Will Halo Infinite be the most Difficult halo...

And will that be a good thing?

Halo games have always been more about movement, pacing your shots, and controlling map pickups rather than hardcore, pinpoint accuracy (apart from the sniper) due to two magic ingredients: Bullet Magnetism and Red Reticle Range. im gonna assume you all know what they do, but if you dont, i’ll leave an explanation at the end of the post.

in the big multiplayer trailer for Halo Infinite, they showed several people using the AR and the pistol, and to one keen youtuber, he noticed that the bullet magnitism has dropped… like, very significantly. in halo 5, if you were aiming in the BALLPARK of an enemy player, your aim would automatically correct to hit them, you could see it done in real time with guns that fire tracer rounds like the BR. I’m assuming they made this change due to the incredibly powerful Advanced Movement in halo 5, but honestly some of that is still in HI (we didnt see dodge tho, so rip dodge) so fast player speed, combined with bullets that are harder to hit, could make for a more difficult game than even CE.

My question to you, is this: is that a good thing? is this something we, as a community, should want? or would you prefer that the aim assist be tuned up, so you can focus more on dodging your opponents gunfire rather than necessarily out aiming them.

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Bullet Magnetism: when the bullets that you shoot auto-correct themselves mid-flight, think the needler but like… much, much, much more toned down. essentially, it’s the game helping you aim.

Red Reticle Range: the most effective range of your current weapon. in most any game other than CE (and Infinite), if your reticle is red, your shot WILL hit the target. it might not be super effective, but it will still hit the target. if you aim at someone and your reticle doesnt change color, it’s because the game is saying you’re out of range for your gun. if it’s red, fire away cowboy.

Less bullet magnetism sucks, but at the same time you need to make it hard in some way, I mean, if you grapple someone and they shoot you before you can assassinate them because bullet magnetism. Well that makes grapple kills useless.

Only time will tell, but in all honesty I think it is a good thing.

I think they are still tinkering with it. In the academy part RRR and magnetism seem pretty real on the BR, also for counting a headshot. In an other part with the sidekick bullets didn’t seem to register and finally on bazaar someone hit a grapple with his reticle not even close to the Spartan.

personally I’m in favour of magnetism over more RR. Makes you reward aiming well and keeps you in control of your aim when an other Spartan crosses your reticle.

Less aim assist and bullet magnetism is a good thing, it makes the skill gap bigger and something for people to achieve. It also makes it more balanced for the less skilled players on M/KB during crossplay. Map control, controlling power weapons, and dynamically using equipment to aid or accidently harm you is still going to be a thing and make for a much better play experience mixed with the increased focus on aiming properly. You shouldn’t reward people for completely missing their shot but having it curved to a head shot, it feels cheap and makes the game more mediocre towards its competitors and its own genre of games (hybrid arena). Why do you think Counter-Strike got so popular, it has an incredibly high skill gap and is alluring to learn because of it.

> 2533274855630086;5:
> Less aim assist and bullet magnetism is a good thing, it makes the skill gap bigger and something for people to achieve. It also makes it more balanced for the less skilled players on M/KB during crossplay. Map control, controlling power weapons, and dynamically using equipment to aid or accidently harm you is still going to be a thing and make for a much better play experience mixed with the increased focus on aiming properly. You shouldn’t reward people for completely missing their shot but having it curved to a head shot, it feels cheap and makes the game more mediocre towards its competitors and its own genre of games (hybrid arena). Why do you think Counter-Strike got so popular, it has an incredibly high skill gap and is alluring to learn because of it.

No it’s not.

While at first glance it does look like bullet magnetism is toned down a bit from Halo 5, it honestly is extremely hard to tell until we get hands on with the game ourselves. I do think that Infinite probably does not need as much bullet magnetism as Halo 5 did to achieve a similar aim feel for a few reasons. One of them is that movement in Halo Infinite should be more predictable and not as fast as Halo 5. This is largely due to the removal of thrusters which in Halo 5 allowed you to pretty much move yourself into any direction at a moment’s notice as long as you and your thrusters up. This meant that you could be jumping to your left and then zip yourself back to the right throwing someone’s aim off completely. Now Halo Infinite will still have some moments of this with the grapple hook but those should be fewer and farther between. When someone jumps in the air you should be able to roughly predict how they are going to move through the air and where they will land, thus meaning you can aim more accordingly yourself and not have to have the system help you aim. This could be why bullet magnetism is less needed in Halo Infinite, but again we won’t really know until we actually play the game.

Probably you cannot see any bullet magnetism cause the scene that we have seen was recorded on a pc, where it’s absolute normal.

With a pad I agree with you, the player need it, and 343i will never remove it, like every SH.

I think it will be better to lower it for halo infinite. As people have said, halo 5 had fast movement due to thrusters and the magnetism was needed. Since infinite will not have those same movement mechanics, it will be too easy for it to be the same. I also want it lower than halo 3 and halo 2 anniversary from halo MCC. I feel It’s too easy to nail shots in those games when you are at the respective range of the weapon your holding. Just imagine the perfect medal was in those games. Then again, it might be a combination of the magnetism and slow movement speed. However, I feel reducing it a bit will help open the skill gap.

> 2533274810989728;6:
> > 2533274855630086;5:
> > Less aim assist and bullet magnetism is a good thing, it makes the skill gap bigger and something for people to achieve. It also makes it more balanced for the less skilled players on M/KB during crossplay. Map control, controlling power weapons, and dynamically using equipment to aid or accidently harm you is still going to be a thing and make for a much better play experience mixed with the increased focus on aiming properly. You shouldn’t reward people for completely missing their shot but having it curved to a head shot, it feels cheap and makes the game more mediocre towards its competitors and its own genre of games (hybrid arena). Why do you think Counter-Strike got so popular, it has an incredibly high skill gap and is alluring to learn because of it.
>
> No it’s not.

Yes, it is. It inherently requires more skill and effort on the player to use their weapons properly.

> 2533274855630086;10:
> > 2533274810989728;6:
> > > 2533274855630086;5:
> > > Less aim assist and bullet magnetism is a good thing, it makes the skill gap bigger and something for people to achieve. It also makes it more balanced for the less skilled players on M/KB during crossplay. Map control, controlling power weapons, and dynamically using equipment to aid or accidently harm you is still going to be a thing and make for a much better play experience mixed with the increased focus on aiming properly. You shouldn’t reward people for completely missing their shot but having it curved to a head shot, it feels cheap and makes the game more mediocre towards its competitors and its own genre of games (hybrid arena). Why do you think Counter-Strike got so popular, it has an incredibly high skill gap and is alluring to learn because of it.
> >
> > No it’s not.
>
> Yes, it is. It inherently requires more skill and effort on the player to use their weapons properly.

No. It’s really not.

It seems to me you aren’t all that familiar with AA and BM in the slightest. Controllers need these features as it’s far more difficult aiming with thumbsticks than it is a mouse. A mouse is much more accurate device (newsflash, even a mouse has AA to help with control on a certain level, even minimal.) Here’s another mind-blown moment: Plenty of games who say they don’t have AA lie to the player to make them feel better about themselves who don’t want it (for some reason. It’s there to help make the game playable.) No matter thr game, you’re always helped even discretely by AA. Hell, even the MP vidoc for H5, a dev admitted they added AA and tweaked it so it can stealth under the radar to players who, again, for some reason complain about a necessity.

What I’m going to assume you probably have an issue with, which - if I’m correct, means you should have probably been more specific instead of lumping these features all together, is something like sticky aim, no? Where the crosshair is dragged to a player and slows down on them? Or perhaps something as awful and intrusive as lock-on? (Akin to GTAV)

As for BM, that’s also a necessity for something like Halo. Now, the strenght of such a feature, I will agree, the slower the game, the lower the BM should be. But hopefully you aren’t arguing for either AA or BM to be outright removed like I’ve seen plenty of people, even outside of Halo, say. Because that’s simply the most awful idea ever.

As for it taking more skill/effort: No. It doesn’t. It’s a video game. Like it or not, they’re more for entertainment value than competition. You and I, the people of these forums, are the minority. The majority will be catered to. If you’re slightly more skilled than the average player, you will outplay them anyways. But in true core-Halo gameplay fashion, even the lower skilled have a chance to outplay you. Equal footing. Nothing wrong with that. These features don’t hinder or improve someone’s skill in a game. The previous Halo’s have proven that.

I’ll need to test it out for myself before I can see if I like it or not. Probably won’t impact me as much, but I can see lesser-skilled folk having a rough time with aiming.

Aim assist in Halo has many different forms and so far you’ve only listed two. Those two aim assists are what they used to balance the weapons themselves and if they felt the need to tone down bullet magnetism, maybe that’s for the sake of weapon balance. However aim assist, I will just add, should not be removed or toned down.

The aim assists I am speaking of are friction and player magnetism. I see a post here saying turning that down will make the game “More skill based” when these two types of assistance already reward skill. All they literally do is manipulate your sensitivity and that’s literally it. If they toned down bullet magnetism AND tone down aim assist, they will be gimping controller users for no reason what’s so ever. As Tiger has stated even in the old games you can still tell who was good and who wasn’t. Removing aim assist or nerfing it too much will be unhealthy for the game.

Here’s 343’s video on Halo 5 talking about it’s aim assist:

And here’s a game developer discussing the importance of aim assist when designing a shooter for console:

Go ahead to anyone here and give these a watch. Especially the GDC talk about Resistance 3 and building aim assist for a console shooter. It’s very informative.

> 2533274810989728;11:
> > 2533274855630086;10:
> > > 2533274810989728;6:
> > > > 2533274855630086;5:
> > > > Less aim assist and bullet magnetism is a good thing, it makes the skill gap bigger and something for people to achieve. It also makes it more balanced for the less skilled players on M/KB during crossplay. Map control, controlling power weapons, and dynamically using equipment to aid or accidently harm you is still going to be a thing and make for a much better play experience mixed with the increased focus on aiming properly. You shouldn’t reward people for completely missing their shot but having it curved to a head shot, it feels cheap and makes the game more mediocre towards its competitors and its own genre of games (hybrid arena). Why do you think Counter-Strike got so popular, it has an incredibly high skill gap and is alluring to learn because of it.
> > >
> > > No it’s not.
> >
> > Yes, it is. It inherently requires more skill and effort on the player to use their weapons properly.
>
> No. It’s really not.
>
> It seems to me you aren’t all that familiar with AA and BM in the slightest. Controllers need these features as it’s far more difficult aiming with thumbsticks than it is a mouse. A mouse is much more accurate device (newsflash, even a mouse has AA to help with control on a certain level, even minimal.) Here’s another mind-blown moment: Plenty of games who say they don’t have AA lie to the player to make them feel better about themselves who don’t want it (for some reason. It’s there to help make the game playable.) No matter thr game, you’re always helped even discretely by AA. Hell, even the MP vidoc for H5, a dev admitted they added AA and tweaked it so it can stealth under the radar to players who, again, for some reason complain about a necessity.
>
> What I’m going to assume you probably have an issue with, which - if I’m correct, means you should have probably been more specific instead of lumping these features all together, is something like sticky aim, no? Where the crosshair is dragged to a player and slows down on them? Or perhaps something as awful and intrusive as lock-on? (Akin to GTAV)
>
> As for BM, that’s also a necessity for something like Halo. Now, the strenght of such a feature, I will agree, the slower the game, the lower the BM should be. But hopefully you aren’t arguing for either AA or BM to be outright removed like I’ve seen plenty of people, even outside of Halo, say. Because that’s simply the most awful idea ever.
>
> As for it taking more skill/effort: No. It doesn’t. It’s a video game. Like it or not, they’re more for entertainment value than competition. You and I, the people of these forums, are the minority. The majority will be catered to. If you’re slightly more skilled than the average player, you will outplay them anyways. But in true core-Halo gameplay fashion, even the lower skilled have a chance to outplay you. Equal footing. Nothing wrong with that. These features don’t hinder or improve someone’s skill in a game. The previous Halo’s have proven that.

I don’t want AA to be completely removed, I never said that, I said it should be toned down. The overarching community feedback has been that it’s far too egregious at least in MCC. As for bullet magnetism both in MCC and H5 there are times where the reticle isn’t even touching the spartan but the bullet will curve to hit its shot. I get it, Halo needs BM in some capacity but it needed to be toned down and it has been in Infinite from what we’ve seen in the E3 trailer and overview. Lessening these things does inherently increase the skill gap, that’s… just how it is, also entertainment and competition aren’t necessarily mutually exclusive (plenty of things are easy to learn and hard to master).

I don’t know what you mean by mouse AA, it’s pretty much raw input always, unless you mean some technical thing that’s minute and basically irrelevant.

When you guys say AA you mean Aim assist right? Aim assist should always be in a game like this on controllers. Mouse shouldn’t have AA though due to the precision allowed with a mouse. As for BM I don’t think it should be in any game tbh because it allows people to be lazy when it comes to aiming. Aim assist is supposed to help when playing on the controller I don’t see a need for BM. That being said I am not against it either I just see it as overkill somewhat.

> 2533274885506317;15:
> When you guys say AA you mean Aim assist right? Aim assist should always be in a game like this on controllers. Mouse shouldn’t have AA though due to the precision allowed with a mouse. As for BM I don’t think it should be in any game tbh because it allows people to be lazy when it comes to aiming. Aim assist is supposed to help when playing on the controller I don’t see a need for BM. That being said I am not against it either I just see it as overkill somewhat.

Bullet magnetism isn’t really all that bad especially since everyone will have it. Not a big deal. Heck even Team Fortress 2 uses some type of magnetism for projectile based weapons, so even BM is still needed to a degree. How much of it is the real question and I gotta say, in my opinion, I would like it toned down in Infinite but not by too much.

> 2533274887348830;16:
> > 2533274885506317;15:
> > When you guys say AA you mean Aim assist right? Aim assist should always be in a game like this on controllers. Mouse shouldn’t have AA though due to the precision allowed with a mouse. As for BM I don’t think it should be in any game tbh because it allows people to be lazy when it comes to aiming. Aim assist is supposed to help when playing on the controller I don’t see a need for BM. That being said I am not against it either I just see it as overkill somewhat.
>
> Bullet magnetism isn’t really all that bad especially since everyone will have it. Not a big deal. Heck even Team Fortress 2 uses some type of magnetism for projectile based weapons, so even BM is still needed to a degree. How much of it is the real question and I gotta say, in my opinion, I would like it toned down in Infinite but not by too much.

Bullet magnetism is cheap though, you are hitting shots that should miss, it rewards bad aim.

I get it that everyone has it but that doesn’t make it ok, I would rather have it removed completely but I would be fine with having it toned down a lot. What’s the point of straffing to avoid bullets when they all curve and hit you anyway ? I feel like I’m in that Angelina Jolie movie, I forgot the name