We Need a Bullet Magnetism Option in Custom Games

We really do. In Custom Games, we’ve been able to recreate Classic Halo settings damn near to perfection. But there’s just one problem. The bullet magnetism of certain weapons. It’s the one thing that keeps us from perfecting the settings. If we got the option to change/edit the bullet magnetism of weapons in Custom Games, then we could finally recreate Classic Halo gameplay in Halo 5 perfectly.

343 if it’s possible, try and add this option into the Custom Game settings. The Halo Community would really appreciate it.

Hmmmm, sounds interesting to do and I would be fine with it.

Would be awesome, but I don’t see 343 doing that at the risk that people then ask for setting changes to 343s vanilla settings.

You don’t need a full arsenal for classic settings… stick with a Magnum starter, Storm rifles, DMR’s for extended range… pick and choose weapons that work and aren’t too forgiving.

> 2533274873580796;4:
> You don’t need a full arsenal for classic settings… stick with a Magnum starter, Storm rifles, DMR’s for extended range… pick and choose weapons that work and aren’t too forgiving.

You make a good point. But having a Bullet Magnetism option would be very useful and I would love it.

Magnetism should be toned down across the board. Makes the sniper just an easy button

I don’t know people messing around with it would make custom games terrible to join if it’s not consistent with the rest of the game.

Bullet magnetism isn’t even consistent in game some times and it’s frustrating to have to keep getting used to different levels of it.

> 2533274962122285;7:
> I don’t know people messing around with it would make custom games terrible to join if it’s not consistent with the rest of the game.
>
> Bullet magnetism isn’t even consistent in game some times and it’s frustrating to have to keep getting used to different levels of it.

Not exactly. If you’ve played the classic Halos, you should know it shouldn’t be a problem as long as they aren’t messed with hardcore.

We just need to make a halo pc that allows you to just do what ever you want. Like G-mod, but with Halo stuff.

Want multiplayer? Its got that
Want AI battles? Its got that
Want frankie? Its got that

  1. Most issues you want to pin on bullet magnetism have to do with the Tick Refresh to servers. The H5 sniper isn’t more magnetized than before, there happens to be netcode & proximity to server issues that don’t hide what’s going on as well as it used to.

  2. H5 already has either equal too, or are the smallest, of Halo reticles per nearly every weapon.

  3. This is OG H3 on the 360 footage.
    Notice how scoping in affects magnetism strength or burst spread (or both)? Notice how the bullets bend with blue reticles allowing players to jump into bullets at distances past 1 frame of bullet travel?

  4. Halo2 is the worst Halo for bullet magnetism. By worst, I mean it has amongst the largest aiming reticles of all the Halos, and bullets hitscan outside of reticles. The reticle magnetism, that which pulls your reticle with the target, is either the highest or 2nd highest. CE is pretty dang strong on reticle magnetism too.

Really, what you might have thought was lack of magnetism in previous was likely random spread and/or netcode causing misses. Halo2 had something like a 14fps Tick Refresh rate with a 30fps gameplay. With the amount of frames used to compare hits, a player on sensitivity 10 could cover about 60-90’ or more with a sniper swipe and get a headshot as long as a head existed somewhere along the swipe.
And that’s before considering Halo2’s INSANE amount of bullet magnetism that definitely left a tether lock on a blue reticle as to allow for REALLY, REALLY, sloppy shooting, any weapon.

> 2535430834886694;8:
> > 2533274962122285;7:
> > I don’t know people messing around with it would make custom games terrible to join if it’s not consistent with the rest of the game.
> >
> > Bullet magnetism isn’t even consistent in game some times and it’s frustrating to have to keep getting used to different levels of it.
>
> Not exactly. If you’ve played the classic Halos, you should know it shouldn’t be a problem as long as they aren’t messed with hardcore.

What I was thinking is with the way analog stick input is read and issues with inconsistencies in stick movement and magnetism adding a customisation option could just make things worse.

Edit: scratch that I mixed up magnetism with aim assist.

Scratch that again I just remember bullet magnetism is messed up some times.

> 2603643534597848;10:
> 1) Most issues you want to pin on bullet magnetism have to do with the Tick Refresh to servers. The H5 sniper isn’t more magnetized than before, there happens to be netcode & proximity to server issues that don’t hide what’s going on as well as it used to.

Take into account that the Halo 3 sniper rifle has no bullet magnetism. So is the case also with Halo CE.

> 2603643534597848;10:
> 2) H5 already has either equal too, or are the smallest, of Halo reticles per nearly every weapon.

You’re probably right that bullet magnetism doesn’t have significant variations from game to game, but reticle size by itself doesn’t necessarily tell the whole story because it’s not necessarily one-to-one with the activation distance of bullet magnetism.

> 2603643534597848;10:
> 4) Halo2 is the worst Halo for bullet magnetism. By worst, I mean it has amongst the largest aiming reticles of all the Halos, and bullets hitscan outside of reticles. The reticle magnetism, that which pulls your reticle with the target, is either the highest or 2nd highest. CE is pretty dang strong on reticle magnetism too.
>
> Really, what you might have thought was lack of magnetism in previous was likely random spread and/or netcode causing misses. Halo2 had something like a 14fps Tick Refresh rate with a 30fps gameplay. With the amount of frames used to compare hits, a player on sensitivity 10 could cover about 60-90’ or more with a sniper swipe and get a headshot as long as a head existed somewhere along the swipe.
> And that’s before considering Halo2’s INSANE amount of bullet magnetism that definitely left a tether lock on a blue reticle as to allow for REALLY, REALLY, sloppy shooting, any weapon.

Halo 2 is famously an easy game to aim in, but on the other hand, Halo CE and 3 are more difficult, which is likely at least in part attributable to travel time on bullets. I’m pretty sure hitting with the Magnum in Halo CE LAN is more difficult than doing the same in Halo 5 with the CE Magnum. Not something I can confirm for certain, but something certainly feels very off about that weapon, and I find it hard to believe that’s completely attributable to networking differences.

At any rate, OP feels that weapons are much easier to aim than they used to be. Whatever the reason that Halo 5 feels like an easier game to aim in than some previous games, allowing us to make weapons more difficult to use by lowering bullet magnetism is a reasonable solution.

> 2533274857209865;6:
> Magnetism should be toned down across the board. Makes the sniper just an easy button

I’m okay with the Magnetism in Halo 5.
In Halo 4… Man that was not good. You could literally shoot someone with a DMR 3 inches away from their head, and it would still go to their head and get a head shot. Even when it should’ve been a miss.

If anything, I feel like Halo 5 has done a pretty good job with how Magnetism is set up.

I wouldn’t mind having an option to turn hitscan off, being able to change the bullet speed of each weapon in forge.

Imagine being on one of those puzzle maps and seeing a sniper and a target, suddenly the sniper round is really slow and you realise you having to sprint to a door as it’s only open for second when the target is hit.

An option in customs listed as Projectiles. Toggle from Game standard to Custom

> 2533274825830455;12:
> > 2603643534597848;10:
> > 1) Most issues you want to pin on bullet magnetism have to do with the Tick Refresh to servers. The H5 sniper isn’t more magnetized than before, there happens to be netcode & proximity to server issues that don’t hide what’s going on as well as it used to.
>
> Take into account that the Halo 3 sniper rifle has no bullet magnetism. So is the case also with Halo CE.

If there was no magnetism, the reticle would function like an actual crosshairs and not a circle.
CE & H3 use non-hitscan weapons that project on a conical vector. The speed at which the sniper bullets travel can prevent them from curving far enough to register a hit at close enough range.
H3 has some wonky too hitboxes, depending on the angle you’re at. At the very end, notice when I scope, there’s a bit more reticle magnetism as a I move across the target.
That’s usually what people refer to when they claim it’s easier to aim.

> > 2603643534597848;10:
> > 2) H5 already has either equal too, or are the smallest, of Halo reticles per nearly every weapon.
>
> You’re probably right that bullet magnetism doesn’t have significant variations from game to game, but reticle size by itself doesn’t necessarily tell the whole story because it’s not necessarily one-to-one with the activation distance of bullet magnetism.

This is why H2 is so noobish, relatively speaking.
You can see how I’ve compared reticle sizes here while noting difference between hitscan & not.

> > 2603643534597848;10:
> > 4) Halo2 is the worst Halo for bullet magnetism. By worst, I mean it has amongst the largest aiming reticles of all the Halos, and bullets hitscan outside of reticles. The reticle magnetism, that which pulls your reticle with the target, is either the highest or 2nd highest. CE is pretty dang strong on reticle magnetism too.
> > Really, what you might have thought was lack of magnetism in previous was likely random spread and/or netcode causing misses. Halo2 had something like a 14fps Tick Refresh rate with a 30fps gameplay. With the amount of frames used to compare hits, a player on sensitivity 10 could cover about 60-90’ or more with a sniper swipe and get a headshot as long as a head existed somewhere along the swipe.
> > And that’s before considering Halo2’s INSANE amount of bullet magnetism that definitely left a tether lock on a blue reticle as to allow for REALLY, REALLY, sloppy shooting, any weapon.
>
> Halo 2 is famously an easy game to aim in, but on the other hand, Halo CE and 3 are more difficult, which is likely at least in part attributable to travel time on bullets. I’m pretty sure hitting with the Magnum in Halo CE LAN is more difficult than doing the same in Halo 5 with the CE Magnum. Not something I can confirm for certain, but something certainly feels very off about that weapon, and I find it hard to believe that’s completely attributable to networking differences.

CE isn’t hard to aim like H3, relatively speaking, to which you are likely referring to reticle magnetism/friction influences.
What I am specifically speaking of is that you don’t have to aim with H2 in lot of cases. The offset is quite yuge. I don’t have an H2 copy to record but someone did. You can see the H2SMG offsets its spread pattern greatly when barely touching.Reach auto’ and on, hitscan weapons can’t do that unless pulsing because bloom prevents fullauto bullet magnetism from doing that.