Am i missing something? The last sparkcast said that the DMR has a set rate of fire. Killa-KC (or however it is spelled) said that bloom is different this time around, and that the DMR’s bloom didnt make him miss shots in the same way vanilla reach did. What conclusion can we draw based on this?
Sorry if Im late on the matter.
I am genuinely asking.
Refresh my memory. Did they not mention bloom in the Sparkcast and instead said that the DMR would be balanced via the set rate of fire? Is that what you’re asking?
Because if that is what they said, maybe it was just unfinalised code left over from Reach that caused the bloom effect or something and in reality it wasn’t there?
^ Man oh man am I clutching at straws in the hopes of no bloom 
Sounds to me like it will have bloom, but it will have almost completely reset by the time you can fire again, sounds pointless in my eyes, why not just have the firing timer and no bloom?
Bloom and set rate of fire are different elements that do not effect each other. I don’t quite understand what your asking…
I’m thinking it’s just a visual element like the sniper in reach. You cant fire the weapon again until the bloom resets.
> Am i missing something? The last sparkcast said that the DMR has a set rate of fire. Killa-KC (or however it is spelled) said that bloom is different this time around, and that the DMR’s bloom didnt make him miss shots in the same way vanilla reach did. What conclusion can we draw based on this?
Yes it does have a set rate of fire. It was confirmed. My guess is there really isnt a bloom. I believe its just to notify you when you can shoot again. But then again i have never played so only speculation.
The bloom KC saw could have been purely visual like the Reach Sniper. He did mention it reset before anything could come of it.
I figure the ‘Bloom’ is just a way to balance the DMR so it is not as much of a laser. It doesn’t create random spread but it just makes it a little bit harder to place follow up shots.
Both the DMR and BR have a max rate of fire.
The DMR is a single shot weapon, the BR is 3-shot burst weapon. Both are capable of fullauto but are not because the role goes to the AR, a weapon that is capable of being used like a sniper in lore but due to gameplay reasons is not in-game.
So far as it sounds to me:
The BR’s precision is kept in check by giving a slight recoil to the burst. There is a positive Y-axis and 0 X-axis spread to the H4BR, but there is spread due to the separate bullets and it is very minimal, like Halo2 post TU minimal and NOTING like the bloom on the H3BR.
The DMR’s precision is kept in check by a dynamic spread, or if you will a blooming spread. It has both X and Y-axis spread but at the moment sounds to work much more like the PC’s CE Pistol in feel, but without the fullauto function, so its spread doesn’t go extremely wild. The shots sound to be reticle-reliable in red reticle range and will usually just get inaccurate when shooting outside of red reticle range, but never outside the static/main aiming reticle like Vanilla. It may also take more shots than Reach to achieve maximum bloom.
No word on kill time for the BR or DMR, but at worst it’s 1.6 seconds for both and so equal to H3 and Reach in potential time to kill.
Since we were told that they’re aiming for a faster paced feel, it may actually take a little less time than Reach’s ZB DMR.