Everyone uses the DMR?

I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.

I think people have been complaining about how OP it is long range, not short range. The DMR has faster kill time than BR and is so much easier to use than the lightrifle which is probably the reason people have been telling you to use the DMR in MM. If you were wiping the floor with the BR against people using the DMR then the people you have been versing aren’t very good.

It depends of the maps. I usually play with DMR when my enemies play with DMR. If they play with BR i play with BR.

Adrift, haven, abandon and some small forge maps i play, i usually use BR.

> I think people have been complaining about how OP it is long range, not short range. The DMR has faster kill time than BR and is so much easier to use than the lightrifle which is probably the reason people have been telling you to use the DMR in MM. If you were wiping the floor with the BR against people using the DMR then the people you have been versing aren’t very good.

Most people have been complaining that it’s too good at CQC because it’s supposed to be long-range so it breaks it’s niche. Not only that, when comparing the DMR to the Lightrifle for long range, the DMR has bloom so you have to pace it quite a lot whereas with the Lightrifle, you can just spam. Also, the DMR is 5-shot, whereas the LR is 4-shot when scoped in. Therefore, the LR is better for long range also.

it depends on the players experience. If your dealing with someone who is just starting with the dmr, then they will be pacing their shots because their not used to the rate of fire, but once they catch on they will just shoot and shoot, and once they see those shields drop… one more dead spartan

> I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.

I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.

IT. SHOOTS. TOO. FAST.

It’s not the range, that’s fine.
It’s not the bullet magnetism/aim assist, that’s consistent across the board.
It isn’t even the ammo capacity that gives it the most damage dealt per clip.

I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.

As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.

Stop saying the DMR isn’t OP, it’s a proven fact.

I agree with the original post.

The doubles playlist features MUCH more CQC than any other playlist.

I’ve been following the DMR issue - I’ve seen the stats. I was convinced. ALL of my loadouts were DMR.

But seriously - I don’t think the statistics perfectly represent the utility of the BR.

The BR is owning on team doubles. I’d say it’s on par with the DMR, if not stronger. I’ve created a BR loadout just for team doubles.

The ROF of the BR combined with the burst practically makes the BR an automatic precision weapon. You literally hose your opponent with bullets - perfect for CQC. Also, the 2x zoom of the BR is much better suited for mid-range combat.

At close range, the DMR is much more likely to miss a head-shot. If the BR user has any strafing skill, they should be able to easily beat a DMR user.

> > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
>
> I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
>
> IT. SHOOTS. TOO. FAST.
>
> It’s not the range, that’s fine.
> It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> It isn’t even the ammo capacity that gives it the most damage dealt per clip.
>
> I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
>
> As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
>
> Stop saying the DMR isn’t OP, it’s a proven fact.

If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.

if it is not OP, then explain why a full <mark>30 PERCENT</mark> of my DEATHs are from that ONE gun?

On topic, i have the oposite experiance as you, half the poeple i play agiasnt use the DMr, as ALWAYS. there is no change in doubles.

there is not bloom like reach on it in halo 4, you can spam it as hard as you can and it will still shoot straight as ever. you can see this for yourself. just spam it as you wish against a wall on any map. it will alway hit center of the reticle.

To the people saying the BR is inconsistant at long range because of spread, i say DUH! it is suppose to be a close mid precision weapon and it that fashion it is perfectly consistent. stop using it as a sniper like the dmr is suppose to be.

the dmr NEEDs to be slowed down to be more like the light rifle. great at long but so so up close.

> > > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
> >
> > I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
> >
> > IT. SHOOTS. TOO. FAST.
> >
> > It’s not the range, that’s fine.
> > It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> > It isn’t even the ammo capacity that gives it the most damage dealt per clip.
> >
> > I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
> >
> > As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
> >
> > Stop saying the DMR isn’t OP, it’s a proven fact.
>
> If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.

opps

> if it is not OP, then explain why a full <mark>30 PERCENT</mark> of my DEATHs are from that ONE gun?
>
> On topic, i have the oposite experiance as you, half the poeple i play agiasnt use the DMr, as ALWAYS. there is no change in doubles.
>
>
> there is not bloom like reach on it in halo 4, you can spam it as hard as you can and it will still shoot straight as ever. you can see this for yourself. just spam it as you wish against a wall on any map. it will alway hit center of the reticle.
>
> To the people saying the BR is inconsistant at long range because of spread, i say DUH! it is suppose to be a close mid precision weapon and it that fashion it is perfectly consistent. stop using it as a sniper like the dmr is suppose to be.
>
>
> the dmr NEEDs to be slowed down to be more like the light rifle. great at long but so so up close.
>
>
>
>
>
>
>
> > > > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
> > >
> > > I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
> > >
> > > IT. SHOOTS. TOO. FAST.
> > >
> > > It’s not the range, that’s fine.
> > > It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> > > It isn’t even the ammo capacity that gives it the most damage dealt per clip.
> > >
> > > I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
> > >
> > > As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
> > >
> > > Stop saying the DMR isn’t OP, it’s a proven fact.
> >
> > If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.

I done exactly as you said. The results I got certainly are NOT what you described. Same with what happens in matchmaking. I have no idea who you are going up against in doubles, but they’re obviously not too bright. The BR users are always destroying the DMR in doubles. As one guy said before (and my friend had the same reaction) he used to always use the DMR, but he went up against the BR in doubles and noticed how BADLY they were wiping the floor with him. As soon as my friend switched to BR, he started owning. The DMR is single shot, harder to aim, bloom makes it inconsistent and until someone shows me UNDENIABLE proof that the bloom doesn’t change anything, I will continue to think this way and continue to preach my opinion.

I would have to say the DMR is better than the BR in everything. Except doubles. In doubles if both of you use the BR in doubles the 3 burst functionality will make it easier to kill people because the 3 bursts make it have bleed through, and im not sure about this but I think that if you each shoot 2 times at a guys head, that guy will die.

That is the reason you guys think its so awesome at CQC in DOUBLES.

other than that the DMR really is better at EVERYTHING, I would suggest a RoF nerf.

> > > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
> >
> > I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
> >
> > IT. SHOOTS. TOO. FAST.
> >
> > It’s not the range, that’s fine.
> > It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> > It isn’t even the ammo capacity that gives it the most damage dealt per clip.
> >
> > I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
> >
> > As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
> >
> > Stop saying the DMR isn’t OP, it’s a proven fact.
>
> If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.

I’m gunna lay some logic on you here. Try to keep up.

Now, we have all seen the video of the bullet magnetism tests where the reticule literally doesn’t have to be on the players head to count as a full damage shot with the DMR. You can 5 shot someone without a red reticule, which is disgusting, but that’s only building my point.

You claim spamming doesn’t work because of bloom, which would be a good argument in Reach of H3. In this game, however, we need to account for the bullet magnetism and aim assist. With the headshot hitbox the size it is, the reticule is actually the perfect size to hit the hitbox at any spot the bullet wishes to go within it. What this means, is that when bloom is active nothing happens because all the bullets still hit within the reticule, which is still small enough to constantly be inside the headshot hitbox. Therefore, bloom isn’t actually active at all. It only looks like it is, which is clever, but anyone who understands how the game works can see it’s not actually doing anything.

The BR however, has a (slightly) random spread and more importantly a recoil feature which makes hitting all of the bullets within the hitbox more difficult. The bullet magnetism only pulls the first bullet of the burst into the head, while the others still must be on point with user aim, which is a difficult thing to do at range, along with CQC. This makes getting maximum damage with the BR more difficult at extreme distances of it’s intended range.

Not to mention, you can kill someone with the DMR before your shiled get popped. Again, that should be the only thing I have to say. I don’t understand how that single fact doesn’t convince people of the overwhelming power of the DMR, but I digress.

Also, once again, You’re playing Less than good players is you are “wiping the floor” with DMR teams using the BR. I’m extremely proficient with the BR, and still get put in my place by someone even competent with the DMR. It’s not aout skill, it’s simply the fact the DMR is overpowered. It’s gotten to the point where I have to choose a DMR class to compete in high level games. Which PISSES ME OFF, and shouldn’t be forced. They put 4 precision load outs in the game to promote each one to be used, but none but the DMR can be used, because they are severely punished by DMR exploiters.

so, again, stop saying the DMR isn’t overpowered. It’s a proven fact.

> I would have to say the DMR is better than the BR in everything. Except doubles. In doubles if both of you use the BR in doubles the 3 burst functionality will make it easier to kill people because the 3 bursts make it have bleed through, and im not sure about this but I think that if you each shoot 2 times at a guys head, that guy will die.
>
> That is the reason you guys think its so awesome at CQC in DOUBLES.
>
> other than that the DMR really is better at EVERYTHING, I would suggest a RoF nerf.

No, the bleed through only affects the kill shot, which would come on the 5th shot. the team shot kill time on the BR is somewhere around .86 seconds, where the DMR’s is .68 seconds.

Those are approximate, of course. But a damn good approximation.

> > > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
> >
> > I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
> >
> > IT. SHOOTS. TOO. FAST.
> >
> > It’s not the range, that’s fine.
> > It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> > It isn’t even the ammo capacity that gives it the most damage dealt per clip.
> >
> > I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
> >
> > As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
> >
> > Stop saying the DMR isn’t OP, it’s a proven fact.
>
> If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.

It is just that it gives you a big advantage. And it has to be a problem if i run in to a team where 3 members cam on a building the whole game.

> > > > I always hear people saying “Go in matchmaking!! Everyone uses DMR!!” and “The DMR owns CQC when it shouldn’t!!” And to all those people I say, play Doubles. Everyone uses the BR and they all wipe the floor with DMR users. Everyone tries to use stats to compare weapons, but what about usability? The BR has more aim assits, a larger reticle, fires more bullets and lacks bloom. The DMR has low aim-assist (in CQC), a smaller reticle, single shot and has bloom. With bloom, you have to pace your shots to make kills even somewhat frequent, which fixes the whole firing speed problem. The lower aim-assist means you need to have better aim to hit someone with it compared to the BR and spamming the DMR is inconsistent, especially at medium-range. Overall, I think that the DMR at CQC isn’t as OP as eveyone’s making it out to be because the things that make the DMR not OP are things that can’t quite be measured without looking at the game’s programming.
> > >
> > > I’m just going to have a permanent Copypasta of my answer to why the DMR is too powerful for the sandbox.
> > >
> > > IT. SHOOTS. TOO. FAST.
> > >
> > > It’s not the range, that’s fine.
> > > It’s not the bullet magnetism/aim assist, that’s consistent across the board.
> > > It isn’t even the ammo capacity that gives it the most damage dealt per clip.
> > >
> > > I can get past all of that, but it’s rate of fire is considerably too fast, and makes it so it can get 5 shots before any other gun even pops shields. THAT’s what makes it OP. I don’t need to make any other points, because at the end that is the ultimate factor.
> > >
> > > As for doubles and BR users wiping the floor with DMR users, you haven’t been playing anyone that’s even proficient at gunplay. a team with DMR’s will demolish a team using BR’s, every time, all the time, if they are on the same playing field skill wise. It’s not a matter of which has more “playability”, it’s the fact that the DMR can kill before the users shileds are even popped.
> > >
> > > Stop saying the DMR isn’t OP, it’s a proven fact.
> >
> > If anything, pacing is the better thing to do. Spamming doesn’t work. It’s totally inconsistent and yes, sometimes al 5 shots will hit. But not everytime. I find that spamming turns that 5 shot kill to 6 or 7. I bet you anything, if that killtime list wasn’t released by THC, there would be absolutely NO DMR OP threads. It is NOT a proven fact that it’s OP. As long as there are many discussions about this, it is not fact.
>
> I’m gunna lay some logic on you here. Try to keep up.
>
> Now, we have all seen the video of the bullet magnetism tests where the reticule literally doesn’t have to be on the players head to count as a full damage shot with the DMR. You can 5 shot someone without a red reticule, which is disgusting, but that’s only building my point.
>
> You claim spamming doesn’t work because of bloom, which would be a good argument in Reach of H3. In this game, however, we need to account for the bullet magnetism and aim assist. With the headshot hitbox the size it is, the reticule is actually the perfect size to hit the hitbox at any spot the bullet wishes to go within it. What this means, is that when bloom is active nothing happens because all the bullets still hit within the reticule, which is still small enough to constantly be inside the headshot hitbox. Therefore, bloom isn’t actually active at all. It only looks like it is, which is clever, but anyone who understands how the game works can see it’s not actually doing anything.
>
> The BR however, has a (slightly) random spread and more importantly a recoil feature which makes hitting all of the bullets within the hitbox more difficult. The bullet magnetism only pulls the first bullet of the burst into the head, while the others still must be on point with user aim, which is a difficult thing to do at range, along with CQC. This makes getting maximum damage with the BR more difficult at extreme distances of it’s intended range.
>
> Not to mention, you can kill someone with the DMR before your shiled get popped. Again, that should be the only thing I have to say. I don’t understand how that single fact doesn’t convince people of the overwhelming power of the DMR, but I digress.
>
> Also, once again, You’re playing Less than good players is you are “wiping the floor” with DMR teams using the BR. I’m extremely proficient with the BR, and still get put in my place by someone even competent with the DMR. It’s not aout skill, it’s simply the fact the DMR is overpowered. It’s gotten to the point where I have to choose a DMR class to compete in high level games. Which PISSES ME OFF, and shouldn’t be forced. They put 4 precision load outs in the game to promote each one to be used, but none but the DMR can be used, because they are severely punished by DMR exploiters.
>
> so, again, stop saying the DMR isn’t overpowered. It’s a proven fact.

I know for a fact that the bloom has an affect. I tested this out not too long a go and when I spammed right in front 5 shots, from a bit of a distance, 6 shots and SOMETIMES 5. From a very far distance 7-9 shots! I’m sorry, but if that’s your example of bloom being useless, then you’re just blind.

Lag and balancing is what is killing this game.

LOL. OP doesn’t know how to use the DMR.

All the precision weapons have the same amount of bullet magnetism except the Carbine, which has slightly more.

The DMR and BR seem to have the most aim assist.

Single Shot gives the DMR user an advantage as they only need to connect with one bullet, however, the burst can make it easier to connect against a strafing opponent.

^^ Due to strafe acceleration, aim assist, and bullet magnetism, strafing doesn’t do as much as it used to against either weapon.

The burst with spread also cripples the LR unscoped, as just one missed bullet is a 6sk.

The DMR’s bloom only comes into play at extreme distances due to it’s bullet magnetism.

In doubles, I normally use BR with my friend. BR is more effective for team shooting, but I still see the DMR as the superior weapon for it’s range and if you are a good shot, you can easily kill them, all you have to do is get the last shot on their head or you are likely dead.

What makes DMR OP is it’s effectiveness at close, mid and long ranges mostly.