- GTA VI will feature significant changes to shooting, movement, and NPC behavior, making the game noticeably more realistic than GTA V.
- The automatic aim is disabled by default, with adjustable aiming parameters and 'stickiness' strength.
- Players can separately adjust the speed of normal walking and running.
- The R1 cover system will return, with shoulder switching similar to Red Dead Redemption 2.
- Shooting becomes more tactile with stronger recoil and pronounced hit reactions.
- Enemies are not automatically marked on the mini-map, and kill cameras can be disabled.
- Jason and Lucia can carry two pistols, with restrictions on long weapons.
- NPCs, especially police, react to the number of weapons carried and whether they are held.
Rockstar's GTA VI is set to introduce major gameplay changes aimed at enhancing realism compared to its predecessor, GTA V. The game will feature a new sprinting control scheme, with players using the L3 button, and will disable auto-aim by default.1
One of the most significant innovations is the ability for players to adjust various aiming parameters, including the strength of aim's "stickiness" to enemies. While it remains unclear if classic auto-targeting will be available, the game will allow for separate adjustments to walking and running speeds.4
The shooting mechanics will also see a transformation, with weapons exhibiting stronger recoil and a more tactile response to hits. Players will return to the R1 cover system, and can switch shoulders while aiming, similar to mechanics in Red Dead Redemption 2. Notably, enemies will not be automatically marked on the mini-map, and players can disable kill cameras entirely.567810
The weapon carrying system will undergo changes as well, allowing characters Jason and Lucia to carry two pistols, while imposing restrictions on long weapons. NPCs will react to the number of weapons a character possesses, particularly in police encounters, where one gun may prompt a warning, while multiple weapons could escalate tensions rapidly.9
“Players can adjust walking and running speeds separately, and the R1 cover system returns with shoulder switching like Red Dead Redemption 2. NPCs, especially police, react to the number of weapons carried, with one gun triggering a warning and several escalating the situation.”











