I think it's partially true that snipers have a small amount of bullet magnetism, but not much.
The term "bullet curve" is probably pretty accurate. My theory is that the hit detection algorithm has a set amount of curve that it will accept (basically a margin of error) as a hit. But sniper have such a small margin of error that it's barely noticeable.
If you took two snipers with very different aim assist stats, and you tested them for bullet magnetism from the same distance, firing while the reticle remains still, you would see very little difference between them.
[b]But then there is a latency "grace" factor.[/b]
This is all hypothetical, but bear with me. Let's say my margin of error is 2-3 inches depending on the aim assist stat. That's barely a noticeable difference.
But then I "sweep snipe" a target. When I do that, my console has to send info to the host console telling it where my aim was when I pulled the trigger. But it must send that info in several discreet packets, and the host machine knows that I crossed over the target's head at some point along that sweep shot, but it doesn't know precisely where that happened. So it has to make a judgement call.
One example of how Destiny might handle this is to just take the start and end of the sweep motion and assume I pulled the trigger in the middle of that motion, and then [b]expand the margin of error by some multiplier.[/b]
Let's say that multiplier happens to be 4. So at the bottom end of the aim assist spectrum, we get:
2 inch margin * 4 = 8 inch margin
And at the top end of the aim assist spectrum we get:
3 inch margin * 4 = 12 inch margin
Now we begin to see a noticeable difference between the snipers. And we can understand why one sniper seems to have an easier time making headshots, even when typical bullet magnetism tests don't seem to indicate much of a difference at all.
[b]I could be entirely wrong, but this idea makes sense to me, given my personal observations and having a very small grasp on how net code and error handling works.[/b]
[Edit 1]
Again, I am probably wrong on the specifics of how Destiny handles aim assist and latency. But I don't think I'm terribly far off.
[b]I'm just offering an example of how stats can be manipulated on the fly to create effects that we won't notice in controlled test environments like we see in these videos.[/b] The case of sweep sniping is interesting because it's difficult to measure the variables and effects involved in such a quick motion, and each instance of sweep sniping will be somewhat unique.
Another thing to consider is that [b]tests in PvE may not correlate well with what we find in PvP[/b]. It's been said that aim assist is improved (or perhaps hit boxes are enlarged) for PvE enemies. If that's the case, then there may be a lot of other factors that vary between the two game modes. Idk.
Idk. I'm just another dumb Destiny fan with too much time on his hands...
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Bump for later
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I hear they call it "ole plutonian windage."
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All weapons (other than fusions and rockets) register the hit/miss when you pull the trigger. There is no bullet travel time, hence the bullet cannot curve (bullet magnetism). The animation of the shot may appear to curve, but that is the game making up for lag between your shot registering for you and registering for your target. One of the developers of this mechanic has stated how all this works.
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That makes sense. But there is definitely projectile motion, unlike the hit-scan based sidearms. And notice how with really high aim assist on a weapon, you sometimes can't hit a target that is barely visible behind a corner as well as you can with a low aim assist weapon, which feels more precise. My theory is that there is some kind of trajectory adjustment that causes the bullet to veer into the wall, rather than hit the exact spot on the target that I'm aiming for. It may all be instantaneous, and the calculation for hit detection probably occurs before the animation is shown, but the effect resembles bullet magnetism in practice.
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Spot on with your last paragraph. High aim assist will make your shot hit as close to the centre of the hit-box possible. Low aim assist makes it easier to precisely hit small exposures of a target. It is easier to hit a phalanx hand with low aim assist if aiming spot on the hand. High aim assist you need to aim off to the side, or it will make most shots hit the shield. Yes, there appears to be bullet magnetism (bullets leave your gun, then curve to the target) but there are no bullets. With the phalanx, the animation will go directly from barrel to shield. Because your reticule is on the hand, your mind interprets it as curving. Snipers are a little different. Their animation can curve significantly, but it is just the lag between shooter and target. You got the kill the moment you pulled the trigger.
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Yeah, after I posted that it made me think of the "why can't I hit this phalanx?!" problem that we all run into from time to time. Lol. You hit the nail on the head. That's what I observe when I play, anyway.
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Edited by ChiIy: 3/16/2016 4:40:23 AMThanks for the response. I think this is the best answer I'll get unless a Bungie employee would like to clear this up. Even if there is very little noticable difference using a weapon with high bullet magnitisim, it makes a big difference if your weapon kills in one hit from a distance. What do you think about the results Vraethx got from his reticle slow down test?
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It's not a good answer at all.
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It's one of the few replies that agrees with him.
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Edited by Hells Mascot: 3/17/2016 4:03:24 AMThe video you the OP linked to is much closer to the truth than any video on the subject thus far. I agree with Vraethx's analysis more than I agree with your opinion. I'm saying that Best has a poor conception of how it works
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Yeah, unfortunately I don't think Bungie will ever fully explain the mechanics of its hit detection system, or go into detail on how weapon stats work at the fundamental level. Like they have said themselves, it's their "secret sauce" that governs how the game feels to the player. And it feels great, so I doubt they want to just lay it all out there for other game studios to replicate it. As for the stickiness test, his findings seem pretty solid, but there is no way to know for sure. There are so many variables we don't know about that might be very subtle and don't make a difference until you are in combat making quick reactions. So I don't know.