Imagine thinking aim has any impact on weapon balance and the impact of bloom on weapons with bonuses to headshots.
Imagine thinking aim doesn’t matter in an FPS. Imagine being that vacuum brained. The BR doesn’t bloom, it kills with 33% of its magazine. So you losing to a gun that does bloom, and kills with 80% of its mag is 100% a skill issue.
Nope not when Desync is this pathetic and the game runs like a pile of dung. Bloom on the AR mixed with the horrible hit detection is a huge issue and eliminates a skill gab because this dump game is random with how it even preforms.
Lets add bloom to the br to upset the 500 iq pro masters of the game that want to dictate the games balance everytime they get out played by a catboy.
How about no since the game is already a dump pile? The AR bloom is broken and with the horrible net code it’s just even more pathetic.
Bloom should have never been a thing.
Everyone hated it in Halo Reach and the only reason 343 kept it in the game ever since is because “it is realistic that guns would recoil and make your aim less accurate”
Ironic, since MJOLNIR Powered Assault Armor would negate recoil to such a degree that the static targeting reticle is much more accurate rather than the expanding reticle.
bloom needs to go on any precision weapon, it can stay on all autos, the AR needs abit more tbh, if you didnt kill a guy right infront of you
You missed, the AR’s range in this game is kinda wild.
If the BR75 had the same degree of bloom as the other weapons like the Sidekick or AR, then the game would not even have a single competitive, ranked playlist with BR75 starts.
You can’t have players missing shots even if they are accurate, at the same that you also can’t have players landing shots even if they are not accurate, and that’s actually what bloom does. Point being that the skill gap between players is being reduced for no good reason when you have this gameplay.
It’s either you, @RamboBambiBambo, or they [343i] that confuses bloom [spread] for recoil or vice versa. Those two attributes [spread and recoil] are very different.
A weapon that fires insanely fast with high damage per shot, with random headshots and the ability to control the engagement distance versus the weapon that fires in bursts with wonky recoil and the inability to control close range engagements.