First off, I just have to say that I have enjoyed Halo 5 multiplayer far more than Halo 4, but just saying Halo 5 is better than Halo 4 really isn’t saying a lot in my opinion.
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First off: What made Halo 4 so bad?Halo 4 had many problems, like ordinance drops, Armor abilities, and something that for some reason nobody gets upset about, A high amount of Aim-assist, bullet magnetism, and the fact that a decent player can kill someone before they can turn around and defend themselves.
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So, what did Halo 5 do about these problems?Halo 5 took away armor abilities, ordinance drops, but decided to evidently keep the high amount of Aim assist, along with other core mechanics from Halo 4.
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Why would someone be upset about high aim assist, and why does it matter if others are complaining about it being too hard to hit someone because of the aiming mechanics?Please… listen. Halo 5 DOES have problems with the core aiming mechanics, the slow aim acceleration diagonally being one of them, but is this really the problem people are having with their aim? Let me ask a question… Have you ever tried shooting a fusion coil/explosive when there is an enemy close to it? If you have, then you should realize that it is hard to take your reticle off the enemy and place it on the fusion coil/explosive. This means that there is a very “sticky” feel that tries gluing your reticle on an enemy, making it easier to aim… But hold on there a second… Halo 5’s aim assist box (the area around an enemy/spartan that decides when the stickiness will apply) is absolutely friggin huge compared to other Halos and even Halo Reach, so is this the actual problem with the aiming mechanics?
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How could a large aim assist box actually make it Harder to hit an enemy?The aim assist in halo 5 can be confusing, and this is because it varies at different ranges with specific weapons, the magnum being one of those weapons. At certain ranges the magnum is fairly easy to use, but at close range it actually seems harder than medium range. So… why? Well lets put it this way, if your reticle gets sticky and is hard to move even though your reticle is not on target, it forces the attacker to thrust his thumbsticks either right or left, simply because the game’s mechanics force you to. Not only is this confusing, but in my opinion this is poorly designed. Another thing that the giant aim assist box does is it also makes the game easier for people to get the majority of their shots in on a target, which is why it’s so frustrating when you do miss. This simple fact ruins the game in certain ways for me, because that means there is less of a skill gap, and the game becomes more about twitch mechanics than actually simply being able to aim better than the enemy.
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Other problemsWhen you pick up a BR and you shoot at an enemy at medium range, do you have a better chance at missing a shot completely, or getting some of the mini bullets in from that shot? I would have to say (especially after watching one of my friends play for the first time) that you have a better chance at completely missing the shot, and when you do hit the target all of your mini bullets (3) will connect to the target. I would say that this takes away a large portion of skill from the BR, and even takes away the concept of having to keep your reticle on target as each burst fires off, which is what the BR was made for. I would also say that this is partially because of aim assist, but mostly because of bullet magnetism.
Basically, if you don’t believe me about the aim-assist part, go play Halo Reach with the most recent MLG settings (no bloom and bleed-through damage) and tell me that someone strafing is easier to hit than in Halo 5, because I’ve played a lot of Reach, and I can effectively out-strafe/ out shoot most people, while in Halo 5 I must rely more on my intelligence than my skill.