Autohit in Saros explained
Autohit in Saros is a weapon feature that's both useful and a challenge
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Autohit in Saros is pretty self-explanatory, a feature wherein most of your weapon attacks have a baseline amount of homing, making it much easier to shoot opponents when diving around bullethell projectiles. But every now and then you'll get an icon that says "Autohit disabled", and sure enough, that power goes away with it. Below I'll explain why this is the case, and why there's actually a potential advantage to not having Autohit in Saros.
Autohit disabled weapons explained
Certain weapons in Saros that you find will have Autohit disabled, meaning that there's no homing feature and that you have to aim manually. This is marked by a square symbol in the weapon description, as seen above.
Not only that, but some weapons in Saros have the Autohit feature disabled in all variants, such as the Marksman Handcannon. This isn't a randomised factor, it's a specific feature of these weapons! However, it's also possible to find weapons with it randomly removed, despite the fact that they would normally have it. The Onslaught Rifle, for example, generally has Autohit, but you can find versions where it doesn't.
In these events, I found that Autohit-disabled weapons do much more damage per bullet than the homing versions. Basically, you probably won't hit as many shots, but you will do more damage per shot. This heavily rewards players with good accuracy, especially if they can target weakpoints on enemies. However, there is obviously a higher skill ceiling, though if you're a natural sniper these may turn out to be some of Saros best guns for you.
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Joel Franey is a writer, journalist, podcaster and Very Tired Man with a BA from Brunel University, a Masters from Sussex University and a decade working in games journalism, often focused on guides coverage but also in reviews, features and news. His love of games is strongest when it comes to groundbreaking narratives like Disco Elysium, UnderTale and Baldur's Gate 3, as well as innovative or refined gameplay experiences like XCOM, Sifu, Arkham Asylum or Slay the Spire. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at Eurogamer, Gfinity, USgamer, SFX Magazine, RPS, Dicebreaker, VG247, and more.
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