Perhaps play around a bit with system.timescale.
You could also exclude the aim from slowdown by setting object timescale back to 1.
It could be easier to manipulate the reticle if it was a sprite, and mouse pointer just hidden.
Thinking something like:
Local variable AssistX = 0
reticle overlapping badguy | AssistX = (reticleX - Mouse.X) / 3
reticle.X = mouse.x + AssistX
(same goes for Y)
I'm not sure at all about the math, but it should be easy to trial and error, the division is thrown in to make the aim just "nugde" in the right direction.
The hitbox of the reticle would also play a part in how much the aim would be affected.