This playlist should have no trace of Bloom whatsoever. The Competitive (Social and you know it) hopper, already dominates the majority of the Halo Reach playlists. Even with all the new Classic modes and playlists, we still have no mention of a 1-50 Classic ranking system and Arena is what we are left with to judge skill.
With that as the case, a random factor such as Bloom (that 343i already admited was flawed to begin with) has no place in any ranked hopper, especially if Arena turns out to be the only type of ranked system we get in Reach until Halo 4…
what we really need is a 1-50 whether like H3 or H2 or a fusion of either of those and arena.
Honestly no bloom should be a given, the very fact that its even being kept in default is beyond me. It is by no means in any way a goo dmechanism.
Someone please tell me how watching a little circle get bigger and smaller is fun at all. And just the waiting for it is ridiculous.
The point is though even if they do put no bloomin arena, it simply wont matter. You know why? becuase you cant really tell arena rank anywhere in teh game. In H3 it was a single click and before it was simply next to the name at all times.
To make arena matter they would have to put arena ranks visible at all times. Somethign i highly doubt will happen.
Kombo you have kille dmy TU hype =( There still is nothign to play for in this game… except for 30 min of lulz
343 never said bloom was flawed- they said our current bloom system is flawed. They suggested a 15% bloom decrease makes bloom act much more appropriatly- so thats likely what we’ll get in Arena.
^^ The problem is not the size of the bloom, the problem is that you are not punished for having a reticule 2x the size of your opponent when you fire. I personally don’t care if it’s bloom, spread, or completely static, just make it f**king work! Shadow Run Rifle’s bloom would be fine IMO (HUGE bloom, like bigger than the sniper, but resets almost instantly). Bungie wanted a dynamic bloom system which caused kill times to vary by distance, but they are limited and went with an RNG system for it. Seriously? what were they thinking? You’d at least need a dynamic bullet-hit area that got thinner as you got larger bloom. So your bullet spread turned into a donut, getting thinner as the OD got larger. Like this
Green=Opponent Hitbox, Red=Where bullets can hit on opponent, Blue=Reticule Size, and Pink=Where else the bullets can go
This would create a dynamic system in which each distance a RoF that was the quickest and 100% accurate, if you fired any faster, you had <1% chance of a bullet hitting.
Although this would take so much coding and is most likely impossible at this point so the ONLY viable option is no bloom/ <10% bloom (similar to the CE Pistol; at full spam, you would lose your battles, but anything slower your shots were 100% accurate)
> Arena is still default Reach, and 343i said that they weren’t adding 0% bloom weapons in default Reach.
>
> Why?
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> Because in default Reach we run like turtles.
>
> Some changes to arena’s base traits should be made.
>
> I also liked how 343i said that bloom was broken in a very poilite way, it’s just nice the way they said it.
That is wrong. In the anniversary multiplayer panel they noted that they may include zero bloom or a reduction of bloom into the mainstream playlists.