One of the problems with halo 4 is the high aim assist and magnetism that is present in the game. It makes learning to shoot less challenging, and makes getting kills less rewarding because they came so much easier than before. In my opinion, halo 3 had the perfect level of aim assist, and was noticeably more challenging to work with than halo 2s astronomically high levels(which are considered to be higher than halo 4). I’ll go as far as to say we should be able to tweak the aim assist on certain weapons in customs.
Not a lot. I want there to be just enough so that when I swing my gun and point it in the vague, general vicinity of the enemy across Ragnarok that the bullets are pulled from my magazine on their own and then they fly across the map and give me a perfect 4SK with my BR instantly. I can’t be bothered with pulling the trigger so this way I can still get my kills while I paint my toenails and gossip with my girlfriends.
I want none, but that’s just me.
Less than CE’s or none.
There is a lot that contributes to the difficulty of aiming. Bullet magnetism, movement speed and accleration, aim acceleration, hit detection type (hitscan vs bullet travel) and even input lag all make their own contributions to how aiming feels. The actual level of aim assist in Halo 3 was indeed lower than either of its predecessors. However, I would be ready to bet that a larger part of the perceived difficulty in aim was due to lack of hitscan, unintuitive aim acceleration, and suboptimal gameplay networking.
The reality of it is that the actual amount of aim assist is impossible to gauge anecdotally. If you went around asking Halo player which game had the most aim assist, most who had any idea of what you are talking about would probably put them in something like this order (from least to most): CE, 3, Reach, 2, 4 (or 4, 2). Most people would be wrong when it comes to the original trilogy because the actual order is 3, 2, CE. Which is totally unintuitive because everyone knows that CE was difficult whereas 2 was super noob friendly. One might of course always question the testing methodology used. But they are free to conduct their own tests, the original methodology can be found here.
The reason why aiming in Halo 2 feels so much easier than in CE despite objective tests suggesting otherwise is unknown, but it could be related to bullet magnetism being much higher in Halo 2, but that’s just another anecdotal argument. Personally, I could swear that Halo 4 has the highest aim assist of any Halo game, but I wouldn’t be surprised if I was proved wrong. Could be that there are other factors at play.
My conclusion is that we shouldn’t ask aim assist to be like that of an arbitrarily chosen Halo game. Aim assist isn’t the only mechanic that dictates the difficulty of aim. Detaching it from the other aspects of aiming is the wrong way to go about this. We shouldn’t be asking: how much aim assist should there be? We should be asking: how difficult should aiming be?
Everyone should make an effort to try to appreciate what really happens once you push the right thumb stick in some direction.
P.S. If it already wasn’t apparent: no vote from me. We are asking the wrong questions.
If there’s no aim assist, you literately make the game impossible to play. Keep in mind the fact that Halo is played with a console controller, not a mouse and keyboard. Console controllers are extremely inefficient devices, so it’s necessary, especially in games with fast movement and long kill times, to have a sufficient amount of aim assist to ensure that the game can be played without extreme frustration.
If there’s too much aim assist, movement strategies such as bumper jumping and strafing are made impossible due to the player’s aim will automatically follow your movement no matter how hard you try.
Keep aim assist, but decrease it.
I would like to have as much aim assist as Halo 3 had.
Not too much, but not too little either.
Halo 3 came closest to a perfect balance.
> There is a lot that contributes to the difficulty of aiming. Bullet magnetism, movement speed and accleration, aim acceleration, hit detection type (hitscan vs bullet travel) and even input lag all make their own contributions to how aiming feels.
I think this is very important to note. Some older shooters like Goldeneye and Perfect Dark on the N64 had autoaim (which is kinda like super-aim assist), but were still skillful. In those games, autoaim was necessary because of the high movement speed. It could be that the reason Halo 3 had the least amount of aim assist is because it had the slowest movement speed. Halo 4 may have the most aim assist because of sprint.
I’m not saying that speed is the only factor to consider when adjusting aim assist; I’m saying that many different factors and mechanics are taken into consideration.
I went for Reach.
I didn’t had much change from halo 3 but there was not much magnetisme.
This made pacing shots more important.
I rather have halo 3 aim assist, is not to much and not to little is just right.
In between halo 3 and Reach, but leaning more towards Reach.
It seemed like too many people could land nearly perfect shots on me. In Halo 4 that is…
The aim assist in Halo 4 is just right. You hit the shots you intended to and it is very fair. I don’t understand why people want to miss more.
> The aim assist in Halo 4 is just right. You hit the shots you intended to and it is very fair. I don’t understand why people want to miss more.
Are you aware of what aim assist is? The more aim assist there is the more THE GAME is aiming for you. Halo 4 does this the most out of all the halo games save for halo 2, that’s not good. It’s also not a matter of players wanting to miss shots, it’s players wanting to be challenged, a good player will learn to aim with low aim assist. That has been the case with most halo games, and most shooters for that matter.
Low aim assist is a good thing. The fact is, it is too high in halo 4, it’s not a question whether it’s fair or not, because it’s not for balancing for the most part, it’s about challenge.
> The aim assist in Halo 4 is just right. You hit the shots you intended to and it is very fair. I don’t understand why people want to miss more.
Because we want to deserve our kills as well as our deaths. In Halo 1 or 3, if you killed somebody, it was because you had a good aim and were able to place your shots. If you had crappy aim, then you had more difficulty getting your kills. In turn, if some guy one shotted me with a Sniper Rifle from the other side of Sandtrap, then it was because he/she was a fine shot, hit their mark, and deserved that kill.
In Halo 4, that most certainly isn’t the case, especially with the Beam Rifle. If you get a one-shot snipe in Halo 4, it’s because you shot somewhat close-ish to the guy’s head, and the game decided that it was good enough. That isn’t fun, it’s not challenging. Most of us don’t want to have our kills handed to us free of charge for being close enough to our mark. We want to deserve them, and feel pride after pulling off a tricky shot.
Remember, this is coming from a purely social player who is not competitive in the least bit.