I don’t think this is the right direction to go for the standards off Halo. Maybe for the right gamestypes ZB works such as classic and SWAT but for default 343i needs to go to the other end and make bloom higher, %110 maybe even as high as %120. This is the gameplay I want personally and from what I got before the TU Beta a lot of others wanted. Right now the %85 has set an imbalance on the levels of Halo 3’s BR where the DMR has become king and the Pistol is useless now. The bloomed weapons aren’t the only one that have been affected from this choice, I’m finding the Pro Pipe to become a little more effective then it should be now. (This is coupled with the bleed through but I’m not here to talk about that also.) Does anyone else feel that 343i should experiment with higher bloom rates rather then lower? Or am I alone in this view?
I’d prefer a type of bloom if it was implemeted properly, whatever those settings might be.
Definetily not zero bloom like we have now in the TU. With no set rate of fire, the DMR is just a massive spam fest with perfect accuracy.
I guess what I’m saying is either, bloom if done right, or no bloom but with a set rate of fire. 
I think we need about %180, maybe %185 bloom, just to make it a fair and balanced playing field.
> I think we need about %180, maybe %185 bloom, just to make it a fair and balanced playing field.
you, sir, are insane. I think we should move it down to 75%.
I do agree, though, that 0% bloom is rather ridiculous.
> > I think we need about %180, maybe %185 bloom, just to make it a fair and balanced playing field.
>
> you, sir, are insane. I think we should move it down to 75%.
> I do agree, though, that 0% bloom is rather ridiculous.
TBH i was holding back, reach might be better with a %250 bloom setting. This way i can have those “5th element” type bullets where they go round corners and such. That would get rid of sword and shotgun campers…
its not overpowered at all… the only people that arn’t going to like reduced bloom are the people who lack skill, its funny you say its over powered and your tired of being killed by it rather than its overpowered and you are killing people too easy with it
maybe you just arnt any good with the dmr
I agree. I find the intention of zero bloom to be good, as it caters to competitive players who enjoy playing with skill headshot weapons; thus zero bloom could be implemented in the gametypes you suggested such as swat or slayer pro(gametypes that emphasize skill in headshots, and team coordination.) It would be a grave mistake to however implement it into other gametypes as zero bloom completely devalues other weapons in the sandbox, and discourages movement.
I also agree that what 343 should have done (or will, who knows) is to increase bloom instead of decreasing it, in less competitive gametypes, to maybe 120% or something. This would be more in line to Bungie’s original intentions, that kills from longer ranges should require longer periods of time between shots, not less.
> its not overpowered at all… the only people that arn’t going to like reduced bloom are the people who lack skill, its funny you say its over powered and your tired of being killed by it rather than its overpowered and you are killing people too easy with it
>
> maybe you just arnt any good with the dmr
This conversation isn’t suppose to be about other peoples skills or lack there of. This conversation is about how ZB and %85 has turned Reach into Halo 3 which a lot of people really did not like. Having the DMR becoming the all around weapon is not what people want from Reach and in fact when people have complained about the bloom it’s been because it wasn’t punishing enough that trigger spammers won more then people that paced their shots. To put the bloom at less pretty much says spamming the trigger is the way to play which I don’t very as the right way for Halo to go.
I’d also like you you to refer to my game history instead of making accusations. I’ve been getting way more headshots in the last week then I was the last time I played and no where in my first post did I whine about being killed myself.
> I’m finding the Pro Pipe to become a little more effective then it should be now.
How does bloom affect the Pro Pipe?
The reduced Bloom doesn’t affect the Pro Pipe directly but the function of it has been. I’m talking about the combo of using the EMP fire and then finishing off with a headshot from a precision weapon. Yes this has always been effective but the bloom (and again couple with having to break the shields) balanced this combo out a little. Now that headshots are much easier to get (and breaking bleeding through shields nows) the Pro Pipe has become a very easy to utilize weapon which I don’t like to have happen to it.
> > I’m finding the Pro Pipe to become a little more effective then it should be now.
>
> How does bloom affect the Pro Pipe?
I think he means that other players will be able to kill him more oftenly than him killing them with the GL. That’s what the reduction of bloom has done so far. Devaluing other weapons in the sandbox in favor of precision weapons.
> its not overpowered at all… the only people that arn’t going to like reduced bloom are the people who lack skill, its funny you say its over powered and your tired of being killed by it rather than its overpowered and you are killing people too easy with it
>
> maybe you just arnt any good with the dmr
This. You people all throw around your buzz words like “overpowered” and talk nonsense about how the DMR devalues the rest of the sandbox.
Guess what, with 100% bloom the DMR STILL devalues the rest of the sandbox. There isn’t a single non-power weapon in Reach that is better than the DMR in 99% of the situations you will put yourself in. Not one. That is not an opinion, it is a fact.
The only thing is, with 100% bloom the DMR, despite being a better gun than everything else, remains hideously inconsistent ONLY at the range in which it was INTENDED TO BE USED at, that is, mid range. At close range if you’re good you won’t miss a shot, at long range you will pace and not miss a shot, but at mid range when you are pacing and your opponent is spamming the powerful inconsistency means that he will often get that kill despite doing the “wrong” thing.
The fact of the matter is, I can wreck with 100% DMR, 85% DMR, 0% DMR bloom, and I’m not even that good at this game. The difference between the 3 setting is, that 85% is significantly less frustrating and random, and 0% is not random. Why make a game that just frustrates its hardcore players?
> > > I’m finding the Pro Pipe to become a little more effective then it should be now.
> >
> > How does bloom affect the Pro Pipe?
>
> I think he means that other players will be able to kill him more oftenly than him killing them with the GL. That’s what the reduction of bloom has done so far. Devaluing other weapons in the sandbox in favor of precision weapons.
But he says the the grenade launcher is now more effective than normal.
Yeah it should be at least 600% bloom. Clearly.
> > > > I’m finding the Pro Pipe to become a little more effective then it should be now.
> > >
> > > How does bloom affect the Pro Pipe?
> >
> > I think he means that other players will be able to kill him more oftenly than him killing them with the GL. That’s what the reduction of bloom has done so far. Devaluing other weapons in the sandbox in favor of precision weapons.
>
> But he says the the grenade launcher is now more effective than normal.
Probably the addition of bleedthrough?
After playing the beta, ZB is by far the most enjoyable to me. The game speed needs to be bumped up, but that was true before anyway.
ZB is awesome, I think this should be a set playlist from now on
> > its not overpowered at all… the only people that arn’t going to like reduced bloom are the people who lack skill, its funny you say its over powered and your tired of being killed by it rather than its overpowered and you are killing people too easy with it
> >
> > maybe you just arnt any good with the dmr
>
> This. You people all throw around your buzz words like “overpowered” and talk nonsense about how the DMR devalues the rest of the sandbox.
>
> Guess what, with 100% bloom the DMR STILL devalues the rest of the sandbox. There isn’t a single non-power weapon in Reach that is better than the DMR in 99% of the situations you will put yourself in. Not one. That is not an opinion, it is a fact.
>
> The only thing is, with 100% bloom the DMR, despite being a better gun than everything else, remains hideously inconsistent ONLY at the range in which it was INTENDED TO BE USED at, that is, mid range. At close range if you’re good you won’t miss a shot, at long range you will pace and not miss a shot, but at mid range when you are pacing and your opponent is spamming the powerful inconsistency means that he will often get that kill despite doing the “wrong” thing.
>
> The fact of the matter is, I can wreck with 100% DMR, 85% DMR, 0% DMR bloom, and I’m not even that good at this game. The difference between the 3 setting is, that 85% is significantly less frustrating and random, and 0% is not random. Why make a game that just frustrates its hardcore players?
Thats would be a 100% false statement. Ive killed so many people who had a dmr versus assault rifle. You just have to get the jump on them and melee. Pistol im a king with it mid range. and rockets I dont need to explain. noobcombo I guess you can guess how that can go down also. With this zerobloom no one will be using the AR anymore. At long ranges nothing will touch the new dmr like a pistol could use too. And I havent got a chance to try the sniper against new ZB DMR. Ive only played a bit but I feel a bit of bad omen coming with changing all of this stuff when I had no problem with the game in the first place besides -Yoinks!- who would intentionally run into you with armor locked equipped and stick you and drop down into armor lock and you stick try them and end up killing your teammates. I like having a damage resistance cap on armor lock.
> > > I think we need about %180, maybe %185 bloom, just to make it a fair and balanced playing field.
> >
> > you, sir, are insane. I think we should move it down to 75%.
> > I do agree, though, that 0% bloom is rather ridiculous.
>
> TBH i was holding back, reach might be better with a %250 bloom setting. This way i can have those “5th element” type bullets where they go round corners and such. That would get rid of sword and shotgun campers…
I lold for about 10 min when you said this; If you put a bottom less clip on and use the repeater, (infinite bloom) that is what the dmr needs.
> Thats would be a 100% false statement. Ive killed so many people who had a dmr versus assault rifle. You just have to get the jump on them and melee. Pistol im a king with it mid range. and rockets I dont need to explain. noobcombo I guess you can guess how that can go down also. With this zerobloom no one will be using the AR anymore. At long ranges nothing will touch the new dmr like a pistol could use too. And I havent got a chance to try the sniper against new ZB DMR. Ive only played a bit but I feel a bit of bad omen coming with changing all of this stuff when I had no problem with the game in the first place besides Yoink! who would intentionally run into you with armor locked equipped and stick you and drop down into armor lock and you stick try them and end up killing your teammates. I like having a damage resistance cap on armor lock.
But it’s not. You just don’t play against anyone who’s good.
The Pistol is not better than the DMR in any scenario, except when someone is Sword/Hammer rushing you. That’s the only situation where it’s better. Zero bloom is the only gametype where the Pistol has situations where it is often better than the DMR.
Just remember, I’m talking about playing against GOOD players here. You can kill bad players with ANY gun, so if you jumped on one using an AR while he had a DMR I’m not surprised you won.
The Rockets and Plasma Pistol are both power weapons (MLG considers the Plasma Pistol to be like a power weapon, because in the hands of a good player, it almost is). My statement was referring to non-power weapons such as the Needler, AR, Plasma Repeater, Spiker, Needler Rifle etc - all of which are practically clones of each other anyway.
Just because YOU don’t have a problem with it, doesn’t mean that others don’t. The randomness of the DMR at the range in which it is intended to be used is frustrating for good players. 85% bloom alleviates this, ZB solves it.
Oh and a case in point of this would be that in one game of Team Doubles I got 26 kills with JUST the Plasma Pistol against extraordinarily bad players who were using DMRs. Does that mean the DMR is really underpowered because I beat them with a Plasma Pistol there? Just because I can do it there, doesn’t mean everyone can. It doesn’t suddenly mean the Plasma Pistol is overpowered. We need to be talking about when 2 teams of GOOD players face off against one another. If the game’s balanced well for them, it will always be balanced for lower levels of play too.