
  13. The announcement was a 4k update for hw2 when the xbox one x releases.
  14. Stuck with the 7 outer. 3407 is a bit more solid aiming wise I think. It will be my back up sense when im not using 4207. The 00 was just so slow. I tried 4400 and 4500 and it was just sluggish.
  15. I'm not saying 7 outer is a bad thing. It feels really nice. I'm just saying I was wrong about the deadzones moving. I'll test what I can. I'm about to get shipped out for work for a good month in a couple days.
  16. I was running 4,2,0,7. However, someone who knows more about the patch told me I was incorrect. I was told to simply raise my accel if I wanted the same settings as before. Pre-patch i was running 4,2,0,0. So I'm going to run 4,4,0,0 for a while.
  17. Yes. I had my accel on 3 as opposed to 2 and ran 9 inner or 8 inner and 7 outer for a while. Really just depends on your ability to control the micro movements.
  18. This test has been done from CE to Halo 4. I want to say it was Cursed Lemon that did it but I could be wrong. The AA has decreased every single halo since CE. As far as halo 5 goes, it feels like the biggest decrease in AA so far. I do know it has been decreased, but you'll have to ask a dev to get the information that details to what amount. I have to disagree about the reach dmr. Especially taking into consideration how must faster the sensitivities in the game were and the 30fps. Zooming in and shooting was a little bit harder, but I personally can't remember what change in the aiming mechanics was made while zoomed in. It could have even been the framedrops that the game suffered from. I'm sure as hell not about to load it up and play on 20 fps to test it haha. If you remember the difference that would be convenient. What you might be feeling is the size of the hitbox in which the slowdown occurs for H5. Slowdown occurs pretty far outside the normal player outline. The previous games had a greater slowdown factor and also incorporated aim that follows players but didn't fall too far outside the outline. You can see an exaggerated version of the aim tracking with the spnkrs that was present in previous halos. Or if you have battlefield one there is a separate option for it to play around with. The h2 Br has in h5 has the auto aim that it had in halo 2. Compare it to the new br and you will immediately notice a difference. As far as aiming in CE goes, skillful shooting was a part of the projectiles. The aiming itself was pretty easy. It was easy because it was good. It was calculating where you actually needed to be aiming that made it skillful. For halo 3 it was essentially the same case... Online. On Lan halo 3's aiming and shot registration felt unbelievably similar to halo 2. However, Halo 3 had an awfully low aim acceleration. Halo 3 was difficult online because the placement of the auto aim was displaced with lag. To state it another way, the slowdown box would be behind the spartan model. It didn't update properly client side. The problem got worse depending on the latency. It was it's own version of heavy aim. The game's aiming didn't function correctly online. I'm not saying the aiming wasn't skillful. I might even go as far as saying that if it performed online like it did on lan, it was the most effective aiming we've had that still had a balanced skillgap. But on LAN the aim was easy. In my personal opinion, I don't think the aim should be extremely difficult. The reason being is that we are playing on consoles. Controllers are crap for aiming. It's like making a difficult racetrack for a escalade. I think that the skill gap should be widened by focusing on other factors. Just my opinion though.
  19. It's easy to see why. After Halo 4, MCC, and Halo 5, it's hard to expect consistent competence. Honestly though, my experience with it on lan was good. The aiming felt miraculous. I think the system was changed and based around the starting weapon when the game was in development. Auto aim was greatly reduced, bullet magnetism was increased, and the range at which auto aim is effective was reduced. Not to mention we now use a single shot weapon. In theory it seems like a good idea to increase the skill gap. However controllers are always going to be inferior for input. I think they overestimated how precise people were going to be with the xbone controller. Personally I think it would have been better to increase base movement speed / mobility, keep auto aim the same, the range for auto aim the same, and bullet magnetism less (and off setting the lowered magnetism with better servers). They tried and failed. Things just didn't come together. That isn't to say they are incompetent everywhere. I've seen 343 do a lot of really intelligent things as well.
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