Quick question, so why do they add the heavy aim assist in a lot of FPS games? Lower skill gap? Or is it to offset things like lag?
I'm only asking because a while ago, someone showed this rudimentary FPS gameplay and guys like Cliffy B said it's the future of shooters.
In it, each bullet and person was independently moving. No animations or anything.
To compensate for the controller's joysticks and speed.
Autoaim or aim assist is usually used to describe your reticule following the target
Aim friction is your reticule slowing down when it passes over a target. In Halo this usually, but not always, happens once your reticule turns red while holding a gun.
Bullet magnetism is bullets being skewed towards the target you are aiming at. This is another part of helping the player and also cleans up the networking a bit. For an extreme example of this, take an 85% Bloom NR in Reach and aim it at the completely empty space next to their head, or aim it at their waist. The NR bullets will magnetise to the target's head, even though none of the reticule is actually on the head.
The first two are usually the ones people have issue with, they're also the reason somebody can 'grab' your reticule and move it by walking in front of you. Bungie actually had a simple AI in Reach that would prioritize what target to apply friction and assistance to based on distance and what weapon they are holding, if you had two in front of you. Someone dashing in front of you with a pistol is supposed to have less influence on the aiming system than the bit-farther guy with a sniper rifle or rocket.
The last one was actually slightly bugged in Reach's beta and raised a lot of complaints, because people were actually shooting someone in the neck but thought they were getting headshots, so Bungie made the 'magnetise to head' area a bit bigger vertically to make neckshots get magnetized to the head.