aim assist test results

Call of Duty Ghosts Wii U

aim assist test results

sorry i couldnt post a video i dont have a capture card.

the wiiremote features a snap on aim assist. this aim assist only works at mid to long range, there is no aim assist at close ranges. There are no other forms of aimassist for wiiremote.

DA has less formes of aimassist as it does in blackops 2, but it is still there. the game slows down your turn speed when you aim at or near an other player. the area surrounding the guy that the game slows down your turn speed is the same area that the wiiremote aim needs to be in to snap on. DA aimassist will not follow the a moving player but it will turn your screen if you are moving. the aim assist will however make it a little easier to hit a moving player.

without aimassist. id give the advantige to wiiremote if you turn it off. but i did notice that when you zoom in the transition from hip to ADS seemed to happen the moment you pushed the ADS button, there was no noticable gradual transition or when you are in ADS transition, this will effect some wii remote players overall but not all.

now the effects of aimassist, its recemended that DA sidestep when seeing any player, the wiiremote aimassist is stronger for any wiiremote player with decent skill, but do to the fact it doesnt track the player, moving around will help you survive against the okay wiiremote players but do little to nothing to the wiiremote pros. DA will lose do to the fact they cant aquire the target and there aim assist will often take effect 2 late, but if the wiiremote snap doesnt work, from that moment on the DA has the advantige, this will help them keep there target in view, but the game will not track the target so you need to do this manualy though the aimassist will help you do it manualy.

what id do to improve this: 1. add settings for how the wiiremote ads transition works, imediat: how it is currently, the ads options take effect whenever C is pressed, the slight flaws to those who dont like it will be hidden by the aimassist most of the time. 2. transition, this style will have the settings change as at the same speed of the ADS animation, this will feel more natural to some andn what id probly select. and 3. after the ADS animation is complete, this simply waits before transitioning into the ads animation, there are people who will prefer this. i personly would go with 2, but i did feel a stutter like effect do to 1 which did throw my aim off slightly.  it may help to have the ADS and hipfire settings identical to also hide the slilght stutter from the transistion.

Level 22
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32 REPLIES

Re: aim assist test results

in reply to T-boss

id fix the transition as said above, then remove wiiremote aimassist, then nerf DA aimassist to slow the turning speed down by 50-66% ruffly.

Level 22
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Re: aim assist test results

in reply to T-boss

lol I'm sorry but when I read the title my eyes shot over to see who wrote this, I thought it was going to be a corrupted troll thread by nintendon't

But,,,, if your findings are correct that is really good news about the DA's aim hold my hand assist, and at least should be the final nail in the coffin for any quickscopers. The wiimote won't effect me because Inever have and never will use assist. Can I ask you something other than the assist test, have you done any ads speed testing on both controllers, some feed back on that would be great, but thanks for this btw

Level 21
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Re: aim assist test results

in reply to WiimotesRus02

I'll tell you that the ADS lock is gone so you can smoothly turn the screen after you ADS, but the turning speed is far too slow.  Trying to kill someone with stalker is almost impossible due to the fast kill times.  Though the settings between this game and BLOPS 2 are identical, the slow ADS turn speed seems to be a bigger problem.  Then again this whole "die instantly" deal is probably more lag than anything else.  I'm not sure yet, but that almost has to be it.  It's just different then BLOPS 2 so it's taking me some time to figure out what is going on.  In BLOPS 2 you would fire, get no hitmarkers, then the other guy would just drop you.  In this game, you get the hitmarkers.  The other guy takes some damage, but  you still get dropped in 1 shot.  It's weird.  Then the killcam (yes I know they are not always accurate) shows they fired several shots.  So I'm guessing it's just the lag comp and I haven't found a way to counter it yet.  Though I haven't put a lot of effort into doing so.  I'll worry about that after I finish the move and get a different ISP and modem.

Level 33
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Re: aim assist test results

in reply to like2nap03

Thanks but thats not what I meant and I should have worded that better. What I mean is, is the wiimote still slower than DA's actually going into ads, the speed it takes raising your gun from running to looking down the sight?

Level 21
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Registered: ‎11-06-2013

Re: aim assist test results

in reply to WiimotesRus02

WiimotesRus02 wrote:



Thanks but thats not what I meant and I should have worded that better. What I mean is, is the wiimote still slower than DA's actually going into ads, the speed it takes raising your gun from running to looking down the sight?


I never realized that was different.  I never paid attention to that.  Hmmmmm....(strokes imaginary beard because the wife made him shave it off.)  That tyrant of a woman.  That evil.....oh....hey honey.  I'm just chatting online.  Nothing to see here.

Excuse me...as I was saying.

I haven't tested the different controllers yet and I never paid attention to that when testing them in Black Ops 2.  I never knew it needed to be tested and the difference wasn't obvious enough for me to notice.  Not so obvious as aiming through walls and all the other DA crap in that game. 

Level 33
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Re: aim assist test results

in reply to WiimotesRus02

i didnt notice anything when i tested, i dont have a capture card, so i can slow down frames and check for sure. i did play live games with and wihtout aimassist, the differenced was i missed the initial shot more often with out it, the wiiremote aimassist is likly OP atm, but there still needs to be a partial DA towndown before id take away wiimote aimassist and it be overall balanced. If the DA aimassist cant be changed (rumored must be same as 360 BS), then id shrink the area the wiiremote needs to aim for the snap on to work.

Level 22
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Re: aim assist test results

in reply to WiimotesRus02

I'm sure the apologist will rear his head and cry how he'll never want to return to the days of MW3, where aim assist was balanced to some degree.

I digress

What I'm taking from your evaluation T-boss, and correct me if I'm wrong. the Traditional controller will had an advantage at long range because the Aim assist has snap on and sticky sights that help the player stay on target, but it takes longer for it to lock on than the Wiimote aim assist?

How would you compare it to BOII where it was basically ADS with enemy in your field of vision to get free kills?

Level 8
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Re: aim assist test results

in reply to Treize

The reality is that its a challenge to balance multiple control schemes.  Treyarch isnt going to totally gimp the aim assist features that have become an industry standard on all consoles for years now.  Its not like the DA controls on Wii U have a lot more aim assist than on 360 and PS3, they are pretty consistent.  The difference is that on Wii U, the DA controls had pretty much no aim assist, and Wii Remote players got used to having the advantage.  Now we have good DA players that do just as well as the good Wii Remote players.  Wii Remote players would probably be better off asking for more aim assist for their control scheme than trying to get DA controls gimped.  Maybe adding some sticky reticule to Wii Remote controls would make players happy.  Treyarch is going to look at balance from the viewpoint of how many people use Wii Remote and how many use DA.  If there is an unproportional amount of people at the top of the leader boards using one of the two control options, then they will see that as being out of balance, but if the leaderboards show a good mixture of both DA and Wii Remote players from the bottom to the top, then they will see that as balance.  

Level 4
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Re: aim assist test results

in reply to Goodtwin1

I wrote a borderline dissertation on the issue of Aim assist in Black Ops 2 so I'm well aware of why we have aim assist and how it's made to make the game more fast pace by streamlining aim on consoles.

The problem is the Wii U caters to two distinct controller schemes, one of which is the major difference between the Wii U version and every other (outside of PC.) Treyarch kicked this entire fanbase of in the teeth in Black Ops II by rewarding people for just finding the enemy and not actually having to properly at them. Considering CoD always has the reputation of 'the person who sees the other one first wins' Having stronger snap on and sticky cross hairs aim assist only compounds that problem.

It would be insulting to say that players using traditional controllers have improved when they basically have a crutch in the form of aim assist, and using the Valve solution of combating an overpowered mechanic by introducing the same overpowered mechanic for another group doesn't solve the problem and only aggravates it.

Consider the size of the maps, having stronger aim assist would be even more detrimental to the game than it was in BOII because being across the map won't matter if you can just snap on. (This doesn't even begin to touch on the issue of quick scoping.)

Adding more aim assist rather than reducing it would be the wrong direction to take and fracture the community worse than it already is.

Level 8
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Registered: ‎28-12-2011

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