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It’s a state that players can get into

It’s a temporary state

We’re making great progress on getting the fix out, but it’s not done yet

No word on when it’ll be ready

We won’t release it till it meets our quality bar

It's not "there" yet

We found one definite issue

We made a code change

We are testing internally and so far it is stopping that particular issue in all of our tests

The testing isn’t done

So the fix isn’t done yet

So we have a fix, but it’s not ready.

It hasn't yet met the quality bar we need in testing.

But it's well on its way, and we'll get it out as soon as we can.

This is just my POV as someone not directly involved in the process

Probably not. You'll just not have this particular aiming issue affect you anymore

It’s not an aiming change, it’s just a fix to prevent a state that you may currently get into.

Like I said it's not ready yet, so that would be a stretch

We are working hard to make it happen if we can

Stay tuned for more info on this from the HCS folks





































We see a lot of questions about "Heavy Aim", so I thought I’d clear a few things up with my limited understanding of the issue. I don’t work directly with the folks who are actively working on the fix, so I’m not going to go super into detail.There are a lot of issues that go into how aiming feels. You may recall the fix we discussed in the Monitor’s Bounty patch notes as well. This upcoming fix is separate from that, though related. It addresses one possible issue that can affect players some of the time.What is being fixed?Is it fixed yet?But you said you have a “proven” fix?Will aiming feel fundamentally different after the fix?So, again, we’re not making changes to how aiming works in Halo 5, we’re just fixing one possible issue so players don’t get into a state that feels bad.Will the fix be at HCS Daytona this weekend?I still see a lot of questions about this, so I’ll review because it’s an important topic both to me as well as you.As I’ve said in the past, our focus for party matchmaking is integrating a new model we’ve tested that does a great job at predicting whether a party will win a match. Since we can predict who will win in a party, we can make sure to match parties against teams that are just as good as them.Not all parties are equal. Some play worse as a party, some play better. We think we can determine that and matchmake efficiently and appropriately.For a quick review (see my past posts for more info) it works by modifying the skill that we send to the matchmaker to find your party a match. If you are good at playing in parties, and in a good party, it will find a harder match. That may mean another party, or it may mean four solo players who are much better than you individually, but equal to you when in a party. If you are one of the top players in the game, then it won’t be able to find four solo players good enough, and you will always play vs. a party if there’s one available. But if you are a Gold party, we can probably find a Platinum or Diamond group of solo players that will be the correct challenge.You may wonder why we are releasing these other fixes and haven’t released this one yet. Rest assured we have not stopped or slowed on working on the party matchmaking in order to work on these other features. They are being worked on by different people. Most of the recent stuff has just been me alone, whereas a feature as complex as party-skill modeling is being done by “proper” engineers.We are working hard to get this in the game, but being a very powerful model, it’s also a complex one. It’ll take a good while to integrate. I don’t have any updates on this, and I think it’ll be awhile yet before I do.But this is one of the issues that is at the forefront of my mind, I haven’t forgotten about it.