Part 2 post: (don’t even think about editing for “spam”!)
> In light of the above 3 paragraphs, it’s not that bloom is bad, it’s that the separation of 3 ranges was not wanted by Halo players as a whole, but according to population’s use of the sandbox, the overall use of bloom in the sandbox promotes variety.
> And that is where some players butt heads with others IMO. Some players want a sandbox that promotes variety, others want little to no variety in the weapons.
> Variety leads to randomness, it’s inevitable.
I don’t necessarily think bloom is bad, although I haven’t found a way for it to work well with Halo (on precision weapons). Also, while yes some of the population do not want the skill gap to be too limited (obv we need some aim assist and bullet mag) by the mechanics, I think just the fact that Bungie did it backwards with Reach is one of the biggest issues (as opposed to not distinguishing range at all like many of the competitive or MLG players would prefer)
In what way does bloom encourage more sandbox variety? I personally have not seen a change in my sandbox variety when comparing H3 to Reach other than using the NR because it’s more effective (non bloom related), and the pistol because it’s always a secondary in Non-DMR starts (non bloom related). I’m not saying this is wrong, I’m just saying it doesn’t apply to me so I need a little more elaboration.
> The DMR owns at long range and vehicles, but to offset that, it was made to be less reliable at shorter ranges. Not useless, less reliable.
> And that is the complaint no? Non-consistent results on the DMR in ranges were the NR was consistent?
> It sucks that the NR wasn’t embraced as the competitive weapon. The 7-shot was a bit much, but the consistency for its intended range makes it the logical choice if the DMR that is meant for maps larger than arena-sized is removed through settings.
There was a decently large movement in regards to switching to the NR amongst both the “classic” and MLG communities, and I think the primary problem was the 7 shot. If 110% damage didn’t have so many cons, and if the classic playlist didn’t have laggy, grey, and crappy maps I think that might not have failed, as I for one would take Classic over CEA anyday. Even with the settings though I achieved a 50 on Halo charts, so I feel that I did my part in supporting the playlist. If the NR was a 6 shot from the get go or if you could do individual weapon modifiers it may have been a different story. Although it’s still pink which just “isn’t Halo” and even though it’s seemingly stupid, Is a factor to consider.
> 5) I won’t complain that TU gives us an OP DMR useable at all ranges and especially deadly at long range. Or that the NR is deadly in CQB and up to long range, but looses out on long range due to travel time of the needles.
> But personally, the 4-shot M6 is better to fight off the NR and DMR without a buffed AR and PRi to help pick up the slack in CQB and short.
> And not buffing up the AR or PRi and instead removing shield-popping to compensate, not so cool IMO. At least not before they tried it out.
If the NR is your weapon of choice, I can see how 85% bloom would pistol you off as it’s primary intention was to fix the DMR but it arguably broke the NR. I personally do not see a noticeable decrease in the effectiveness of the rest of the sandbox, just a more consistent DMR at all ranges.
I liked the 4 Shot M6 and am saddened that it is once again a 5 SK.
I also feel the AR deserved a buff, although I don’t find it anymore useless than on 100%, as the only time I use it is in non DMR starts (I don’t see why anyone would want to use a close-range weapon when they can use a all-range weapon).
Also it was “tried” out, there was months of testing along with the beta playlist. You also have to take into account that the CEA release date was set in stone and that Reach needed the TU to support it; They only had so much time to refine it. And it wasn’t until weeks to months after the TU that problems like the health pack glitch and the melee bleed through problem were widespread concerns. And they have said that they intend to further refine the TU with the beta playlist.
> 6)
> Yes in CE and H3 you had to lead your target due to the nature of the projectiles requiring time to get to their target AND because they had magnetism associated with them that would cause them to “bend” to their target.
>
> From wiki for ease of reading
>
> Hitscan weapon is often used colloquially to refer to a projectile weapon which uses unmodified hitscan information to dictate whether or not it has hit its target — deploying the weapon calls the hitscan function, and if an object is detected in the path of the projectile, a hit is registered. Since the effect is immediate, the projectiles effectively travel at infinite speed and have a linear or otherwise simple trajectory — a practical but very crude simulation of a bullet’s speed and accuracy. To improve the realism, programmers may use hitscan functions in slightly different ways - for example, applying a random perturbation to the calculated path to simulate inaccuracy. As another example, the assault rifle in Half-Life 2 calls a hitscan function in the middle of a ‘blazing gun’ animation, creating a small amount of lag between weapon deployment and the hitting of the target to better approximate real-life ballistics.
>
> As said too, I’d have to see the wording myself.
> But if you will, the DMR fires a bullet that travels from point A to point B in less than a frame.
> The NR fires a needle that takes a few frames to get from point A to point B.
> At short ranges, that means almost nothing. At mid-range and farther, it starts to make all the difference between a near hit and needle to head.
> At least it can make all the difference, target speed is a factor too.
So are you saying that “hit scan” has better bullet registration that bullet travel weapons? Or the other way around? I thought you were an advocate of bullet travel but I’m not 100% sure. Also are you saying that hit scan causes “undeserved” hits on enemies (or the other way around)? To my knowledge, hitscan has far better registration and “ghost” bullets (although this could be more due to having 3x the amount of bullets for the host to track, IDK) are far less common.
Lastly, I just want to say, whether you’re doing it on purpose or not, a more "Standard’ vocabulary set was noticed in these last few posts. I think it will help in understanding for anyone reading. Oh and you’re awesome, thank you for sharing all your brain thingys with us :3
Oh and have fun trying to fit your response into the character restrictions 