This thread is a response to the recent “Halo 5 is too competitive” thread, and I will explain why Halo 5 “Feels” too competitive.
Halo 5 has a lot of issues, some of which the community is not aware of, which seems to be a huge problem considering we have threads that think this game has “low” aim assist… The facts are.
- Halo 5 has a large amount of Aim assist that is more sticky than other Halo games. - Halo 5 has a smaller amount of Bullet magnetism compared to Halo 4, but it is still significant. - Halo 5 has faster and easier to obtain kill times - Halo 5 has Primary weapons, and Power weapons… Other Halo’s have had a diverse armory, with “Specialized” weapons that do different things besides “kill” - Halo 5 has faster gameplay period, including how fast some weapons fire.The Aim Assist-
Previously, many were complaining about the “weird” aiming system in Halo 5, which I would agree with is somewhat messy, but is this really what makes the community dislike the aiming so much? Whenever you drag your reticule across an enemy in Halo 5 your reticule becomes harder to take off target than on. If you do not believe me just try shooting a fusion coil when an enemy is next to it. It is harder to take your reticule OFF target than it is to put it ON.
This is not an opinion, the facts are that Halo 5 has an enormous amount of aim assist, which I think is actually what “messes” people up, but at the same time makes it easier for Noobs to get a kill at the same time. Why?
Well if your are an experienced Halo player, you are not usually expecting such “sticky” aim assist, and when this happens, it can confuse the player. Not only is there are large amount of Aim assist, but this aim assist can seem dormant from certain ranges with certain weapons. For instance, the pistol is (in my opinion) to easy to use from Mid range, and stupidly random at close range. This is because at mid-range with the magnum, aim assist activates and takes control over a players aim, but when close to a target aim assist is dormant, which is not only confusing to most players, but I would argue is terrible weapon/aiming design. My reasons for this are because the weapon’s aiming should “feel” the same from close range to mid range to long range. So now the question is… Why did 343i do this?
343i is desperately trying to attract players to play their game, this means they need to make the game fun for casual players, but for some reason 343i (someone there anyways) seems to think that they need to make Noobs be able to do better, even when talking about simple aiming. The facts are you can make a game fun for casuals without making them killing machines, but this must be absent from the mind of 343i.
Again, with the aim assist, it is very large and can mess with players aim, but at the same time An extremely large amount of aim assist will offer noobs a very good chance at getting all their shots in, which makes the game have more of an even playing field in terms of “skill” Therefore, Halo 5 has a small skill-gap compared to other Halo games, and I haven’t even talked about the rest of the above bullets yet.
The Bullet Magnetism-
Although Halo 5 does have a smaller amount of Bullet magnetism compared to Halo 4, and maybe even Reach, Halo 5 still has Bullet magnetism towards the head, and not either (the closest body part that the reticule is next to) or (no magnetism if your reticule is on the enemy’s body anyways). This problem has been persistent in all Halo games besides Halo 3 and maybe Halo CE, and this is just one of the reasons why I hold Halo 3 in higher regards compared to other Halo games. (Halo 3 probably did have Bullet magnetism towards the head, but it was much lesser than the others)
Anyways, back to my point, because Halo 5 has a large amount of bullet magnetism towards the head it makes getting headshots a lot easier than it should be, and might as well give them out like Gummy Bears to an obese child.
The Kill TImes-
Halo 5 has very fast kill times, which I’m sure everyone has noticed one way or another, but what does this actually do to the gameplay? Previous Halo’s have had (what I would say) two priorities if someone wants to “git gud”.
Priorities-
- Have a decent amount of “aiming” skill - Be able to hit targets just as good as you can strafe out of the enemy’s reticuleBoth of these requirements are absent in Halo 5. This is partially due to the fast kill times integrated into Halo 5. Just think about it for a minute, the faster the kill times are, the less amount of time required to keep your reticule on target and the less amount of time being able to effectively strafe. Both of these go hand in hand and because of the faster kill times in Halo 5 both of these become less reasonable to do. And back to the aim-assist category, because it’s easier to aim and hit your target, the “effective” kill time has gone up, therefore making the game more Noob- friendly.
The Weapons-
Halo 5 has a lot of weapons… A lot of weapons which all can effectively kill in their manufactured ranges. (except the plasma pistol) Some may think that this is “balanced”, but I would say this makes Halo something it should not be. Halo has been about being able to “out skill” your opponent, not saying, “I have the SMG therefore I will always win at close range against a BR user”. This is EXACTLY what happens in Halo 5. For a fact, Halo 3 was not like this unless the two players skill levels were different, meaning that if the SMG user was bad enough, he would get killed by the BR user. This is not me saying “the BR should be the weapon of choice all the time”, but I will say that an FPS should always have a weapons that is overall good, BUT THAT WEAPON SHOULD ALWAYS TAKE MORE SKILL THAN ANY OTHER PRIMARY WEAPONS IN THAT GIVEN GAME. I would argue that Halo 3 did this, but of course this is my opinion.
Another good point to make about Halo 5 is that there aren’t very many specialized weapons, unless they are power-weapons, and even those aren’t exactly specialized for a 1 hit kill. Just look at any of the previous Halo weapons that now, In Halo 5, Have become killing machines and some are almost equal to each-other. One example is the storm rifle, where the only “real” difference is that it doesn’t do headshot damage compared to the SMG, where headshot damage can become completely random, which again, I think is poor game design.
Edit: RESPONSE- Halo 5 has so many things that make it easy, that almost everyone is a decent player, even if they suck, which means that Halo 5 seems more competitive simply because everyone else is decent. That is my response based on the above contraption.
). So while you are correct, it really depends on what people mean when they say ‘aim assist’. It does feel it has the lowest since halo 3, in terms of ‘when’ it kicks in. But once it does kick in, it is fairly effective.