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| {{Status|Gameplay}} | | {{Realworld}} |
| {{Center|''"Bullet magnetism" redirects here. If you were looking for the related concept of camera magnetism, see [[magnetism]].''}}
| | '''Auto-Aiming''' is a technique used by [[Bungie]] to make targeting your opponent easier. This shifts the challenge from aiming to movement and strategy, unlike most FPSs. Other games using Auto-Aim completely lock on to a target, while Halo simply makes it easier. |
| [[File:H5G Screenshot AimAssistDemo.png|thumb|370px|A debug view from [[The Sprint: Sustain]], showing how auto-aim modifies the trajectory of the user's shots. The dark blue ring denotes the region where auto-aim begins to take effect, while the inner light blue-white ring shows the region where the shots will be directly on target.]]
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| '''Auto-aim''', also known as '''bullet magnetism''',{{Ref/Note|"Bullet magnetism" is the more common term for this type of [[aim assist]], but the term "auto-aim" is used here because it is how it is described within the game files of various ''Halo'' games.}} is a type of [[aim assist]] in place in the ''Halo'' video games, designed to make targeting enemy combatants easier for players. It slightly changes the trajectory of shots that the player fires, to direct them towards the enemy they are targeting. | |
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| ==Overview== | | == Face painting == |
| Auto-aim works by subtly modifying the trajectory of bullets fired by the player, steering them in the direction of the enemy they are firing upon, if that enemy is close enough to the player's reticle. When the reticle is red, it indicates that auto-aim is fully engaged and the shots will be directed straight towards the enemy. However, auto-aim is often still active when the reticle is not red, steering the shots closer to the enemy - just not directly at them.{{Ref/Marketing|Id=SprintS3E4|H5G|The Sprint|The Sprint: Sustain}}
| | [[Face painting]] is the most well known and used form of auto-aim. Utilizing this can give you a large advantage. It was implemented by Bungie to combat lag. |
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| The radius around the reticle at which auto-aim takes effect varies significantly depending on the weapon, with some weapons having significantly stronger auto-aim than others. Another factor that affects auto-aim strength is whether the player is zoomed in or hip firing - when zoomed, the angle at which auto-aim is applied becomes smaller, to account for the finer camera control the user has at that magnification level. Finally, the distance of the enemy from the player also impacts the strength of the auto-aim - beyond a certain distance, auto-aim will not kick in at all and the reticle will not turn red, leading to the notion of [[red reticle range]]. At these distances, the weapon becomes far less effective.
| | == Assisted Aiming == |
| | There are two types of assisted aiming in Halo 2, Auto-Aim and Magnetism. |
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| Although useful, auto-aim does not guarantee that the shot will hit the targeted enemy, for multiple reasons. If the weapon's projectiles are slow-moving, the enemy may have time to anticipate the shot and dodge it. Additionally, [[Spread|weapon spread]] is applied after auto-aim, so weapons with significant random spread or [[bloom]] may still miss a stationary target even when the reticle is red, if the spread happens to divert the shot away from the enemy.
| | '''Auto-Aim''' defines how far a bullet will "bend" in order to hit an enemy. This is also affected by the speed at which the bullet moves. |
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| Combined with other forms of aim assist, auto-aim makes the task of aiming in a [[first-person shooter]] much easier, particularly for players using a controller. However, auto-aim still applies for players using other input methods such as mouse and keyboard, unlike some forms of aim assist like [[magnetism]].
| | '''Magnetism''' simply assists your aim by creating a sticky effect between your [[reticule]] and your target when in range. Unlike Halo 1, it will not work without you moving your reticle. |
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| ==Gallery== | | {| border=1 |
| <gallery>
| | |+ '''Weapon Auto-Aim Statistics''' (Note: range calculation is rough, and based on masterchief being 7 foot tall) |
| File:H5G Screenshot AimAssistDemo.png|A debug view in ''[[Halo 5: Guardians]]'', where auto-aim is partially engaged. The smaller white cross shows where the shot will be directed.
| | ! Attribute !! Sentinel Beam !! Magnum !! Needler !! Plasma Pistol !! BR !! Beam Rifle !! Carbine !! Plasma Rifle !! Shotgun !! SMG !! Sniper !! Rockets !! Brute Shot |
| File:H5G Screenshot AimAssistDemo2.png|The same debug view, but with the camera moved so that auto-aim is fully engaged, indicating the shot will be directed right towards the enemy. Note the red reticle.
| | |- |
| </gallery>
| | ! Auto-Aim |
| | | 1° |
| | | 3° |
| | | 7° |
| | | 6° |
| | | 3° |
| | | 1° |
| | | 3° |
| | | 6° |
| | | 8° |
| | | 6° |
| | | 1° |
| | | 5° |
| | | 4° |
| | |- |
| | ! Magnetism |
| | | 9° |
| | | 6° |
| | | 9° |
| | | 9° |
| | | 6° |
| | | 4° |
| | | 6° |
| | | 9° |
| | | 16° |
| | | 12° |
| | | 4° |
| | | 10° |
| | | 6° |
| | |- |
| | ! Auto-Aim Range |
| | | 109.2 feet |
| | | 109.2 feet |
| | | 182 feet |
| | | 109.2 feet |
| | | 154.7 feet |
| | | 91 feet |
| | | 154.7 feet |
| | | 109.2 feet |
| | | 54.6 feet |
| | | 109.2 feet |
| | | 273 feet |
| | | 409.5 feet |
| | | 136.5 feet |
| | |- |
| | ! Magnetism Range |
| | | 163.8 feet |
| | | 145.6 feet |
| | | 182 feet |
| | | 145.6 feet |
| | | 191.1 feet |
| | | 127.4 feet |
| | | 191.1 feet |
| | | 163.8 feet |
| | | 54.6 feet |
| | | 163.8 feet |
| | | 127.4 feet |
| | | 227.5 feet |
| | | 227.5 feet |
| | |- |
| | |} |
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| ==List of appearances== | | ==See Also== |
| *''[[Halo: Combat Evolved]]'' {{1st}}
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| *''[[Halo 2]]''
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| *''[[Halo 3]]''
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| *''[[Halo 3: ODST]]''
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| *''[[Halo: Reach]]''
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| *''[[Halo 4]]''
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| *''[[Halo 5: Guardians]]''
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| *''[[Halo Online]]''
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| *''[[Halo Infinite]]''
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| ==Notes==
| | *[[Hit Box]] |
| {{Ref/Notes}}
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| ==Sources==
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| {{Ref/Sources}}
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| [[Category:Terminology (gameplay)]] | | [[Category:Terms and Phrases]] |