Author Topic: NR vs DMR (auto aimj)  (Read 725 times)

Offline na golfball

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NR vs DMR (auto aimj)
« on: November 07, 2010, 02:18:16 AM »
Hey everyone,

I keep reading on the MLG forums that people believe the NR has less auto aim than the DMR. So I was thinking of a way to test this...

I got this idea from a video I watched forever ago which compared the auto aim of Halo 1, 2, and 3 by using protractors and angles to determine the strength.....make sense?

My solution to figuring out if the guns have equal auto aim is to create a map with 1 spawn point on it facing a wall from medium close range. Then have another player on the map walk next to the wall in front of the person with the DMR/NR and do that 10 or 20 times. From this we should be able to see if each cross hair is dragged the same distance due to auto aim, or if one is stronger than the other.

Thoughts?
"Skepticism should be encouraged in society. Skeptics are not simply scoffers of the status quo, but souls in search of truth."

Offline Ponked

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Re: NR vs DMR (auto aimj)
« Reply #1 on: November 07, 2010, 03:15:30 AM »
Auto aim does not change from weapon to weapon. The experiment your thinking of Cody is for aim magnetism, and I saw it too. You could try it because I could be wrong tho :)

Offline na golfball

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Re: NR vs DMR (auto aimj)
« Reply #2 on: November 07, 2010, 04:47:29 AM »
yeah, I was wondering if auto aim was the correct term or not.

And I really don't think it does either. BUT, people on MLG forums believe it does, and that the NR has less.
If we could mod the game we could see if the values for the NR and DMR are the same. BUT, since we cannot I thought this was a way of testing it within the perimeters we have.
"Skepticism should be encouraged in society. Skeptics are not simply scoffers of the status quo, but souls in search of truth."

Offline Ponked

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Re: NR vs DMR (auto aimj)
« Reply #3 on: November 07, 2010, 12:39:03 PM »
yeah, I was wondering if auto aim was the correct term or not.

And I really don't think it does either. BUT, people on MLG forums believe it does, and that the NR has less.
If we could mod the game we could see if the values for the NR and DMR are the same. BUT, since we cannot I thought this was a way of testing it within the perimeters we have.

Ya it's a good idea. I'm gonna be honest here though, most of the people who want the NR are bad with the DMR because they don't use cover or pace their shots differently depending on how far away they are from their target. Likewise, they think that the NR will be a miracle gun that will catapult them from Gold division to semi pro status. They're using this whole auto-aim thing as a reason to swith utility weapons. The math says that NR promotes more spamming since bloom does not change after the second shot no matter how fast you shoot, only after the third. This creates a pattern of pop pop, pop pop, pop pop with very little time in between bursts.

It'd be a great idea if you wanted to do yor experiment though. I'd definitely help you, it could be groundbreaking if you found that auto aim changed based on the weapon.

Offline na golfball

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Re: NR vs DMR (auto aimj)
« Reply #4 on: November 07, 2010, 02:13:45 PM »
see my view on that is its closer to having a weapon with no bloom, which is what we wanted at the beginning.
As I posted on the MLG forums...the skill needed to hit an extra shot or 2>>>>>>>the skill it takes to pace shots properly
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Re: NR vs DMR (auto aimj)
« Reply #5 on: November 07, 2010, 05:38:43 PM »
see my view on that is its closer to having a weapon with no bloom, which is what we wanted at the beginning.
As I posted on the MLG forums...the skill needed to hit an extra shot or 2>>>>>>>the skill it takes to pace shots properly

It's an interesting debate. I personally hate the look of both the NR and it's reticule, but we'll have to see what happens. But for god sake, I hope they keep sprint out of MLG as well as jetpacks, which both completely ruin movement and flow of the map. Keep the armor abilities spawning on the map down to armor lock and possibly hologram if MLG feels it actually does enough in a game to warrant keeping it around.

Offline na golfball

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Re: NR vs DMR (auto aimj)
« Reply #6 on: November 07, 2010, 05:46:49 PM »
Sprint, evade, and jet pack can ruin communication.

IDK how many times I have called a persons location out only to have my teammate respond, "No, one is there."

Alright, let us test this Justin!!!!!
« Last Edit: November 07, 2010, 06:34:59 PM by na golfball »
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Re: NR vs DMR (auto aimj)
« Reply #7 on: November 08, 2010, 12:58:31 AM »
Sprint, evade, and jet pack can ruin communication.

IDK how many times I have called a persons location out only to have my teammate respond, "No, one is there."

Alright, let us test this Justin!!!!!

Exactly. Sprint lets BKs get away with making bad decisions because they simply sprint away and five seconds later they're completely across the map. Keep it down to one armor lock to replace custom in H3. I can't believe Bungie wouldn't even patch the powerups so now we can't have overshield or inviz any more.

Offline na golfball

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Re: NR vs DMR (auto aimj)
« Reply #8 on: November 08, 2010, 03:24:18 AM »
So I ran some tests on the auto aim....crappy tests, but tests nonetheless.

The results show the aim magnetism is the same. Not really suprised by that.
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Re: NR vs DMR (auto aimj)
« Reply #9 on: November 08, 2010, 05:35:04 PM »
I was right :) Where did you orignally hear this theory about different aim magnetisms?

Offline na golfball

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Re: NR vs DMR (auto aimj)
« Reply #10 on: November 08, 2010, 06:10:52 PM »
just some people on the MLG forums....
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Re: NR vs DMR (auto aimj)
« Reply #11 on: November 09, 2010, 09:04:19 PM »
just some people on the MLG forums....

K. Was it Frag and his bandwagon passing through? LOL I like Frag's ideas, but sometimes he gets annoying. :)