The Infantry Autogun weapons aren’t following typical Aim Down Sights rules; the shots are locking onto areas around centre mass when aimed towards an enemy, instead of following where the iron sights/cursor goes.
The causes issues where you cannot headshot enemies when needed, and often leads to you locking onto an enemy you don’t intend to shoot; this is making it difficult to target who I wish to target, and it is often making it hard to perform properly when I cannot target enemy weakspots.
Steps to Reproduce (Required):
Equip any of the three Infantry Autoguns (Columnus Mk V, Graia Mk VII, or Agripina Mk I)
Enter the Psykhanium, or any Mission.
Aim down sights while using a controller as your input method.
Hold down the trigger, and you should notice the shots lock onto centre mass after the first few shots.
It’s not even aim assist, I have aim assist turned off.
Enemy density in Tide games makes aim assist an active detriment.
This is just coded into Infantry Autoguns for some reason.
This is a controller problem, aim-assist is on even if you turn it off.
Literally not the case, but okay.
I’ve tested with every other hitscan weapon, and it’s only an issue with the Infantry Autoguns.
Plus, THIS ISN’T EVEN HOW AIM ASSIST FUNCTIONS
Aim Assist functions by slowing your aim when it hovers over an enemy, not by locking onto centre mass and making it near impossible to hit headshots.
And I am telling you this does not happen on the keyboard. I run infantry autogun on one of my three main builds and never have problems hitting repeated weakspots. So yes, it is a controller issue. It is quite clearly related to the aim assist that is built-in when using a controller (yes, I am aware that the actual aim assist setting does not work the way shown in the video). This issue is not present on keyboard, therefore it is a controller-related issue. The issue is clearly causing the bullets to be magnetized to center-mass which is a form of aim assist, a very common form of aim assist regardless if that is how the actual aim-assist in the game works.
So yes, it is a controller issue. It is quite clearly related to the aim assist that is built-in when using a controller
I wasn’t arguing against this, I was arguing that this isn’t aim assist as it’s functioning. We are arguing the same point mostly.
It could be related to the code maybe? But I have aim assist turned off, and it’s not working like how aim assist usually does; what it does is slow down aim when over an entity, along with providing aim drag iirc - magnetisation like this shoudn’t really be happening.
Aim magnetism/drag is exactly the kind of built-in aim assist I am talking about (magnetism and drag are both aim assist functions).
Out of curiosity have you tried turning aim assist on and seeing if this problem gets better? There is a non-zero chance this is being caused by their notorious spaghetti code cranking up the normally extremely light built-in (as in should exist even with the aim assist option turned off) aim assist on controller (a very slight magnetism/drag).
Out of curiosity have you tried turning aim assist on and seeing if this problem gets better?
Yes, I’ve tested on Full, Light, Legacy, and my usual Off.
None of the versions perform any differently when it comes to this bug, and nor do any of them add any bullet magnetism. It’s all aim snapping, aim drag, but no bullet magnetism - I went to test for the Headhunters, as well, and they perform fine on all four versions of Aim Assist.