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hope this helps, gl
Moreover, the game involves complex skills and a lot of movement. For mouse and keyboard users, it's easier to aim while executing all these abilities, as they have precise control. On the other hand, controller users struggle to do the same—managing all the movements and skills while also trying to keep focus on aiming is a challenge. That’s why aim assist becomes essential in balancing things out and ensuring a fair experience for all players
take it or leave it
If you're still skeptical, remember that the decision to implement aim assist isn't about 'making things easier'—it's about fairness. Controller players don't have the same precision as a mouse, so aim assist is there to compensate for that and provide a smoother, more competitive experience. It’s been proven across multiple titles that when aim assist is properly balanced, it enhances the gaming experience for all players. You can still choose to play with a mouse and keyboard, but don't dismiss the validity of aim assist when it's been carefully designed to create an equitable environment for everyone.
At the end of the day, gaming should be about fun and fairness. Don’t force me to give up the benefits that have been incorporated into controllers after years of refinement and player feedback. It’s not about making things too easy; it’s about allowing everyone to play and enjoy the game on equal terms
The same game where KBM and Controller accuracy %'s were easily accessible and the community made a graph showing the absolutely insane gap there was in KBM and Controller users? (Source: https://www.reddit.com/r/halo/comments/r3es60/accuracy_stats_for_kbm_vs_controller/ ) The same game that literally had to add aim assist to KBM to even the playing field against controller aim assist. THATS the game you're talking about???
You can try to talk about "Fairness" all day long, but it won't change the fact that aim-assist is the complete opposite of being "Fair." There's nothing "Fair" about having a game perform one of its core, and most important mechanics for you.
The reality is that controllers are inherently different from keyboard and mouse setups. Games with dynamic movement, complex skills, and fast-paced action become much harder to manage without some form of aim assist on controllers. It’s not about giving an advantage but rather ensuring every input device is viable.
Players should have the freedom to choose the input that suits their preferences without being at a significant disadvantage. Disabling aim assist risks alienating a huge portion of players who rely on controllers, potentially harming engagement in the long run—as you rightly pointed out.
A well-implemented aim assist doesn’t hurt the experience; it enriches it for everyone. Crossplay should empower inclusivity, not divide players by input method.
Skill issue. Git gud.