Dear Bioware: Please "remove" Aim Assist!
#76
Guest_Flies_by_Handles_*
Posté 20 octobre 2010 - 01:53
Guest_Flies_by_Handles_*
I sent a message to Christina Norman letting her know about the issue and this thread. I hope she is able to respond.
#77
Posté 22 octobre 2010 - 07:36
Flies_by_Handles wrote...
I'm fairly certain it's just an XBox problem. I checked the options multiple times and could not find anything to change the aim assist.
Don't expect things to change. Due to Varrying mouse DPI levels on the PC and the ability to snap in any direction nigh instantly Most PC games don't have auto aim Because that would make them less competative, However for some reason devs and pubs. seem to think console folks as less capable because they use an already lmited controller.
I hope your cause is effective because auto aim sucks the balls but my friend on the Xbox hasn't had any problems with it that i know of and from watching him play for like 3 hours i can say i've never seen a problem until now.
and due to the barriers both percieved and real in regards to Controllers vs keyboards. You probably won't get that great of a change.
#78
Posté 22 octobre 2010 - 08:41
This is related to one of my pet peeves on the PC, where the slightest contact between the crosshairs or target indicator, and a close object, will make a squadmate NPC set off their power on that object instead of the actual target.
Modifié par Killjoy Cutter, 22 octobre 2010 - 08:42 .
#79
Guest_Flies_by_Handles_*
Posté 22 octobre 2010 - 10:25
Guest_Flies_by_Handles_*
Anyhow, I have not gotten any response from Christina Norman. I'm not sure if I should notify anyone else in particular about this thread.
#80
Posté 22 octobre 2010 - 11:44
Wow, I'm actually surprised that this hasn't been brought up before .. but I guess my thread in the general discussion forum opened people's eyes.
It has been brought up many times before by myself and many others.
I still would like to see it removed.
my friend on the Xbox hasn't had any problems with it that i know of and from watching him play for like 3 hours i can say i've never seen a problem until now.
That's because you can play just fine without noticing it in many cases. When you use Adrenaline Rush or a sniper rifle with time dilation, that's when the trouble starts. Then it's incredibly obvious and throws off your aim all the time. If you don't use Adrenaline Rush and don't snipe, odds are you don't notice it.
#81
Posté 24 octobre 2010 - 07:00
#82
Posté 24 octobre 2010 - 08:00
#83
Posté 25 octobre 2010 - 11:53
#84
Guest_Flies_by_Handles_*
Posté 26 octobre 2010 - 12:44
Guest_Flies_by_Handles_*
#85
Posté 26 octobre 2010 - 03:16
#86
Posté 03 novembre 2010 - 05:27
#87
Guest_Shandepared_*
Posté 03 novembre 2010 - 11:08
Guest_Shandepared_*
#88
Posté 03 novembre 2010 - 11:52
Pacifien wrote...
Just doing some maintenance type stuff and came across this thread. There's actually a description from a developer as to how the aim assist is coded to work for ME2 (page 3). He did ask for player feedback, but at a glance through the thread, I'm not sure he really got anything more than a request to be able to turn the feature off.
That's interesting, thanks for the info! Since that thread is locked I'll post it here and my initial thoughts:
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I think a lot of people were saying #1 and #4 are the main culprits. It may even be that it's because the settings were tuned too low that the weirdness happens. I'm guessing the low settings makes it transparent most of the time, but becomes very noticeable when #1, #3, and #4 overlap during time dilation. #1's definition of "current target" may be the same thing as when you're roaming around a group of NPCs and interactive objects, it highlights the nearest one, and then #4 tries to track "current target," but is slowed down by #3 so the reticule never quite make it in time, which you notice more under time dilation. I'm not exactly sure what #5 does other than adjusting the camera to stay the same between "crouching" and standing.
#89
Posté 03 novembre 2010 - 02:42
Depends on the circumstance. I play mostly sniper Infiltrator. Had my problems with the aim assist, but not too bad. Then I switched to playing a sniper Soldier and the problem occurs all the time. I'm assuming adrenaline rush and aim assist do not like each other.Shandepared wrote...
It gets in the way sometimes, sure, but I think you're exaggerating how often it happens.
#90
Posté 04 novembre 2010 - 05:39
It happened to me allllll the time on my widow soldier. It's really irritating and always happensat the worst possible times. Doesn't Bioware know that console gamers have a reputation for being FPS junkies? We don't need that terrible aim assist to get a head shot, especially with AR. I know most shooters have aim assist, but nothing like in ME2Pacifien wrote...
Depends on the circumstance. I play mostly sniper Infiltrator. Had my problems with the aim assist, but not too bad. Then I switched to playing a sniper Soldier and the problem occurs all the time. I'm assuming adrenaline rush and aim assist do not like each other.Shandepared wrote...
It gets in the way sometimes, sure, but I think you're exaggerating how often it happens.
Modifié par tommyt_1994, 04 novembre 2010 - 05:39 .
#91
Posté 04 novembre 2010 - 08:09
tommyt_1994 wrote...
It happened to me allllll the time on my widow soldier. It's really irritating and always happensat the worst possible times. Doesn't Bioware know that console gamers have a reputation for being FPS junkies? We don't need that terrible aim assist to get a head shot, especially with AR. I know most shooters have aim assist, but nothing like in ME2Pacifien wrote...
Depends on the circumstance. I play mostly sniper Infiltrator. Had my problems with the aim assist, but not too bad. Then I switched to playing a sniper Soldier and the problem occurs all the time. I'm assuming adrenaline rush and aim assist do not like each other.Shandepared wrote...
It gets in the way sometimes, sure, but I think you're exaggerating how often it happens.. It really makes choosing the widow on the collector ship a hard decision to make.
I appreciate the developer comment that was posted, it shows that they went to a lot of trouble to try to make this shooter good on xbox. I honestly did not see the big problem here ( although with the videos posted in this thread I know that they do exist under some circumstances ).
Sniping with AR - I wait until the target pops out of cover ( I have the cross hair already over where I expect him to show up ), when he does I hit left trigger to zoom, then AR then take the shot immediately. If you don't have a headshot right away - don't take the shot because you won't like trying to navigate to the target under AR zoom. I played ME2 for a long time without seeing the problems shown in the videos.
I hope folks looking at this thread don't think the game is busted because of this problem. Its more interesting to play that any other shooter I've played.
#92
Guest_Flies_by_Handles_*
Posté 04 novembre 2010 - 10:36
Guest_Flies_by_Handles_*
Also, I don't recall people claiming that this problem happened all the time, just often enough to be noticed as a flaw that should fixed for the next game.
#93
Posté 05 novembre 2010 - 12:52
if people need autoaim then they should play on a lower level. that being said i say give the option to disable it in me3
#94
Posté 06 novembre 2010 - 01:09
#95
Posté 12 novembre 2010 - 03:38
Using a bolt-action sniper rifle and having to fight the aim assist while trying to get a headshot on a target that is moving sideways is very annoying. Instead of just putting the crosshairs slightly in front of the target and waiting for it to move into them, the aim assist tries to constantly lead said target as it moves. It's a crapshoot on anything that isn't standing still.
The console version of Battlefield Bad Company 2 doesn't have aim assist and has dedicated servers. That game is proof that consoles don't have to accept inferior formats. I wish more devs would follow that game's lead.
#96
Posté 10 décembre 2010 - 04:00
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I believe I found a work-around for the Zoom-Snap (which is the worst of the 5 IMO). (btw- I already posted in general, but they are incompetent in there.)
If you use the Right trigger to start your zoom and then switch to the left trigger (before you fire) then you don't get the Zoom-Snap towards your target. This only works when you're docked in cover though since otherwise the right trigger just makes you hip-fire.
Concerning the other types of Aim Assist:
Friction and/or Adhesion also suck, but more for me on Vanguard when I'm circling an opponent, the friction will keep my gun on the first target when i'm trying to aim at a second behind him. You have to compensate by yanking harder away from the first mob. These are also the ones that cause an enemy running in front of you to drag your target reticle with him while sniping.
The only two that are fine in principal are Bullet Magnetism and Aim Point Preservation.
Modifié par ScroguBlitzen, 10 décembre 2010 - 04:00 .
#97
Posté 10 décembre 2010 - 04:37
ScroguBlitzen wrote...
(btw- I already posted in general, but they are incompetent in there.)
Ouch, sorry for not meeting your expectations.
What about massive_effect's testing?
#98
Posté 10 décembre 2010 - 06:07
Praetor Shepard wrote...
ScroguBlitzen wrote...
(btw- I already posted in general, but they are incompetent in there.)
Ouch, sorry for not meeting your expectations.
What about massive_effect's testing?
Not talking about you of course
massive_effect's "testing" was also incompetent. He was zooming in on an empty map with NO enemies. How exactly does that test Zoom-Snap? You need to test it by aiming at a canister (or something else) when there is an enemy nearby. Zoom-Snap will pull your zoom towards the target as in my video:
It would be good for some people familiar with the problem to test my work-around.
Modifié par ScroguBlitzen, 10 décembre 2010 - 06:08 .
#99
Posté 10 décembre 2010 - 06:45
ScroguBlitzen wrote...
massive_effect's "testing" was also incompetent. He was zooming in on an empty map with NO enemies. How exactly does that test Zoom-Snap? You need to test it by aiming at a canister (or something else) when there is an enemy nearby. Zoom-Snap will pull your zoom towards the target as in my video:
It would be good for some people familiar with the problem to test my work-around.
I can understand what you mean with the test, but I'd like to add that there is also drift in the aim, as massive_effect showed, that makes the problem worse when firing from weird angles as I usually did in AR as a soldier.
I can try sometime this weekend to do further testing, but I think I've fired the way you mentioned here and there when i've gotten frustrated, but have not deliberate testing yet.
either way I also hope Bioware could provide sensitivity sliders or something similar to adjust the aim-assist on 360, maybe the sliders are set too low.
cheers:D
#100
Guest_Imperium Alpha_*
Posté 10 décembre 2010 - 06:56
Guest_Imperium Alpha_*
Gravbh wrote...
I fully support this. I primarily play on
the PC version now, but I did buy the 360 version first b/c that's where
my ME1 saves were and I hadn't considered using a save editor at the
time.
Using a bolt-action sniper rifle and having to fight the
aim assist while trying to get a headshot on a target that is moving
sideways is very annoying. Instead of just putting the crosshairs
slightly in front of the target and waiting for it to move into them,
the aim assist tries to constantly lead said target as it moves. It's a
crapshoot on anything that isn't standing still.
The console
version of Battlefield Bad Company 2 doesn't have aim assist and has
dedicated servers. That game is proof that consoles don't have to accept
inferior formats. I wish more devs would follow that game's
lead.
This is the truth :innocent: Aim assist suck - end of the line -
Modifié par Imperium Alpha, 10 décembre 2010 - 06:59 .





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