What are the true affects of target aquisition(aim assist)? Some popular youtubers have made videos claiming they know but give no solid evidence. I came across this in-depth video from Vraethx. He found target aquisition has no effect on reticle slow down and a 30-50% increase on bullet magnitism. Is this an accurate analysis of target aquisition? Are there any flaws in his tests? Do you think snipers should have bullet magnitism?
EDIT: Please watch the video before commenting.
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Suck of people using this video as proof of bullet magnetism, there is such a thing as hitboxes.
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The only magnet is my helmet... Serious
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Edited by High Charity: 3/20/2016 3:22:25 AMBullet magnetism on snipers doesn't exist in Destiny. Snipers use hitscan, the game decides whether or not the shit registers a hit the nanosecond you pull the trigger. What you mean is, the reticle sticks to the target longer. This has been proven time and again by various sources in various updates.
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Aim assist is your cross hairs sticking to a target while moving it. Consoles need this because we use joysticks. Which are ten times harder to aim than a mouse.
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I think that i dont care about so much bullshit and just play the game. Every game has a different concept of aim assist so dont believe anything unless the devs say it.
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I think the servers have been tweaked so many times that there is no way to test and achieve consistent results. The sad part is, this isn't a joke.
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I just wish that I could turn off the Aim Assist to begin with. I need to make my own adjustments to my aiming.
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There's a difference between ambush and short gaze the end
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Aim assist on snipers make the reticle stick to the body a little longer while primaries bullets curve to hit your target
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Bungie has said the bullet trail doesn't always match the bullet.
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Looking to get in on some good sweats msg laxplayer41
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There is a huge issue that people disregard, and that is the effect of lag, combined with a MOVING target. Depending on the amount of aim assist, the magnetism is more strong, and combined with lag, allows for shots to go through walls due to the registry to think they are not around corners. This is irritating.
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I dont believe its bullet magnetism I think its just lag. Makes no difference from green to red bar there is always lag in destiny
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My spindle feels like it has way more magnetism than a 1k yard in pvp.
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ITS ALREADY BEEN DEBUNKED
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A very well thought out video and a good experiment and explanation. Bump.
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So back in year 2 when everyone was complaining up a storm about it being the worst gun in the game, I made it my mission to get good with it, and today I sit at over 4,000 pvp kills with it, and it is the only gun I use now, because of this my Xbox one captures are loaded with what I like to call my no land BeyonTage, I've taken to the forums to ask people if it's not to much trouble, could they look up my profile GT- xK9 Un1T Scroll over to my captures and drop a favorite on the ones you feel deserve it, I'm trying to make it on to a top 10 list or make it to destinys clip of the week, thank you all
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Solution: Bring Back Shot package and buff precision damage on shotguns. Problem: Community.
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I would like to see the same done in crucible tests. PvE =\= pvp
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Completely off topic, but that guy is a boss using that terrible ass Thorn.
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I've said this before, but I'll say it again, I'd like to see similar tests done in a controlled environment in crucible. PvE =\= pvp. I suggest if the creator of the video is Present, that he were to go into 2 teams of three in rumble and preform tests. That way no uncontrolled variable of a random player joining will screw up results.
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Edited by ScientificBEST: 3/17/2016 1:08:05 AMI 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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If you want to test your own weapon, sometimes you can notice this when attacking a cabal with a shield, you will try to hit his hand but the bullet is "pulled" to the head causing a miss. I do find the fact that a sniper can simply duck out in a hall way, pass the cross hairs over a target and duck back behind cover.....never stopping, and the hit will register.
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Edited by Georgahh: 3/16/2016 4:47:36 AMStill they are balanced and it takes skill... I couldn't care less if they get nerfed though because that means less crap people looking good
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There's a couple of good links in these reddit posts. At the start you said something like "aim assist and target acquisition go hand in hand". They do, because they are the same thing. https://m.reddit.com/r/CruciblePlaybook/comments/3y6u6l/do_sniper_rifles_have_bullet_magnetism/?ref=readnext_2 https://m.reddit.com/r/DestinyTheGame/comments/3nu380/bungie_designer_jon_weisnewski_explains_accuracy/