You seem to feel that the heavily aim-assisted BR and large swipe-scan window Sniper Rifle of Halo2 implied skill when using it because they netted easy kills. Or using Halo3’s aim-assisted with heavy amounts of retilce magnetism BR (both) and Sniper (later) meant that you had skills when you twitched your way, bunny hopping around a map.
That or I don’t know what you mean by skill. Your opinion of skill certainly doesn’t include player position, team communication or map knowledge. It almost implies quick reflexes and a quick trigger finger make up skill inclusive and exclusive.
It is ok to prefer one system over another but Reach’s sandbox is not broken and it certainly requires skill to play. The bloom makes your random shots predictable. More predictable than the Carbine, Pistol or the 2 bullets that followed the BR’s first bullet in Halo3.
If all you so called competitive gamers feel you need a one weapon metagame, say so with intelligence. Don’t make up fallacies and false facts about a game you don’t like the style of. I don’t care about casual vs competitive arguements, I don’t care if one person prefers the one Halo over another. I do care when lies are made up to compensate for an inability to learn.
I understand that because there is no single minded metagame style, a lot of those that were used to Halo being easily simplified to such game are intimidated by a new game that can be played like 2 Football teams going at each other. There are actual styles of movement, not just gun play. It’s not who has the most accurate throwing quarterback. Or the fastest wide receiver. It’s about who plays as a team best. It makes it so there really is no definitive way to play the game. And that appears to be difficult for the console competitive gamer.
That and the furthering of 3D FPS combat thanks to the AAs is almost a quantum leap for map movement and that can make those used to simply jumping and spamming feel gimped because there are 3 ways to move and there’s a huge penalty to falling.
Since skill in an FPS is about teamwork first, position second and weapon knowledge last. And since the bloom is visually indicated and consistent in its function, where the random shot lands is 100% in control of the user;
If 2 players, playing lonewolf, who are equally skilled meet, Reach’s system is such that they both die every time they meet.
The better player must not just be better at aiming and firing quickly. The better play is the one who puts themselves in the best position to win. Maybe not in Halo:CE, 2 or 3. But in Reach, the better player is the one who is more skilled at using their AA and the map, not using their weapon alone.