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r/Empulse • … • u/NEED_A_JACKET

Devs, please consider this for aim assist:

Aim assist is necessary for it to be cross-platform. An unfortunate truth for MnK players. But I think what we hate about it and what controller players want from it aren't the same thing.

Make the aim assist as strong as people want it to be, but make it human-like. Specifically; **make EVERYTHING the aim assist sees be delayed by \~150ms, and it aims at a predicted target from it's outdated information.** From this alone you get human style reaction times, overpredictions, slower responses to movement changes (eg. not perfectly tracking them up and down if they jump) - but for a linear or ballistically moving target they get good tracking. Predict their movement with some degree of intelligence, EG consider things like the collision with the environment stopping the player's movement, basically run it through the same movement logic of 'what would happen if they continue with the same input' including sliding them along walls and so on.

Alongside this, **make the aim have acceleration/deceleration** which makes it appear more natural. This is where the "any strength they want" comes into play. They can exaggerate the strength of the pull, but they're exaggerating the "human-ness" too. So they are overshooting targets more in order to aim faster. At a certain point, they would not want to just max out this value because it would start to degrade their aim, it would be more a personal preference thing based on their own natural aim.

***With just these two things, you can have aim assist that FEELS really strong, fast, and responsive, but actually isn't inhumanly overpowered.***

The worst thing about aim assist is seeing it kick-in before the player actually responds. I notice this a lot in killcams where you see their aim jerk onto you then their actual response on top 200ms later. Or where it looks like it's perfectly tracking unpredictable movements up and down. Or coming to a perfect stop on the player.

I've wanted to make a video on this topic for a long time but haven't gotten around to it, but I do have some implementation of this for an NPC/"aimbot" in Unreal Engine where it's entirely doing the aiming but in a way that roughly approximates how a player would aim if you'd like to see. And I think taking some of those same type of elements but layering it with their actual input would keep everyone happy, whilst avoiding the "look at how strong the aim assist is" video's that are likely to come up.

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