Bloom is back and it is awful.

Bloom in this game is awful, I wouldn’t mind it if the recoil pattern was the same every time. But in Infinite it’s exactly like Reach where bullets just go wherever they want. It can be frustrating because you can spend time pacing your shots to be more accurate when someone can just spam the commando and if the bullet RNG is with them they’ll hit every shot and kill you… Happened to me a few times in the flight and reminded me of the Reach days. Really hate this type of bloom. No skill and all luck!

You’ve only had a small amount of time to actually use the gun, there is a certain amount of skill to it and it is a headshot friendly gun to be fair

> 2533274865725465;2:
> You’ve only had a small amount of time to actually use the gun, there is a certain amount of skill to it and it is a headshot friendly gun to be fair

That doesn’t dispute the fact that, as a mechanic, it was a failure in the Halo franchise; nobody honestly liked it, and all it did was make the gameplay & gunplay suffer. Halo Reach brought a number of neat innovations to the Halo franchise; bloom, in my opinion, was not one of them.

Bloom doesn’t negate bullet magnetism in this game like it does in Reach. That means if you’re using a gun within its red reticle range, it will ignore the effects of bloom. Bloom is only there now to put as hard a cap as possible on the range potential of weapons that would otherwise become a problem due to M&K having no real range limit on anything that shoots straight.

Basically, without Bloom, M&K players would be capable of spamming the trigger and killing you all the way across a BTB map in 1.1s. nobody wants that.

I posted a similar topic about the randomness and luck involved. In theory, bloom reduces spam. In practice, as I’m sure you all also experienced during the flight, people just spam the pistol and hope for the best.

Crazy how this same argument was brought up with Reach, 343i fixed it with the TU, and is now adding it back to Halo.

https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/luck-vs-skill-mechanics/9f376d82-d395-4a5b-8bef-4c9cffd9c8a0/posts

> 2533274810177460;4:
> Bloom doesn’t negate bullet magnetism in this game like it does in Reach. That means if you’re using a gun within its red reticle range, it will ignore the effects of bloom. Bloom is only there now to put as hard a cap as possible on the range potential of weapons that would otherwise become a problem due to M&K having no real range limit on anything that shoots straight.
>
> Basically, without Bloom, M&K players would be capable of spamming the trigger and killing you all the way across a BTB map in 1.1s. nobody wants that.

Agreed; hopefully in the next flight, if there is another, they’ve added the option to filter player out by platform & input type like Halo MCC has. As it currently stands, fair & equal games between m+k & controller players is currently impossible, which is the opposite of the current core design philosophies for Infinite.

> 2533274864008327;5:
> I posted a similar topic about the randomness and luck involved. In theory, bloom reduces spam. In practice, as I’m sure you all also experienced during the flight, people just spam the pistol and hope for the best.
>
> Crazy how this same argument was brought up with Reach, 343i fixed it with the TU, and is now adding it back to Halo.
>
> https://www.halowaypoint.com/en-us/forums/29568daf8cd14083bd1b70a810bf3581/topics/luck-vs-skill-mechanics/9f376d82-d395-4a5b-8bef-4c9cffd9c8a0/posts

343i love re-learning the same lessons over and over again, for some asinine reason.

The bloom on any of the guns came nowhere close to being within the ballpark of awful like Reach’s was, and the Commando was incredibly easy to handle. Just hold down the trigger for 4 shots or so, let go for half a second, and pull it again. However, something that does indeed need work is the Sniper Rifle. Shots will wildly veer off course unless you’ve zoomed in, making no-scopes massively inconsistent and frustrating. Shots from a Sniper Rifle should be 100% accurate no matter what.

> 2533274940367314;8:
> The bloom on any of the guns came nowhere close to being within the ballpark of awful like Reach’s was, and the Commando was incredibly easy to handle. Just hold down the trigger for 4 shots or so, let go for half a second, and pull it again. However, something that does indeed need work is the Sniper Rifle. Shots will wildly veer off course unless you’ve zoomed in, making no-scopes massively inconsistent and frustrating. Shots from a Sniper Rifle should be 100% accurate no matter what.

The less bloom is better argument makes no sense. “It’s still random, but it’s less random.”

Why is ANY amount of added RNG okay?

It works in Infinite though. As a previous commenter said it doesn’t disable bullet magnetism like it does in Reach. If you’re within range there’s no need to “pace your shots” or anything like that. Bloom is fine if it’s done right, which, unlike Reach, Infinite does.

> 2533274940367314;8:
> . . .However, something that does indeed need work is the Sniper Rifle. Shots will wildly veer off course unless you’ve zoomed in, making no-scopes massively inconsistent and frustrating. Shots from a Sniper Rifle should be 100% accurate no matter what.

Not no matter what, but the first shot should be 100% accurate all the time (unless you’re scoped in then it should always be accurate).

> 2533274810177460;4:
> Bloom doesn’t negate bullet magnetism in this game like it does in Reach. That means if you’re using a gun within its red reticle range, it will ignore the effects of bloom. Bloom is only there now to put as hard a cap as possible on the range potential of weapons that would otherwise become a problem due to M&K having no real range limit on anything that shoots straight.
>
> Basically, without Bloom, M&K players would be capable of spamming the trigger and killing you all the way across a BTB map in 1.1s. nobody wants that.

A predictable recoil pattern would help alleviate that though. It doesn’t need to introduce randomness to get that result. While MnK will be able to control a recoil pattern much better than controller, trying to crossmap with recoil will be hard. As it stands though we have bloom and a random recoil pattern which just cheapens gameplay.

I could be mis-remembering but I believe in H3 you couldn’t crossmap with the BR even if you wanted to as the bullets only had a certain range. Not the spread making it inaccurate but trying to shoot on Sandtrap your bullets could only travel about 1/3rd the distance of that map.

Limited bullet distance & predictable recoil >>> bloom & random recoil in terms of balancing.

the commando has both random bloom and random recoil and I cannot think of a worse way to possibly implement a weapon into halo. I’m surprised it doesn’t have ADS too.

> 2535407629518035;10:
> It works in Infinite though. As a previous commenter said it doesn’t disable bullet magnetism like it does in Reach. If you’re within range there’s no need to “pace your shots” or anything like that. Bloom is fine if it’s done right, which, unlike Reach, Infinite does.

So, just to be clear, what you’re saying is that if you’re in range, the intended way to use a Sidekick is to spam shots, not pace shots?

> 2533274810177460;4:
> Bloom doesn’t negate bullet magnetism in this game like it does in Reach. That means if you’re using a gun within its red reticle range, it will ignore the effects of bloom. Bloom is only there now to put as hard a cap as possible on the range potential of weapons that would otherwise become a problem due to M&K having no real range limit on anything that shoots straight.
>
> Basically, without Bloom, M&K players would be capable of spamming the trigger and killing you all the way across a BTB map in 1.1s. nobody wants that.

And I guess PC players will have to eternally battle this range guessing game because having the red reticle enabled for us is apparently unfair.

> 2535445252605066;15:
> > 2533274810177460;4:
> > Bloom doesn’t negate bullet magnetism in this game like it does in Reach. That means if you’re using a gun within its red reticle range, it will ignore the effects of bloom. Bloom is only there now to put as hard a cap as possible on the range potential of weapons that would otherwise become a problem due to M&K having no real range limit on anything that shoots straight.
> >
> > Basically, without Bloom, M&K players would be capable of spamming the trigger and killing you all the way across a BTB map in 1.1s. nobody wants that.
>
> And I guess PC players will have to eternally battle this range guessing game because having the red reticle enabled for us is apparently unfair.

Hackers man, if RR is on they just have to aim at a character and when it turns red the cheat program will know to trigger.
It’s messed up :frowning:

Bloom felt almost negligible for me to be honest. My lost gunfights during flighting were more often because of this game’s wack aiming, not bloom. Fix the aiming then I think the small amount of bloom we do have isn’t really a problem.