Using Halo 5's version, the lower the value the longer it takes to cap. This controls how fast the turn acceleration takes to cap. Turn Acceleration Time: This was an option in Halo 5, and equates to the Extra Turning Ramp Up time in Titanfall 2.Separating sensitivity and acceleration allows you to potentially remove turn acceleration and just play with a high sensitivity(much like CoD does), or play with a low sensitivity with a high acceleration(much like Halo) or any combination in between. The range of this slider would go from 1(to disable) at least to the default turn acceleration in the classics(something like ~2x multiplier), with the default being what it is normally. Turn Acceleration Multiplier: This option would control the intensity of the turn acceleration.If the value range was kept the same for the normal sensitivity(10 Insane), this should be bumped to 20+. This should be increased so the general sensitivity cap can be a fast as the current max turn rate with acceleration. Increased sensitivity cap: If you look at the sensitvity *without* passing the turn acceleration threshold you'll notice the general sensitivity is quite low even when the cap is maxed.This can be preferred for players, but being able to set them equal would allow us to get correct diagonal movement. One of the main issues different axis sensitivities can also cause is make diagonal movement incorrect, with bias towards the more sensitivite axis. Halo seems to have lower Y sensitivity than X, which is common in many games, but this can feel unnatural for some players. X and Y sensitivities: This is important for a few reasons.This would remove the inward spike seen in the graphs and compareable to Reach+ deadzones, and also make diagonal acceleration feel consistent to the cardinal movement. The acceleration and outer deadzone should occur at the same distance from the deadzone. This would be important for the classic titles. The extent of the requested options aren't the same though, and the only real difference will be a second inner deadzone(square and circle) to preserve and customize Halo's square/ish deadzones to the player's preference. This probably would need to be a separate page(a 'remastered' aiming tab), since separating sensitivity and turn acceleration might cause some confusion.Īlso, most of what I'm requesting is already present in Titanfall 2, so for those familiar with how those feel, that's largely the result these requests would achieve. Now before I get into all the changes, it'd be important to be able to keep the current controls in case players prefer that, but it would be awesome to have a toggle to see the aiming given more options and the aim mechanics improved, ideally with universal settings between all the games. While Halo 5 added some options, the inner deadzone options were incorrect(only controls the circular portion-which the values were correct for relative to the remaining range) and the Turn Acceleration only controlled the 'rate' of increase, not the multiplier itself, so it'd be good to see those fixed if implemented. These aren't good things for smooth aiming, and many of these mechanical flaws become extremely obvious when using the Eyepatch Skulls in the Anniversary titles. None of the deadzones are circular, all of them are large(20+%), large regions of the stick don't register diagonal movement, and the acceleration jump is very poorly normalized in the original trilogy so you have radically less range of motion in the diagonal regions than you do for the cardinals. I made a reddit post a while back displaying all the deadzones of the core Halo series, which you can see here:īut as you might see from those, there are quite a few issues that become hugely obvious when looking at the graphs. All of this might be too much to ask for even if 343 was made aware of it, but I feel this would be a huge improvement to all the Halo games. I know there's a stickied topic with the wishlists for the update, but this is too much info to push into a few comments. I've heard the MCC was getting some large updates and I'd like to toss in my feedback for the aiming.