Fix Aim Assist & Bullet Magnetism

I know that there are a ton of players, myself included, who feel that the aiming in the beta is…“off”, for lack of a better word. Some games, there are few to no issues with the aiming, and in others, it seems as though there are factors determining the outcome of duels which are not in our control.

First, Bullet Magnetism is a bad, bad trend in FPS’s today. It needs to be toned down, a lot. Bullet Magnetism trivializes the long-distance duel aiming ability. It reduces the amount of skill required to aim. It severely impacts the effect of strafing. It rewards players for being “close, but no cigar”. It adds elements of randomness which only add to player frustration, in an already somewhat fast-paced and less methodical game. And most of all, it simply doesn’t belong in the game to the degree that it is. If you want a competitive game, tone this down.

Second, Aim Assist… Aim Assist should be re-calibrated. I like the fact that it is reduced. I want that extra bit of skill gap that the reduction provides. However, I believe that 343i has perhaps gone too far in the other direction, in favor of the previously mentioned bullet magnetism. Aim Assist as it functions now, either keeps you glued (stuck) on the player, or is seemingly not there at all. A shooter game needs aim assist to some degree. If you don’t believe me, go play Halo: CE with aim assist off. It’s not a great experience. Add the abilities of opposing players to dodge, and it certainly becomes a necessary evil. You don’t want it to be noticed, but you also don’t want everyone to have to play on 1 sensitivity to hit their shots. In short, a balance is key. Aim assist should guide you, but not determine your shots. When a player makes a solid strafe or thrust, that aim assist should be displaced in an appropriate way. As it stands, this balance is not there.

Finally,different weapons should not have radically different aim assist levels. I understand that the sniper is a difficult weapon to use, but there needs to be another way to compensate for this rather than hand-feeding people kills with them. There are plenty of times I have legitimately missed a target, but the magnetism has brought it back into their face. That’s not empowering to me - it feels like I got a cheap kill. And the opposite is true… I feel like certain weapons are impossible to get that effect with. Aim assist certainly varies, greatly, even, between weapons, and I don’t feel like that should be the case. Perhaps the sniper gets slight assistance, but nothing like we see now.

All of these changes, in conjunction, add to a feeling of randomness. They help take control away from the player and make certain engagements feel …“wrong”. The skill gap should always be there, but there needs to a give-and-take so that it is not impossible for casuals to land shots. The same shot should hit in the same way, every time. There should be no added effects. When the player can visually see shots missing but counting as hits, there is a problem. I hope you can address this balance between aim assist and bullet magnetism for the full game.

In closing, I’d like to hear your thoughts on the issue. Does aiming feel “perfect” to you? If so, why? If not, why not? This is an important aspect of an FPS that I want 343 to nail, and this is a good place to consolidate all of the communities thoughts and suggestions on the issue.

TL;DR
Bullet Magnetism is far too high.
Aim Assist is inconsistent and slightly low.
Aim Assist should not have a great variance between different weapon types.
Proper balance between AA/BM is not present in this beta.

I copied this from another post in a thread~

Also the Killcam is broken if that’s what you are getting your bullet mag thoughts off of. As for aim assist, it should be kept quite low.


I conducted my own tests online for Halo 3. Take a look at them.

http://xboxclips.com/Recon+Avenger/6d52c2ae-e0f3-44e2-888a-5cca59363c07

http://xboxclips.com/Recon+Avenger/c8fc7988-a747-4059-80cd-864be65248e5

http://xboxclips.com/Recon+Avenger/d2953ae2-113e-4d12-9eea-0bacb706c1c7

I also did something in Halo 5

http://xboxclips.com/Recon+Avenger/f9fb67ae-3efb-4661-a7c4-08be1f312383

(I may have to test it again on a flat surface)
Point is, is that when people talk about Halo 5, they seem to get on the train of “Bullet magnetism”. When it comes to Halo 3 however, it’s spread. Quite interesting.

Aiming feels -Yoink- to me. It’s like I don’t have total control over my aim.

> 2533274828579555;2:
> I copied this from another post in a thread~
>
> Also the Killcam is broken if that’s what you are getting your bullet mag thoughts off of. As for aim assist, it should be kept quite low.
>
> __________________________________________________________________
>
> I conducted my own tests online for Halo 3. Take a look at them.
>
> http://xboxclips.com/Recon+Avenger/6d52c2ae-e0f3-44e2-888a-5cca59363c07
>
> http://xboxclips.com/Recon+Avenger/c8fc7988-a747-4059-80cd-864be65248e5
>
> http://xboxclips.com/Recon+Avenger/d2953ae2-113e-4d12-9eea-0bacb706c1c7
>
> I also did something in Halo 5
>
> http://xboxclips.com/Recon+Avenger/f9fb67ae-3efb-4661-a7c4-08be1f312383
>
> (I may have to test it again on a flat surface)
> Point is, is that when people talk about Halo 5, they seem to get on the train of “Bullet magnetism”. When it comes to Halo 3 however, it’s spread. Quite interesting.

I am not talking about killcams, which are generally screwed right now. I’m talking about shots hitting that shouldn’t and vice versa. I can see these thing in-game, and it’s quite noticeable.

Spread on a Br was known to have random qualities in H3. That’s irrelevant to the fact that randomness across all weapons in H5 is detrimental to a modern FPS. Bullet magnetism didn’t exist in H3, at least nowhere near this level.

I agree with you fully and I personally find, in particular, bullet magnetism to be the biggest problem with Halo 5 at a high skill, competitive level.

It won’t be noticed in any other field other than with high caliber players versing one another, but it is extraordinarily painful.

Head hit boxes are too large. However there is not enough auto aim IMO.

Magnetism needs to be lowered, for sure. Magnetism was created by FPS games to cater more to less skilled players, and in this game it’s turned up way too high. The auto aim is fine however, if you think it needs to be turned up, learn to aim better… I am hoping eventually they buck this “make baddies good” trend before competitive first person shooters die.

This is an issue very frustrating and I’ve stopped playing the beta because of it. It’s especially noticeable with BR an DMR and it’s extremely frustrating cuz I feel like I have no control over my shots. By no means do I claim to be a great Halo (in general I’m average at best and working to get better) player but since BR starts came in my KDA has dropped dramatically where as my KDA was climbing past even in the first week. And no I’m not against BR starts cuz I like both AR/BR starts and I love the BR in Halo2,4 but something is really off with these precision weapons in this game. It doesn’t feel right at all.

> 2533274825427548;1:
> I know that there are a ton of players, myself included, who feel that the aiming in the beta is…“off”, for lack of a better word. Some games, there are few to no issues with the aiming, and in others, it seems as though there are factors determining the outcome of duels which are not in our control.
>
> First, Bullet Magnetism is a bad, bad trend in FPS’s today. It needs to be toned down, a lot. Bullet Magnetism trivializes the long-distance duel aiming ability. It reduces the amount of skill required to aim. It severely impacts the effect of strafing. It rewards players for being “close, but no cigar”. It adds elements of randomness which only add to player frustration, in an already somewhat fast-paced and less methodical game. And most of all, it simply doesn’t belong in the game to the degree that it is. If you want a competitive game, tone this down.
>
> Second, Aim Assist… Aim Assist should be re-calibrated. I like the fact that it is reduced. I want that extra bit of skill gap that the reduction provides. However, I believe that 343i has perhaps gone too far in the other direction, in favor of the previously mentioned bullet magnetism. Aim Assist as it functions now, either keeps you glued (stuck) on the player, or is seemingly not there at all. A shooter game needs aim assist to some degree. If you don’t believe me, go play Halo: CE with aim assist off. It’s not a great experience. Add the abilities of opposing players to dodge, and it certainly becomes a necessary evil. You don’t want it to be noticed, but you also don’t want everyone to have to play on 1 sensitivity to hit their shots. In short, a balance is key. Aim assist should guide you, but not determine your shots. When a player makes a solid strafe or thrust, that aim assist should be displaced in an appropriate way. As it stands, this balance is not there.
>
> Finally,different weapons should not have radically different aim assist levels. I understand that the sniper is a difficult weapon to use, but there needs to be another way to compensate for this rather than hand-feeding people kills with them. There are plenty of times I have legitimately missed a target, but the magnetism has brought it back into their face. That’s not empowering to me - it feels like I got a cheap kill. And the opposite is true… I feel like certain weapons are impossible to get that effect with. Aim assist certainly varies, greatly, even, between weapons, and I don’t feel like that should be the case. Perhaps the sniper gets slight assistance, but nothing like we see now.
>
> All of these changes, in conjunction, add to a feeling of randomness. They help take control away from the player and make certain engagements feel …“wrong”. The skill gap should always be there, but there needs to a give-and-take so that it is not impossible for casuals to land shots. The same shot should hit in the same way, every time. There should be no added effects. When the player can visually see shots missing but counting as hits, there is a problem. I hope you can address this balance between aim assist and bullet magnetism for the full game.
>
> In closing, I’d like to hear your thoughts on the issue. Does aiming feel “perfect” to you? If so, why? If not, why not? This is an important aspect of an FPS that I want 343 to nail, and this is a good place to consolidate all of the communities thoughts and suggestions on the issue.
>
> TL;DR
> Bullet Magnetism is far too high.
> Aim Assist is inconsistent and slightly low.
> Aim Assist should not have a great variance between different weapon types.
> Proper balance between AA/BM is not present in this beta.

100% agree

I think aiming is ok. But hit boxes are weird. You can get headshots by aiming at the torso essentially. Although I’ve had that problem with every Halo. (aiming at the head/too high) guess it makes sense. And sniper? Sniper hit box is HUGE.

Magnetism is…I’m undecided. I can’t tell what’s what in this game sometimes. One game I’ll get like 20 perfect kills and it seems fine. And the next I’ll shoot the same way, and get like 1 perfect. And people kill me by spraying BR shots across my nuts. Also…how do 4 shots work at long distances? Can you not 4 shot people from a distance? It’s confusing. I’ll land all my shots…makes the sound. But apparently I’m missing?!

I like aim assist being lowered because it takes more skill now (even though I don’t quite have that skill yet!), but it’s too inconsistent. I’ve gotten used to how low it is, but every other gunfight will just feel…off somehow, as if the adjustments I make aren’t being translated into in game actions correctly. I’m not entirely sure what’s going on; this is more just a feeling than an objective observation.

Also, this could be my connection (kind of doubt it), but it seems like hit detection is way off sometimes. I’ll be in the middle of a game with ~0 lag, and I’ll BR a guy four times (with a headshot), only to watch him ignore me and keep running, leaving me standing with my jaw on the floor. This has happened multiple times. At one point, I was beginning to doubt that the BR is actually a 4sk now.

Is hit detection off, or could it be that the BR now requires all twelve bullets to kills someone, or something else like that?

> 2533274792130313;6:
> Head hit boxes are too large. However there is not enough auto aim IMO.

There is more than enough sticky aim. It’s super easy to aim because of the slow movement speed. Every weapon should have the same sticky aim as the pistol.

I do agree with this for automatics, something with the AR and the SMG is wrong, I like that they are both usable and have there niche but there’s something wrong with them and it may just be the bullet magnetism. Besides that it’s my only gripe with the weapons in halo 5 right now

I have noticed that the smg and at have a strange locking effect when scoped on a headshot. It is almost as if it really locks on to the target.

i haven’t seen much bullet magnetism but with the sniper rifle I did hit a guy with a header that had strafed behind a wall. It really looked like I had curved the bullet like that one Angelina Jolie movie. And even after watching my video I can’t wrap my head around how I got that kill. Maybe it is a bit higher than I previously thought…

I see where you’re coming from but they disabled auto aim to make it more competitive.

I think aim assist just needs to go completely its not needed that much with the newer controllers, yes there never going to be as good as a mouse and keyboard, for shooters but there good enough to remove aim assist all together as long as acceleration is removed from the controls because that is whats causing accuracy to go all over the place.

> 2533274853770394;16:
> I think aim assist just needs to go completely its not needed that much with the newer controllers, yes there never going to be as good as a mouse and keyboard, for shooters but there good enough to remove aim assist all together as long as acceleration is removed from the controls because that is whats causing accuracy to go all over the place.

Turn acceleration is absolutely needed for playing any FPS using controllers. It allows people using default and lower aim speeds to turn quickly when the thumbstick is pressed 100% in any direction.

Sounds like you play FPS with mouse and keyboard.

I am also interested to know if auto aim is also low when scoped vs unscoped? And what is preferred?

> 2533274792130313;17:
> > 2533274853770394;16:
> > I think aim assist just needs to go completely its not needed that much with the newer controllers, yes there never going to be as good as a mouse and keyboard, for shooters but there good enough to remove aim assist all together as long as acceleration is removed from the controls because that is whats causing accuracy to go all over the place.
>
>
> Turn acceleration is absolutely needed for playing any FPS using controllers. It allows people using default and lower aim speeds to turn quickly when the thumbstick is pressed 100% in any direction.
>
> Sounds like you play FPS with mouse and keyboard.

I play FPS on PC with a Mouse and keyboard and controller on console and any game that has the option to disable acceleration its disabled. if they want to turn quickly up the sensitivity, it makes aiming really hard when different parts of your stick have different speeds and if its not going to have the option to disable it there needs to be some customization allowed so i can choose how much acceleration there is