» Thu Nov 13, 2008 5:56 am
Different verions of A. A. whether or not you realize how they assist or not.
SNAPPING
Early first-person shooters on console struggled to make aiming feel intuitive and rewarding, since it was impossible to match the accuracy and speed of the PC's mouse interface. Snapping (also sometimes called auto aim) was the earliest solution to cnosole control problems. Titles like Rare's GoldenEye 007 aided players by reorienting their gun barrels toward enemies whenever a player's crosshairs were in proximity of their target. It wasn't a flawless system, but it helped make shooters more accessible for console owners.
ACCELERATION
Many modern FPS also have highly tuned acceleration curves for reticle movement. When a player pegs their aiming stick in one direction his or her reticle will start moving slowly in that direction before picking up speed. This is noteworthy because it makes aiming at nearby targets easier without significantly sacrificing a player's ability to make quick turns.
FRICTION
Bungie introduced friction in the first Halo, and nearly every shooter uses it today. A simple way to describe friction is that it slows a player's turn rate as soon as their reticle passes over an enemy, but that's not the whole story. "What we really do is slow your top speed, and then dramatically decrease the rate at which the crosshair will slow down when you let go of the stick," explains Griesemer.
MAGNETISM
Some games stop with friction, but Halo adds another system to the mix. Once a player has locked onto a target, and that target begins to move, magnetism helps players stay trained on that target.
Whether we want to admit it or not, we need the help. Console controllers aren't designed to move a crosshair across the screen with the kind of fidelity FPSes require. Aiming system are practically required from any FPS that wants to stay competitive.
a true competition class player does not want, or need, assists... i svck right now without assists. barely maintain a 1:1 ratio.. but i do it..why? because it makes me a better player in the long run. making it "easier" is no fun, is it? isnt that why people strive for the lowest times on the hardest difficulty settings and spend months of their lives chasing those platinum goals at the end of every game? because they want to know they are the best. or at the least, better than most. you can take no claim to skill when a computer is "helping" you aim... period... if we all had no aim assists, the world would be fair, even, and if there really was a problem with the structure of it, EVERYONE would suffer from it.. therefore, the field would be equal. but when a computer gets involved, people find ways to manipulate them. people used to say that PS3s couldnt be cracked. but they could, and have been for a very long time. you never know whats possible when there is an option like that. but even so, its not something to be proud of using, and its not necessary. its only necessary or advised if other people are using it, only to keep yourself from being effectively DISADVANTAGED...but like i said, if everyone had no assist, we would all be on the same playing field so it wouldnt matter. The difference is, the truly skilled would shine, and the weak would be shown the error of their ways.
Im also anti radar. I never look at mine, and i dont need to. its like being able to see through walls. to me its an integrated nerf that cheats people out of tactical implementation. you could flank someone who would normally be completely oblivious to you, but because his team mate got a kill streak and now has radar, he knew you were coming before you did... just doesnt sit well with me. I come from the old Counter Strike days. people didnt use radar. all stealth, all tactical knowledge of your surroundings. i just like clean realistic warfare. you dont see soldiers in the field carrying radar units to check in the heat of battle. any that have tried im sure were buried with that unit. its just not realistic. then again, neither is a multi million dollar bio suit. but we are just talking about player advantages