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The gap in accuracy you mentioned between KBM and controllers isn't proof that aim assist is "unfair." It's evidence of how different the two input methods are. KBM naturally provides higher precision due to mouse tracking, while controllers are inherently less accurate without aim assist. That's why games like Halo and others need mechanics like aim assist—not to give an advantage but to create an even playing field.
As for the Reddit graph you referenced, it simply highlights the disparity when balancing isn’t done well. Halo Infinite initially overcompensated with controller aim assist, and when this imbalance became evident, the developers adjusted it to bring parity between KBM and controller. That’s not an argument against aim assist—it’s an example of how tweaking these mechanics can achieve better balance.
Aim assist isn't the game "playing for you." It's a way to ensure players can effectively compete regardless of their input choice. Without it, you'd alienate controller players in crossplay environments, as demonstrated in games like Call of Duty, Fortnite, and Apex Legends, where aim assist is widely accepted and successfully balances competition.
Instead of dismissing aim assist as unfair, the focus should be on refining it so that all input types feel viable. That’s fairness—not forcing players into one control scheme because the other is inherently disadvantaged
if you use an inferior peripheral then you should experience inferior performance that's how things work and you shouldn't get aim bot for making that choice. something that if I were to use I would be banned for because it's considered cheating. purchase a mouse and keyboard brother
While PC players benefit from precise aiming with a mouse, console players rely on aim assist to compete effectively. Without it, the balance is skewed, making it harder for controller users to contribute equally to the team's success. Fair competition is about ensuring that players on all platforms can perform at their best with their chosen input method.
So instead of dismissing console players, wouldn’t it make more sense to support features like aim assist that create a more balanced and fair crossplay experience for everyone?
And Vampire The Masquerade Bloodhunt didn't have it at first, and added it and died quickly afterwards. I was an Alpha tester in that game with a controller and I begged them to not add it and they did it anyway and it fractured the fanbase. I would not be surprised if the same thing happened here if they added it.
Controller users either need to learn to dial in their sensitivity and get better, or accept where their skill ceiling is. Aim Assist is a crutch.
And this is coming from a person who has used a controller in EVERYTHING for the last 15 or so years; including games with no controller support whatsoever.
This response acknowledges his point while also defending the idea that using different input methods is valid and part of the experience
Skill has nothing to do with the input options available; Skill has to do with how well you use those input options. Your logic does not track.
Either learn to adjust your sensitivity or accept that you suck. (And this is assuming you know how to not go full tilt on the sticks; if all you do is max tilt, then that is an actual skill issue)
I've watched it happen repeatedly with games; again I've been using controllers for 15 years even on games that do not support them.
If you care about the game at all and enjoy playing it you will learn to tune your sensitivity and accept your skill ceiling. The alternative is a rapid death for the game.
Also, even if they did add it, it wouldn't be in Ranked. Even Paladins, which has some AIm Assist in Casuals, has it disabled in Ranked, and that game has separate queues for Keyboard or Controller.
You'll understand when the arthritis gets ya; or you'll quit PC gaming.
Aim assist isn't a one-size-fits-all solution — it's designed with flexibility. Developers can fine-tune it at various levels (strength, dead zone, snap) to ensure it doesn’t dominate gameplay. It’s not about making a game “easier” for controller users, but about making it more fair in crossplay environments.
For example, in Fortnite, developers have implemented adjustable aim assist levels. This way, players can choose what works best for their playstyle, and the game doesn’t force a heavy-handed mechanic. This provides players with the option to play with aim assist, or without, depending on how much help they want.
In many games, mouse and keyboard players already have an advantage in terms of precision and speed due to the nature of the inputs. The point of aim assist is to level the playing field for controller users, who face limitations with analog sticks when compared to the precision of a mouse. Aim assist allows for more competitive play, ensuring that controller users aren’t unfairly disadvantaged in fast-paced combat scenarios.
Instead of seeing aim assist as a "crutch", it should be viewed as a tool for better balance and more enjoyable crossplay experiences. Game developers are constantly adjusting and refining this feature, ensuring it adds to the skill ceiling rather than reducing it. It’s about providing options, not restrictions.
From what I've gathered through these discussions, it's clear that the introduction of aim assist isn't about creating an unfair advantage, but rather about balancing the experience. Mouse & keyboard players have the benefit of precise aiming with high sensitivity and quicker reaction times, whereas controller players have limited mobility and sensitivity adjustment, which makes the game feel much harder for us, especially in fast-paced games.
One thing to consider is that, in many modern games, aim assist isn't overpowered or game-breaking — it's simply an adjustment to level the playing field. It's not about turning the controller into an aimbot, but rather making sure that those of us who use controllers aren't at an extreme disadvantage. Developers like in Call of Duty and Fortnite have found a balance, ensuring that controllers and mouse/keyboard users can coexist without ruining the experience for either side.
Moreover, adding aim assist doesn't mean turning off skill or practice — it simply gives controller users a fighting chance to play effectively. And if we’re looking for fairness, it's crucial that both input methods are considered on equal footing, not just based on which one is more “precise” but how each player can comfortably compete.
Another idea is to give players an option to choose whether they want to play with controller users or mouse/keyboard users. In that way, those who prefer more precise aiming can stick with their preferred input method while others can enjoy a more balanced match.
It's not about who’s right or wrong, but about creating a fair and enjoyable experience for all players. Aim assist in this context can serve as a means to make sure we're not at a massive disadvantage, and it should be implemented in a way that ensures everyone has an equal opportunity to enjoy the game.