Players Can’t Fight Back: The problem with bullet spread and reduced aim-assist.
First of all, thank you 343 for producing such an early beta. This sort of look into the game so far ahead of launch has been very interesting, as it has allowed in-depth analysis of the game (in its current form).
The changing bullet spread with/without Smart-Link produces an unwanted alteration in the emergent gameplay, especially when in combination with the reduced aim-assist.
At first, I loved the Halo 5 build, as things are. Playing was lots of fun, taking advantage of the new movement mechanics and other aspects of the sandbox. I’m happy with the AI callouts, the art design, the thrilling speed of gameplay, and the willingness the devs had in making changes compared to previous Halo titles. However, as you play more games and are matched against more skilled enemies that tease out the nuances of the game, a frustrating reality becomes apparent: changes to the aiming mechanics have significantly and detrimentally impacted the core Halo firefight style, which has had us hooked us for over a decade.
The reason has to do the nature of Smart-Link and auto-aim at the moment. Smart-Link is very cool, cosmetically. It’s in the extended universe, so it makes sense to introduce it to game. When we all first saw the mechanic, the community erupted with a negative reaction, which was quelled by a statement that there would be no penalty for aiming without Smart-Link. This would make Smart-Link a new, -Yoink!- zoom available with all weapons, which is actually not a bad idea at all. But, that is now clearly not the case. When aiming with Smart-Link, most weapons are significantly more accurate—a stark step away from the history of Halo mechanics (any changing spread was largely unnoticeable).
The issue with the Halo 5: Guardians build we played is that whoever gets the first shot has a disproportionate advantage. In a BR battle, the initial shot/s fired by the player instigating an encounter will be made using Smart-Link, during which they have better spread on these shots. This tightened spread causes better damage on the opposing player. This player under fire, however, cannot use Smart-Link because they’re being kicked out of it constantly by the impact of their opponent’s bullets. As such, their shots when fighting back will be more spread out and more will miss their target, causing reduced damage in comparison. So while the initial shooter is now being kicked out of Smart-Link too, the damage has already been done. They’ve landed one/two clean headshots thanks to the tightened spread, and the other player cannot fight back from the deficit faced due to weaker nature of return fire.
Even more worryingly, this problem has been exacerbated by the reduced aim-assist for normal firing. Console shooters have a slight aim-assist when you’re aiming near a player’s head. This aid is necessary due to the nature of playing with a controller providing a bit of a challenge in terms of maintaining marksman-like precision with every shot. Halo titles have always had aim-assist, but the H5 build we played has noticeably lower aim-assist compared to previous Halo titles. As such, keeping your crosshairs over the helmet of an enemy player has become even harder. My guess is that this was done because they’re expecting players to aim with Smart-Link/zoom more, in which your target will be larger. Because of this, to get headshots you really want to be aiming down the sights. However, you cannot aim with Smart-Link if you did not land the first shots in a fight. This double whammy causes a compounding issue for the aiming mechanic.
Worryingly, this compounding issue has largely simmered, or even erased in some encounters, the nuanced BR/pistol dances that have come with previous titles. If you meet an enemy in an open area, the encounter will largely consist of an exchange of gunfire as you and your enemy try beat the other player to getting more successful headshots before the other. The problem at the moment is that if you don’t get the first shots you can’t fight back. The original shooter has the upper hand, as they’ve already landed shots on you with Smart-Link. You however are stuck unzoomed with weak shots, and you may not even be able to land headshots due to the erratic bullet spread and miniscule aim-assist. This is the same issue that people rightly said was the issue with flinch, with the player who gets shot first being relegated to using a wincing Spartan who doesn’t allow you to land headshots in response. This fear is now a reality with the dynamic spread and low aim-assist. The only reason I can think why there hasn’t been a massive uproar over this issue is that, while serious, it is also complex, and it may be something that is most noticeable when fighting skilled combatants, in which close matches that are decided by split seconds tease out such a nuanced problem. I know it took me a few hours of playing to notice, since nothing seems off in encounters in which you have no incoming fire to bother you.
Crucially, this isn’t some hasty plea for a sip at the cup of nostalgia. Rather, it is a discussion on how these changes simply create a different sort of gameplay—one that is more dependent on who lands the first shot, rather than who can outplay during the extent of an exchange of shots. That sort of gameplay at times feels oddly reminiscent of a game of tag, and it will ultimately fall stale overtime, as it lacks the depth and nuance of the BR, DMR, or pistol dances of past games—battles that feel as though they can end with either combatant on top. That thought of “if I would have been just a little more precise with my second shot, I would have had him” is what pulls us back even after a loss. The gameplay at the moment produces more of a “Ah, he got the jump on me, so I didn’t get to use Smart-Link and fight back” sensation, which is definitely not what the devs intended. It’s more frustrating than fun, because it makes the player feel like each death wasn’t as much in their own control.
Other than this, Halo 5 currently is a beautiful game. The art direction is impeccable. 343’s interest in fostering competitive Halo is fantastic to see. The fast-paced movement mechanics are inspired. The audio throughout absolutely blows me away. As such, if spread is made equal between normal firing and Smart-Link and normal firing aim-assist is returned to normal levels, the gameplay will be phenomenal, and the game will have the potential of rising beyond any feasible expectations—all with just some minor changes.
TL;DR: Bullet spread is significantly worse when not using Smart-Link, preventing players from being able to fight back if they don’t land the first shots. Furthermore, this disadvantage is amplified due to the reduced aim-assist. This produces a significant detriment to gameplay.