Jibb Smart
banner
jibbsmart.com
Jibb Smart
@jibbsmart.com
AAA controls guy.
Fortnite: Human-Like Aim Assist, Quick Weapon, 2D Steering, Flick Stick, Gyro, etc.
Previous assists on Deathloop, Severed Steel, House of the Dead Remake
Where can I preorder? 👀
July 25, 2025 at 1:05 AM
Got it today and it feels nice and smooth! Wish I could use it on PC, but very happy with it on the Switch 2
July 12, 2025 at 12:23 PM
(Also the motion insights inside the right Joy-Con 2 can't be correct about how its orientation is maintained. Accelerometer can only provide a frame of reference for pitch and roll, not yaw)
July 8, 2025 at 4:29 PM
Yep. Plenty of fun to be had until then, thankfully :)
June 28, 2025 at 2:55 AM
I got the Switch 2 but the Pro Controllers are sold out 😭
June 28, 2025 at 2:48 AM
*without
June 20, 2025 at 2:44 AM
- Some settings moved around or no longer requiring Advanced Gyro Options to be enabled to see them.

Enjoy!
June 8, 2025 at 11:30 PM
On all gyro-capable platforms:
- Increased range of Acceleration Multiplier (50) and Min & Max Thresholds (1000);
- Acceleration Multiplier can be set <1 to affect slow aiming instead of fast;
- Thresholds can be set in steps of 0.1 instead of 0.5;
- World Space gyro option...
June 8, 2025 at 11:30 PM
It depends on the game. Usually the best way is to map to mouse but keep everything else as controller, but a lot of games don't mix mouse and controller input well.

In that case, you can map gyro to right stick (which might be clunky depending on the game) or everything to keyboard+mouse
April 28, 2025 at 11:10 PM
I haven't heard anything, but that was definitely my first thought when I saw some gameplay! Looks like such a sick game. Please let me know if you get anywhere with Steam gyro :)
April 28, 2025 at 2:20 PM
2. Model human-like reaction time in player lock-on and bot/enemy aim;

3. Have a simple model for weapon weight, so a small pistol gets on-target more quickly than a heavy shotgun. Make getting close not just about making your target bigger, but making their heavy AR easier to avoid.

Could be fun!
April 28, 2025 at 9:16 AM
All that to say, I'd be interested to play a shooter that gives full lock-on to ALL input types equally with these things in mind...
1. Less messing with the camera, more offsetting my aim within the camera space to be more transparent about what input is mine and what's the game's;
April 28, 2025 at 9:16 AM
Even if we can't put our finger on it, this is a big part of what makes something look aim-botty.

This is a big part of what feels off when you dash at what would've been the perfect time and the enemy hits you anyway just because they had line of sight.
April 28, 2025 at 9:05 AM
And again, it's not just about the shooting feeling good. It's about dodging, too!

Even against computer controlled enemies. Even hitscan enemies can be fun to dodge around if they do a simple model of a reaction time instead of just locking on and adding some randomness.
April 28, 2025 at 9:05 AM
This isn't just about aim assist. I liked Metroid Prime, but targets dodging side to side hopelessly against the hard lock-on was almost as deflating as trying to aim ahead of a target with a slower projectile only for the lock-on to go straight at the target and miss them as they moved.
April 28, 2025 at 9:05 AM
You can't dodge a hitscan shot in flight, but you can anticipate the shot, and shake off their aim just as they pull the trigger.

See the instant bullet trail just miss you. Time your shot better than theirs. Feels so good!
April 28, 2025 at 9:05 AM
"Stickiness" comes from a lack of reaction time -- responding to a change in the target's movement instantly instead of after a delay.

IMHO, the human reaction time is almost the whole reason clicking on other players is hard and trying not to get clicked on is interesting and fun!
April 28, 2025 at 9:05 AM
There's so much enthusiasm for Ballistic from both devs and players, and it's exciting to be a part of.

So please play it, enjoy it, talk about it, and expect it to get better and better!

🎯🔫👀
December 14, 2024 at 1:46 AM
My main contributions fit in one tweet. Others have been on Ballistic and/or First Person device for way longer with immeasurable impact.

I was watching dev keenly, and when I was asked to be involved I pounced on it!
December 14, 2024 at 1:46 AM