Does anyone else find the ZB DMR harder to use than the BR

Does anyone else find the ZB DMR harder to use than the H3 BR?

It might just be that I don’t have enough practice with it, but back in H3 I was consistently 5 shotting (outside of MLG settings at least; where I would get out strafed a lot), yet for some reason the ZB DMR I just feel so limited, even on default turtle speed. probably only 20% of my kills I have 83% accuracy (6SK), and the majority of my kills I use more than half the clip.

Now it could just be that I’ve been out of the game for a while (This is my first time putting Reach in since MW3 released), but it seems that I still haven’t progressed with the ZB DMR since day 1 (and I have at least 200 games of ZB including customs) .

Yet on 100% or even 85% I rarely EVER get more than 6 SK, pretty much the same as how I was with H3, if not better. Maybe I’m just so used to the slow speed of the bloom, and the need to focus more on the bloom over my aim, but for some reason the ZB just really screws with me.

Anyone else have this problem?

Bloomed DMR and BR are have some similar mechanics to them, where ZB DMR requires an accuracy use only seen in other Halos when using the SRS.

http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=122349096
First this video will show you the bullet magnetism nature of the H3BR. Notice how the edge of the reticle need only touch the enemy to register a shot.
Also notice how a reticle place beside the target at a certain distance can cause the BR’s bullets to travel outside of the reticle itself.

Now watch this video.
You will notice that for the H3BR there is a bullet magnetism activation range that can be increased by zooming in.
When the player fires an unscoped BR, it takes 6-8 shots at that about mid-range to kill the enemy because the bloom on the BR causes an unpredictable spread at that range.
When the player zooms in, BM is activated and the spread is all but diminished. I say all but diminished because the 3rd bullet of the BR at mid-range can be centre reticle or edge of the reticle and anywhere in between. There are some trajectories at some ranges that no amount of BM will allow a hit.

Now watch this video.
Notice how a BR without BM has a random spread due to bloom scoped or unscoped.

Now I do promise to make a video of my own before the NY that shows off the precision weapons.
The problem is I have to scripted it and perhaps “practice” it a few times because I only get 5render mins a month.
I have a video on my file share that is just slightly too long to render without adding more minutes that shows the precision weapons bloom use, spread or paced, plus the size of the Spartan hitbox (there is only one very, very, small piece of nothingness that can be hit).

So now onto the description of the bloom DMR and ZBDMR.
Bloom or not, a scoped DMR IS more precise than an unscoped one.
However it is more advantageous to not scope in with the ZBDMR if one does not have to to gain a red-reticle because the small reticle is actually “larger” when unscoped and the bullets are quit large in hit detection. There are no deflecting bullets, a hit is a hit is a hit with hitscan.
But with a bloomed DMR, one has to scope in to allow an increase of precision (and therefor ROF) at even short range, if only for a few shots. Scoping and crouching are 2 methods to control the spread of the bloomed reticle and allow for skilled and accurate shots that to the enemy seem like unskilled spammed shots.

Now to actually answer the question at hand:
A bloomed DMR (anything greater than 0%) at rest can be used similarly the BR in that the edge of the large reticle can touch the enemy and still register a hit.
The small reticle is used for non-assisted shooting and bloom-level indication but not for aiming in red-reticle range.

The ZBDMR uses the smaller centre reticle only. The large default static reticle doesn’t do anything, it is the reticle that normally blooms that is your true reticle.

So a ZBDMR must be used more accurately than a blooming DMR.

PS: Bloom doesn’t assist the player, it hinders. On the one hand, yes the blooming reticle allows for a less accurate shot to land when at rest. But on the other hand, as ROF increases, that static reticle assist goes away.
The difference between a player that spams to kill and player the fires according to range with their weapon is similar to the difference between fleeing or departing;
Running away is disorderly. Departing is strategic. Both can get the job done but only the skilled ever depart.

Wow I never knew H3 had that much bullet magnetism, and here I was complaining about the DMR’s bullet magnetism. And not to mention the spread is a lot more ridiculous than I had thought as well.

Just FYI I have like 50 render minutes that I never use seeing as I don’t really play anymore. I would be happy to render that video for you if you wanted.

I have already done a decent amount of testing with the bullet magnetism of the DMR though and am aware of how the red reticule functions both in ZB and with bloom.

Also, I’ve noticed that you refer to the DMR as hitscan a lot, although I specifically recall a BWU which states that it DOES fire a projectile, it’s just really really fast and that no weapon in Reach is actually hitscan. It was compared to the projectile of the spartan laser in H3. I just searched for it through google but couldn’t find it. Maybe you will have better luck.

And I’m still a little confused on why exactly the bloomed DMR just seems like it’s much easier to hit targets. Are you saying that with the bloomed DMR even when the reticule is at rest, it is still larger than that the ZB DMR?

:confused:

I think the first replier just finished any convo that could be started in this topic.

Didn’t realize how ridiculous BM was.

> Also, I’ve noticed that you refer to the DMR as hitscan a lot, although I specifically recall a BWU which states that it DOES fire a projectile, it’s just really really fast and that no weapon in Reach is actually hitscan. It was compared to the projectile of the spartan laser in H3. I just searched for it through google but couldn’t find it. Maybe you will have better luck.
>
> And I’m still a little confused on why exactly the bloomed DMR just seems like it’s much easier to hit targets. <mark>Are you saying that with the bloomed DMR even when the reticule is at rest, it is still larger than that the ZB DMR?</mark>

I do admit I have been told the first paragraph a couple times but I wonder if it is the tracer they speak of, not the bullet. A quick Google brings up debate not answers.

Currently the Magnum, DMR, Assault Rifle and Sniper Rifle are all hit scan, but other weapons such as the Shotgun and Rocket Launcher are, for obvious reasons, not. When the beta hits this spring you’ll be able to get up close and personal and see for yourself.
But as the words state, that’s pre-Beta, not what we’re playing. I’ll gladly update when/if necessary.

For the highlighted, yes and no.
In red reticle range, yes.
In blue reticle range, no.

> > Also, I’ve noticed that you refer to the DMR as hitscan a lot, although I specifically recall a BWU which states that it DOES fire a projectile, it’s just really really fast and that no weapon in Reach is actually hitscan. It was compared to the projectile of the spartan laser in H3. I just searched for it through google but couldn’t find it. Maybe you will have better luck.
> >
> > And I’m still a little confused on why exactly the bloomed DMR just seems like it’s much easier to hit targets. <mark>Are you saying that with the bloomed DMR even when the reticule is at rest, it is still larger than that the ZB DMR?</mark>
>
> For the highlighted, yes and no.
> In red reticle range, yes.
> In blue reticle range, no.

Hm, well If I ever find that BWU (assuming I didn’t dream it up) I’ll make sure to send it to you. haha

Thanks for the info! I will be referring to this thread a lot, as I’m sure I’m not the only one who thought H3 had less bullet mag than the ZBDMR, and that the bullet mag of the ZB is different than the bloomed.