I think that aim-assists is vital in any console FPS. It makes up for a lack of precision of the controller as for Halo: Reach, I have noticed very little impact from aim-assist on the multilayer game. Also, correct me if I'm wrong here, but I don't believe that the sniper or beam rifles have aim-assist (if they do, it is not as predominant). I personally think that the guys at Bungie have made the aim assist in Halo: Reach spot on. Just enough to give you a helping hand but not enough to allow any ham handed troll to get a head shot with a DMR half way across the map.
As for cover systems.... Well, in GOW, it got tiresome very quickly. Rainbow Six: Vegas 1 + 2 however; the system in that was very good because I found that you never spent too long in monotonous whack a mole fights and that it was far more intense than games such as GOW. Same goes for Mass Effect 1 + 2. There are more plenty more gunfights in the second game but they never felt too repetitive. It was only on my 3rd play-through on Insanity that I started to get bored but that was only because the fights dragged on so long and I spent 3/4 of my time waiting for regen....
Now, health regen is something that really grates me. I have no issue with shield regen as in Mass Effect 1 or Halo: Reach. That being said, what does annoy me about the shield in Reach is that it accounts for about 4/5 of your health. However... I think that in multilayer, this works perfectly well. Now, as for Mass Effect 1, they got the balance between health and shield just right. Your shield recharged, your health didn't. It meant that you had to plan ahead and that you couldn't go wasting medi-gel willy nilly and it also meant that if you were shit, you would die a hell of a lot more often. That is way it's suppose to be.
As for cover systems.... Well, in GOW, it got tiresome very quickly. Rainbow Six: Vegas 1 + 2 however; the system in that was very good because I found that you never spent too long in monotonous whack a mole fights and that it was far more intense than games such as GOW. Same goes for Mass Effect 1 + 2. There are more plenty more gunfights in the second game but they never felt too repetitive. It was only on my 3rd play-through on Insanity that I started to get bored but that was only because the fights dragged on so long and I spent 3/4 of my time waiting for regen....
Now, health regen is something that really grates me. I have no issue with shield regen as in Mass Effect 1 or Halo: Reach. That being said, what does annoy me about the shield in Reach is that it accounts for about 4/5 of your health. However... I think that in multilayer, this works perfectly well. Now, as for Mass Effect 1, they got the balance between health and shield just right. Your shield recharged, your health didn't. It meant that you had to plan ahead and that you couldn't go wasting medi-gel willy nilly and it also meant that if you were shit, you would die a hell of a lot more often. That is way it's suppose to be.