A lot hate DMR bloom, so why not reinvent it?

A lot of the following text is tl;dr explanation about the history of the DMR, and how its mechanics have ruined Halo. If you want to get right down to the kicker just look at the bottom of this post.

The problem that game designers are facing these days is that they look towards the most popular series for inspiration too easily, if they need a new game mechanic, or some kind of “original feature” that will set their next release apart from the rest of the game series (ala Armour Abilities and Halo Reach), they don’t bother evolving the idea any further than they think they should.

Take precision weaponry in Halo Reach and Halo 4 for example - previously all precision weaponry were powerful, yes, but their mechanics balanced out their OP-ness (the Battle Rifle fired in bursts in Halo 3, making it near impossible to successfully cross map someone if they’re constantly strafing), but now with the DMR’s inclusion it is the perfect marksman weapon that doesn’t bother with physical drawbacks that the Battle Rifle had to endure.

It is widely known that the DMR is the easiest weapon to use out of the two that I have presented in this argument thus far, and that’s because each shot the DMR fires is a potential headshot, regardless of the bloom, thus that is why bloom failed in Halo Reach. It was designed to turn the spammer’s game into a coin-toss, but they always had that chance that the bloom would randomly net them a headshot.

This is why in Halo 4 they significantly reduced the bloom because the community complained about how the randomness reduced the actual skill required to use the weapon because as soon as two players disregard pacing their triggers, it turns into a screwy, unpredictable mess of a random-outcome match that we all know that Halo used to not be, and should not be ever again.

So now we’re stuck with a DMR that has the potential to acquire a headshot with every shot, but no longer has any of the drawbacks it used to have. It’s easier to use than the BR, is far more predictable, and has the perfect rate of fire to align a shot, fire, and repeat. But they didn’t reduce any of its power. If anything it has practically become a sniper rifle, seeing as the bloom in Halo 4 is almost completely negligible.

tl;dr;

Instead of having to rely on randomness to punish players who spam instead of pace their shots, why not make it so that there is a “switch”, or “cooldown” that disables the chance of hitting that “critical” shot by temporarily turning off its headshot capability beyond a certain stage. Let’s say we’ll be using the Halo Reach’s reticule/crosshair for the DMR - we all know what it looks like. Every single time we fire a DMR in Halo Reach, an inner-circle gets larger and larger until it pops outside of the larger, outer-circle.
This usually coincided with bloom, but we won’t be using bloom as the “balancing” feature of the DMR here, instead, so long as the inner-circle is within the outer-circle, and has not expanded to be bigger than the outer-circle, the player will always be able to fire a headshot-capable bullet.

Let’s say that we’re using this mechanic in this scenario. Player Red and Player Blue both have DMR’s. Player Red has played Halo for a long time, and plays extremely methodically. Player Blue is new to the game, fresh from Halo Reach. They meet face to face, both begin firing at each other at practically the same time, and Blue’s reaction being used to the coinflip mechanics of Reach’s DMR is to immidiately start spamming, hoping for that “jackpot” to net him a headshot. Red however is seasoned, and expertly paces his shots. By the time Blue has almost popped Red’s shields, his DMR is in “cooldown” phase, where the headshot capability is turned off temporarily, yet he continues spamming. Red however has paced his rate of fire, and has not yet gone into “cooldown” phase.
Red is now unshielded, but Blue cannot place the final headshot because his DMR has “overheated”, regardless if he keeps firing by the time he strips Red down to 4 bars of health, Red would have popped Blue’s shields, and successfully landed the final killing blow on Blue with a headshot.
There is no cointoss event. Red paced his shots, and won. If Blue meets Red and spams every time, and Red returns fire by pacing his shots, Red will always win. There is no dice roll. No random outcome.

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Nice TL;DR that’s the same length as your main point.

People should learn to read tl;dr’s and actually contribute something to a topic.

People should make their tl;dr shorter than two full paragraphs so that it is actually a tl;dr and not just two extra paragraphs.

I read it. It sucks. You mean to say if I choose to spam to take down their shields and then aim for a headshot, I can’t get it?

I don’t think it’s a good concept eitherway.

If the DMR didn’t have amazing aim assist range, and didn’t have the scope that it does, it wouldn’t need bloom, it would be perfectly fine.

Bloom was implemented to prevent long-range encounters from dominating gameplay, but it wasn’t necessary when the gun was hard to aim to begin with. All it ended up doing was making mid-range encounters random and slowing down the game.

Leave bloom to automatic weapons, if you even decide to keep it at all.

> People should make their tl;dr shorter than two full paragraphs so that it is actually a tl;dr and not just two extra paragraphs.
>
> I read it. It sucks. You mean to say if I choose to spam to take down their shields and then aim for a headshot, I can’t get it?

People shouldn’t have to tl;dr in the first place. It’s the hallmark of lazy.

And it sucks because it punishes you for spamming? Here I thought you wanted gameplay that required skill.

> I don’t think it’s a good concept eitherway.
>
> If the DMR didn’t have amazing aim assist range, and didn’t have the scope that it does, it wouldn’t need bloom, it would be perfectly fine.
>
> Bloom was implemented to prevent long-range encounters from dominating gameplay, but it wasn’t necessary when the gun was hard to aim to begin with.

While true the DMR is a largely broken weapon in concept, the “headshot cooldown” phase would also prevent people from successfully cross-map headshotting if they’re forced to pace their shots for that final killing headshot.

Or even make it so that outside of its effective range (there is an achievement tied to killing someone outside of its effective range in Halo Reach) make it so that the DMR’s effectiveness is reduced further by its inability to land a headshot outside of that range.

People shouldn’t be forced to pace their shots though. It leads to imbalance in that someone can decide to fire slightly faster and still hit.

If someone can hit a tiny target from across the map without aim assist, he deserves the kill, regardless if he was pacing or not. Aim assist and scope zoom are the issues, not fire rate.

> People shouldn’t be forced to pace their shots though. It leads to imbalance in that someone can decide to fire slightly faster and still hit.
>
> If someone can hit a tiny target from across the map without aim assist, he deserves the kill, regardless if he was pacing or not. Aim assist and scope zoom are the issues, not fire rate.

That may be true, but what about the weapons sandbox of Halo? Weapons were designed in Halo 3 to fit their own role, and now in Halo 4 we have weapons that can counter the Sniper Rifle, cross map, when the Sniper Rifle is supposed to reign supreme in that range.

The problem is that the DMR is too good in all of the areas of all the other guns. There is too much weapons sandbox overlap, and now the DMR is better at a distance that the BR used to be good at. The DMR can even, at times, dominate an Assault Rifle (it was more frequent in Halo Reach).

The DMR dominates Snipers because it’s easier to aim than Snipers. Common sense.

The Sniper Rifle does more damage and has a larger scope. Assuming equal aim the Sniper would win because it would have aim assist at ranges the DMR does not, and the scope would provide a larger target to aim at. But it doesn’t win because the DMR has similar aim assist range and flinches the sniper more often.

The reason the DMR dominates other rifles is because of Killtimes, but we are talking about Aiming here.

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*Original post. Click at your own discretion.

I didn’t read your TL;DR because it was too long

Ironic

> You’re not forced to fire slowly, you’re forced to pace your shots if you want the headshot to count.

So in other words, I’m forced to fire slowly.

If I have the ability to aim at someones head from clear across the map, and I have the ability to shoot their head in rapid succession, I should be able to do so. I shouldn’t be limited by game mechanics like bloom.

Instead of just shooting them, I have to wait between each shot otherwise the shots don’t count.

> So in other words, no, you’re not forced to fire slowly. Noone’s standing next to your chair and pressing a gun to your head demanding that you fire slowly. You have the option to fire faster, but the consequence is that you will temporarily lose the ability to land a headshot.
>
> It’s a far better option than having random coin-flip bloom. You’re just too tied to the dogma that is if it’s even closely related to bloom “IT’S BAD NO I DON’T WANT IT”.

Because bloom is a bad concept. You don’t punish people for having good aim, which is what bloom does. You ARE forced to fire slower if you want to actually headshot the guy, I can’t fire fast because if I do my headshots don’t register, what practical purpose does that serve? There are better ways to make it less useful at long range, punishing good aim isn’t one of them.

What you suggested is better than Reach’s bloom, that’s for sure, but it’s still a flawed concept regardless.

And I’m not even speaking necessarily for myself. I probably wouldn’t mind it so much, but several other people would. Bloom was hated in Reach, it’s one of the main reasons Reach got such a bad rep, going back to it isn’t going to help the game, it’s going to further harm the population, which I don’t want to see.

What I proposed is not bloom. Get out of that mindset.

It literally allows perfect accuracy, with no bloom that would make it a cointoss match, and the only drawback is that you have to pace your shots if you want a headshot capable bullet.

> What I proposed is not bloom. Get out of that mindset.
>
> It literally allows perfect accuracy, with no bloom that would make it a cointoss match, and the only drawback is that you have to pace your shots if you want a headshot capable bullet.

I understand that. I completely understand that.

I still stand by my statements. If someone is skilled enough to headshot at extreme ranges at a fast pace, he should be allowed to do it. But that’s a rare occurrence and often is rooted in poor map design. Now maybe if weapons had insane killtimes what you suggested would be necessary. But they don’t.

The only reason it’s so prevalent now is because of how easy it is.

What I proposed doesn’t prevent headshots at long distances, it only punishes those who disregard pacing, and lining up your shots.

With this system in place you would be able to fire as fast as you want, but that’d be like the Covenant Carbine in Halo 4, you will of course miss shots, and this system would be designed in such a way to punish those who treat the DMR like a Covenant Carbine.

But that’s my point.

Why punish that? If someone can line up his shots AND fire fast, why punish him?

That’s like forcing someone who can get 0.6s kills with the Magnum across the map to start “pacing” because he’s not “taking the time to line up his shots”. No, the guy is aiming fine, he’s getting insane kills across the entire map because of it.

True, perhaps even make the “cooldown” phase only kick into gear if you start to miss shots.

Anything’s better than what we have in Halo now, really, the DMR is too good, the BR cannot compare, and the Covenant Carbine is just annoying, both to use, and to be on the receiving end.

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*Original post. Click at your own discretion.

tl:dr was too long so I didn’t read it

As much as I hate bloom, it did serve a purpose in Reach, albeit badly.

It was supposed to make it so spammers could lose most of their battles, the chance of the bullets going inside headshot range was off. If the opponents head is smaller then the bloomed reticulated, I expect a miss. Especially at longer ranges. Yet, it has to be there or the gun looks really broken without having that chance.

I do like your idea of a “non-headshot” phase, I also find it horrible when a gun, in 25XX, is weakened like that.

I was thinking someone along the lines of making bloom harder to control when you get outside normal working range where it jumps in bloom after each shot.

Imaging shooting so fast the your bloom turns into the same accuracy concept of the Plasma Repeater at almost over-heated full fire.

I still feel like the DMR in beta-Reach was perfect with a smaller ammo count per reload. You would burn through ammo quick enough that spamming hurt more. Too bad so many wanted a gun to replace the BR’s 3 kill if all shots landed before reloading thing.

I’ve heard so much about how much better the beta of Halo Reach was, and I’m honestly regretting my choice back then to not buy Halo ODST just to test the beta.

The problem with that extreme bloom however is that each bullet still has the possibility to have a headshot, which is exactly what my concept dealt with as a primary concern, to remove any and all coinflip matches.