Question to 343i About the DMR Auto Aim to Heads for Competitive Reach

Happy Halloween Forum!

So with the addition of No Bloom, I saw some issues regarding how the DMR hits head shots 4 out of 5 times when the inner circle is on the chest, but the outer circle is in range of the head. It seems that the bullet automatically aims for the head even if the inner circle part of your reticule is on your chest. It is also the same if someone aims above your head and takes a shot where the inner circle isn’t on your head but the outer circle is.

I can understand that the auto aim should be like that because of Bloom. If you were spamming your shots, and the inner circle was anywhere near the head, it would register as a head shot, which is more friendly for new gamers and such, and is understandable because trying to hit head shots with bloom would be near impossible unless you paced your shots. But now with the whole No Bloom movement in competitive gaming, the skill of aiming will still be low and not what previous Halo titles were. Aiming is a very important skill when it comes to competitive console gaming, and I think it’s rather annoying/not competitive/random to have a No Bloom weapon that is supposed to shoot straight that still has a random chance of where the bullet it’s going to land on the person that you are shooting at.

I have two pictures which demonstrate that if you aim above the persons head with the inner circle, it will still hit the head.

Where my inner reticule is aiming.

Bullet hits the head, you can notice by the head jerking upward.

If you note from the first to second picture, the DMR does have a recoil, but it resets to exactly the same position as it was before, so there isn’t any issue with that. The issue is with the bullet aiming towards his head, when the inner circle part of the reticule is clearly pointing at his head.

This is not optimum for competitive gaming, and sort of defeats the purpose of having No Bloom in the first place. If someone is having a 1 on 1 battle and he aims at the chest while the other player aims at the head, they are both rewarded when one players aim is superior to the others. By removing the bullet magnetism towards the head, it would increase the skill gap of competitive gaming.

If there is any way to make a setting so that the DMR always goes straight and doesn’t alter it’s bullet flight pattern based upon it’s location on an opponent, that would be amazing.

I hope everyone had a great Halloween weekend, and have a great night getting candy for all the kids.

P.S. The title of this article is the maximum number of characters to be able to use in the title of a thread. :stuck_out_tongue:

I would put this is the TU Feedback thread. Otherwise you run the risk of 343 never seeing it. A lot of work…would be a shame if it was wasted.
https://halo.xbox.com/Forums/yaf_postst22731_Title-Update-Feedback-Thread.aspx

I know the amount of auto aim in reach is really stupid and can create some wtf moments on system link.
However, the auto aim/bullet magnetism is made to help reach’s netcode buff lag. I have never played a FPS that can buff lag like reach can. Bullets land where you put them, and even though there are vids out there like the “sk strafe” vid where bloom is just being trashy:
It is better to get a “miss => hit” 1/10 of the time than a “hit => miss” 1/10 of the time. This is what makes lag in reach playable.

Dont believe me: get out your halo 3 disc and load up some team slayer.

Huh, I noticed some weird headshots. good job, op.

The problem is, bullet magnetism has always been in Halo.
The big differences being, Halo2 and Reach are hitscan for the human-rifles and CE and H3 are projectile weapons for the human rifles.
If you were to pop your CE in right now, use a second controller and do a similar test to the one I did with the H3BR, you would see that the CE Pistol “bends” its bullets towards the target. Placing the reticle beside the target’s head, but not touching the head, will cause the bullet to land outside of centre. If you move your reticle farther from the target, you will notice the Pistol regains its straight-shooting.

Something to also note, CE has huge amounts of sticky reticle. If you have your sensitivity at 10 and try to swipe past a target in red reticle range, you will quickly find your reticle slowing down to a movement of about 3 or less when actually touching the target.

CEA will be able to help explain the difference between having assists and not having them as there is a campaign skull to remove bullet magnetism from the player’s weapons. In less than a month, you’ll be able to understand much better why assists and/or reticles on console shooters are the way they are in the first place.

> The problem is, bullet magnetism has always been in Halo.
> The big differences being, Halo2 and Reach are hitscan for the human-rifles and CE and H3 are projectile weapons for the human rifles.
> If you were to pop your CE in right now, use a second controller and do a similar test to the one I did with the H3BR, you would see that the CE Pistol “bends” its bullets towards the target. Placing the reticle beside the target’s head, but not touching the head, will cause the bullet to land outside of centre. If you move your reticle farther from the target, you will notice the Pistol regains its straight-shooting.
>
> Something to also note, CE has huge amounts of sticky reticle. If you have your sensitivity at 10 and try to swipe past a target in red reticle range, you will quickly find your reticle slowing down to a movement of about 3 or less when actually touching the target.
>
>
> CEA will be able to help explain the difference between having assists and not having them as there is a campaign skull to remove bullet magnetism from the player’s weapons. In less than a month, you’ll be able to understand much better why assists and/or reticles on console shooters are the way they are in the first place.

You have some valid points, but I would want to go into Halo CE more detailed.

Halo CE’s pistol had two options on how to shoot it, auto or semi. Auto would cause the same thing as bloom, where as shooting it semi would cause each shot to pretty much go straight even though the shots were almost the same pace. The bullet magnetism was very strong, I agree, but the hit-box for the head was so small that getting a 3sk on Halo CE was a skill, and rarely would you see a person who was holding down the trigger getting a 3sk unless they got lucky. Halo CE had skill in shooting/aiming when it came to hitting a 3sk.

The bending bullets weren’t as drastic as you say, but I would say that I wish the auto-aim would of been reduced as well. As well with the sticky reticule, it was too drastic, but the great thing about it was it was ONLY if you are moving. If you are standing still and someone walks in front of you, there is NO auto-aim. If you move at all however, there is some. This is the opposite in Halo: Reach. When you stand still, your auto-aim on a person is much stronger than if someone is moving back and forth strafing. Is this fair at all? I would say yes, it gives the person who doesn’t know how to strafe the same advantage in the game as to someone who doesn’t, but to make it so that auto-aim is stronger when you stand still? That’s an issue that has to be addressed.

And as for Halo 3, the hit-scan was ridiculous in that game for the BR. In Halo 2, everyone was complaining about how fast double shots and quad shots were killing, so they increased the auto-aim/bullet magnetism to make the game more “even” for newbie players. I understand that a game should be newbie friendly, but it should also be able to play competitively, which Halo 3 and Reach are having a major issue with.

I don’t think you understand what bloom does in the first place as my H3 video showed the same thing as your pictures. Ok, relatively same thing. It is hit-scan vs projectile.

Bloom doesn’t make your bullets hit the target. Bullet magnetism does that. And that is what I am talking about with the bending CE-Pistol and H3BR bullets. Spread is what causes imprecision. Bloom causes the area of spread to increase and/or bullet magnetism to decrease. Bullet magnetism causes projectiles to “bend” and hit-scan weapons to hit.

Halo2’s BR hit outside of the reticle when it is red range(and sometimes not even). Pop H2 in right now and do the same experiment.

Your question doesn’t deserve a response, your screen shots look certainly reasonable because it skimmed his helmet with no bloom while your aim was red. why so mad?

> Your question doesn’t deserve a response, your screen shots look certainly reasonable because it skimmed his helmet with no bloom while your aim was red. why so mad?

Because it is beyond easy to hit shots with the dmr, strafing needs to be faster and more responsive and it needs to be harder to get a 5 shot kill OR 4 shot depending on what settings you play on…

> > Your question doesn’t deserve a response, your screen shots look certainly reasonable because it skimmed his helmet with no bloom while your aim was red. why so mad?
>
> Because it is beyond easy to hit shots with the dmr, strafing needs to be faster and more responsive and it needs to be harder to get a 5 shot kill OR 4 shot depending on what settings you play on…

This. For competitive gamers, you can’t get competitive when it’s way too easy for bullets to shoot a person. The reason we would like a gun that ALWAYS shoots straight, A.K.A no bullet magnetism, it would make Reach way more competitive. The sniper rifle especially in Reach is way too easy to hit head shots with how big the hitscan/hitbox’s are.

> > > Your question doesn’t deserve a response, your screen shots look certainly reasonable because it skimmed his helmet with no bloom while your aim was red. why so mad?
> >
> > Because it is beyond easy to hit shots with the dmr, strafing needs to be faster and more responsive and it needs to be harder to get a 5 shot kill OR 4 shot depending on what settings you play on…
>
> This. For competitive gamers, you can’t get competitive when it’s way too easy for bullets to shoot a person. The reason we would like a gun that ALWAYS shoots straight, A.K.A no bullet magnetism, it would make Reach way more competitive. The sniper rifle especially in Reach is way too easy to hit head shots with how big the hitscan/hitbox’s are.

I can’t quote you enough.

This would be the same bullet magnetism that all DMR users have been using as an excuse to not use an ARs or play AR spawn games. I did say this it will be frequent on weapons other than the automatics.