Forum Discussion

SolitaryMassacr's avatar
4 years ago

please please please - BUFF AIM ASSIST!!!!!

Okay, now that I got your attention ๐Ÿ™‚

Yeah ignore the title.

What I want is a NEW aim assist mode. I wouldn't even call it "aim assist" but an aim slow down.

Here's how it works:

Player has sensitivity on controller set to 100 (using easy numbers here, all arbitrary)

Player is aiming at an opponent (there is a box region where this kicks in, like aim assist)

Now the player set a percentage (0 to 1) - For this example, we will use 0.4

The 0.4 is multiplied to the controller sensitivity (in this example, 100), so 100 * 0.4 = 40.

This 40 value, is now the new controller sensitivity - BUT only when aiming at an enemy

I can add some more examples and graphs/figures/what have you if needed. But basically it is a user controlled percentage that slows down the sensitivity when aiming around/at an enemy, this will also remove the standard aim assist currently in play. I would absolutely love this to a million bazillion ๐Ÿ™‚

Thanks for reading! Let me know your thoughts and boost this up to see if EA will do it

19 Replies

  • @SolitaryMassacre This is already kinda how aim assist works in AL. As best as I can tell, AA works in [mostly] two parts: first, your turning extra yaw cuts out when you are aiming near an enemy, which effectively increases your sense. Second, a portion of the target's motion is blended with your own controller input, and there's some smoothing of excessive recoil relative to when you start firing. So, if you miss your target, you'll tend to "lock on" to the space next to it.

    To see this in action, join a buddy in the firing range and turn on friendly-fire. Dance around each other with Eva 8's without shooting, and you'll get a clearer idea of what AA is actually doing (even better, switch between console and PC AA settings).

    The need to lead your targets comes from the delay introduced by input smoothing and blending as it reacts to quick changes in direction. If AL uses predictive motion algorithm (which it probably does), this will also cause AA to slip and miss in some fast-moving situations.
  • nebwise's avatar
    nebwise
    4 years ago
    @RevMainPls Have you tried playing without AA on console? It's a jittery, shaky mess. Consoles currently max out at 60fps, and tend to dip to 20-30fps. They just don't play smoothly enough to handle it.
  • nebwise's avatar
    nebwise
    4 years ago
    @E9ine_AC Just have everyone use the PC aim-assist value. I've been running it on PS4 and doing fine.
  • pandareno1999's avatar
    pandareno1999
    Hero+
    4 years ago

    @nebwise wrote:
    Just have everyone use the PC aim-assist value. I've been running it on PS4 and doing fine.

    I think given that Respawn is obviously adamant about crossplay, this seems like the best solution.

  • I agree, I watch PC players and they have no gun recoil. Meanwhile console players have recoil and our "aim assist" doesnt work that well. Go to the fire rang e and see how that "aim assist" still throws your gun all around the target 

  • It is a bigger advantage up close for sure but if you remove aim assist from a controller completely, then yea, controller would be much harder to aim with than a mouse.

    Only solution is no m&k/controller crossplay or remove the auto rotation from aim assist and just leave the slowed sensitivity.

  • TCG_Maximus's avatar
    TCG_Maximus
    4 years ago

    It actually already uses the slowed sensitivity effect. They would just need to remove the auto rotation and then it would just be that ๐Ÿ‘Œ

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