Why you can't blame lag with some weapons and other useful advice:
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The second thing that will strike you in Reach is the increased difficulty of landing shots with many of the weapons. There are two reasons for this, the first of which is the decreased autoaim when compared to Halo 3. Put simply, Reach is doing less to help you hit the target, meaning you’re going to have to pick up the slack. The upside, however, is that many of Reach’s weapons are ‘hitscan’, which means the game calculates whether or not you landed your shot solely on the basis of where your reticle was when you pulled the trigger. Forget the simulated ballistics and flaky ‘spread’ of Halo 3’s Battle Rifle, and stop leading your targets; all you have to do in Reach is aim and fire. Simple, right? As things stand, it’s harder to shoot accurately in this game than it was in Halo 3, but when you miss it’s more likely to have been your fault. I don’t say these things to hurt you; once you understand that a bullet’s travel time is often infinite in Reach (and that, in fact, the bullet doesn’t really exist), things are going to get easier. One disadvantage of the new system is that the ‘bullet trail’ you see when firing a hitscan weapon can be deceptive, and the issue is compounded by latency. So trust in your reticle, not in the trail. Your reticle knows what’s up.
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