That seems pretty believable considering that when I burst fire I can kill easier than I would ADSing and firing while trying to follow my target, the fact that there isn't as much magnetism in the ADS shooting as there is in games like CoD and Halo would make the game a little more "realistic" seeing as real bullets don't magnetize to their target but nevertheless it makes the game nearly impossible to play and not very n00b friendly (not that I care for the n00bs, but still) If this is the case it would be logical to just run around with a shotgun spraying people because it would be a lot more accurate than ADSing with an assault rifle and trying to kill someone. Although this can't be full problem because the connections are also horrible which also plays a role in the lag/hit detection in a way. My question is, If the demo hit detection was so much better why scrap it?
That's the thing, reticule magnetism doesn't make the bullet magnetize towards the target. That's the job of the hitboxes. Reticule magnetism makes the reticule slow down in the general area of the target to allow for more player input to make precise/accurate shots. Just because the game doesn't have any reticule magnetism doesn't make the game the bane of newcomers a.k.a "noob friendly." (really don't like saying noob/ everybody has to get their feet wet) It does the exact opposite . It makes spraying a more viable/successful strategy because it takes precision out of more experienced players hands. Instead of letting the player control their reticule in the 3d- plane(cubed room), Crytek in turn made the ADS bullets a 2-d plane.(vertical wall). When a player is able to move their reticule in a 3d-plane, it makes it so the player bullets have to be in 1 localized area for registration. It's almost in a sense like a buried treasure( X marks the spot) with the buried treasure marked as a killing zone if the player steps in that position. With this type of hit registration, precision has to be consistent and accurate to drop a target , which means player input has to decisive. Since precision is a must, it allows for human error which a target can respond and capitalize off of in a shootout. Now since the ADS is a 2-plane, it completely changes the rules of the scenario. Instead of having a small windowed killzone,( buried treasure/X marks the spot), it in turn makes a killzone for every bullet fired.Imagine an area where there 1 big giant X on the ground for every bullet that stretches out till the bullets vanish. This in turn makes spraying way too viable as a shooting mechanic. It makes maximum armor extremely inneffective and it makes strafing far less effective. Add of top of the autolock ADS , then you have the a real bland shooting mechanic for a multiplayer experience. The shotgun doesn't dominate because it's bullets disappear after a certain point along with it's mediocre damage output.
When dealing with a multiplayer game, adding the "realism" is a bad reasoning for addition. It should be about balance and whoever has the most consistent player input. Letting the player's have more input decisions in the shooting mechanics allow for a more satisfying multiplayer experience. I came up with three reasons why they might have changed the hit detection.
1) To appease the people who couldn't figure out the shooting dynamics 2) Didn't meet the deadline to finish the multiplayer experience 3)Thought it was best for gameplay(Which I hope Crytek doesn't believe)