I see so many of you arguing of why bloom is a good thing. No argument has ever made sense to me. This is not a troll thread. I just honestly want someone to post something that explains why bloom is a good concept. This thread is just about the bloom concept. It is not about the ZB slayer setup. Because the settings revolving around no bloom are not good.
Well the original idea is to make spamming the trigger more and more unreliable the longer you do it by spreading all your shots over a larger area making it hard to hit you target even if you aim well. As a concept this is good, well many think so at least.
The problem with it, and the reason why so many are against it is what can happen with someone who is spamming the trigger and is bad at aiming, lets say his aim a bit to your left and would with the normal reticule miss you, but with the larger one due to bloom you are inside the right side of the reticule, now, thanks to the stupid bullet magnetism in Halo all his shots while being spread out are still more likely to hit you than anywhere else in the circle as they are dragged to you…
Well something like that…
For god’s sake…how many times must it be explained?
A spread that increases the more rapidly you fire has been in Halo since Halo CE. All automatic weapons have always had it, and the CE Magnum had it. They just never showed it with the HUD.
The only non power weapons to not have this feature were the Halo 2 BR (which had a fixed spread), the Carbine (which has a random spread), and the Halo 3 BR (the spread of which became larger and more random with each bullet in the burst).
Having this “bloom” feature on the primary precision weapon in the game is not that big of a change. In fact, it allows you to choose whether you have a spread or not based on how important rate of fire is to you.
That is why bloom is good. It’s always been around anyway, and it gives greater control than the DMR’s predecessors.
Now, people will be quick to shout “random!” but this is very misleading. The BR in Halo 3 had a random spread as well. The DMR’s greater maximum spread is justified by the fact that landing 1 bullet is easier than landing 3.
I will admit that the spread of the weapons in Reach should be stuck on the newly expanded radius, rather than anywhere in the circle, but that doesn’t make the entire feature bad.
> I will admit that the spread of the weapons in Reach should be stuck on the newly expanded radius, rather than anywhere in the circle, but that doesn’t make the entire feature bad.
Strongly disagree. It makes it absolutely horrible.
> For god’s sake…how many times must it be explained?
>
> A spread that increases the more rapidly you fire has been in Halo since Halo CE. All automatic weapons have always had it, and the CE Magnum had it. They just never showed it with the HUD.
If you believe that, you’re either extremely gullible or downright delusional.
That’s like saying apples are a good source of protein. Sure it’s technically there but compared to a steak, it might as well be non-existent in comparison.
Also, “because other games had it” is not a valid argument. Resident Evil games had terrible camera angles for years but that doesn’t mean it’s something anyone should aspire to.
> For god’s sake…how many times must it be explained?
>
> A spread that increases the more rapidly you fire has been in Halo since Halo CE. All automatic weapons have always had it, and the CE Magnum had it. They just never showed it with the HUD.
spread =/= bloom
The Halo 3 BR has spread but no matter how fast you’re firing the gun, it will NEVER increase the spread. And this is a fact.
> I see so many of you arguing of why bloom is a good thing. No argument has ever made sense to me. This is not a troll thread. I just honestly want someone to post something that explains why bloom is a good concept.
Its good because the guns chrosshairs are way to small to use without bloom so bloom makes them bigger if you want to try to spam
> If you believe that, you’re either extremely gullible or downright delusional.
Prove me wrong.
> Also, “because other games had it” is not a valid argument.
That is the whole point. Poeple think it in new to Reach and they are downright wrong.
> The Halo 3 BR has spread but no matter how fast you’re firing the gun, it will NEVER increase the spread. And this is a fact.
If you had actually read my post you would have seen that I already stated that.
> > If you believe that, you’re either extremely gullible or downright delusional.
>
> Prove me wrong.
Halo CE didn’t have bloom or spread unless you held down the trigger, and nobody did that. I tested it myself. Halo PC may have had bloom/spread but the xbox version did not.
> unless
That word makes all the difference. It may have worked a little differently, but it was there.
And think about it, by not sitting on the trigger you are regulating your own rate of fire to not have a spread. The exact same goes for Reach, you just have to think about how often you pull the trigger now.
> > unless
>
> That word makes all the difference. It may have worked a little differently, but it was there.
>
> And think about it, by not sitting on the trigger you are regulating your own rate of fire to not have a spread. The exact same goes for Reach, you just have to think about how often you pull the trigger now.
No, you don’t have to “think about it”. I had the timing for pacing my shot memorized within 15 minutes of playing Reach, it’s not a skill, it’s just a hindrance. In CE you could fire at the max RoF without any consequences if you pulsed the trigger instead of holding it, you can not do this in reach.
> No, you don’t have to “think about it”.
You know what I mean. Please pick something a little more meaningful to argue about.
> In CE you could fire at the max RoF without any consequences if you pulsed the trigger instead of holding it
So you want to be able to spam the trigger and still be as accurate as a sniper rifle? Doesn’t sound like good game mechanics to me.
There are so many alternatives to bloom that actually make sense. Bloom is basically symbolic for recoil and weapon inaccuracy. Futuristic guns should not be as inaccurate as the DMR. It is ridiculous how bad you miss with bloom. Also represent recoil with actual recoil. Make a gun harder to shoot because it is not level.
> It is ridiculous how bad you miss with bloom.
Because you are pulling the trigger too quickly. The optimal rof is not the same as the maximum rof.
> Also represent recoil with actual recoil. Make a gun harder to shoot because it is not level.
Ew, no thank you. It’s distracting enough that the sniper rifle’s model slings all over the place, we don’t need the cone of fire doing the same. But both systems would have the exact same result: having to wait before firing again for optimal accuracy.
> No, you don’t have to “think about it”.
> You know what I mean. Please pick something a little more meaningful to argue about.
If it’s not meaningful then you shouldn’t have brought it up.
> In CE you could fire at the max RoF without any consequences if you pulsed the trigger instead of holding it
> So you want to be able to spam the trigger and still be as accurate as a sniper rifle? Doesn’t sound like good game mechanics to me.
It’s not spam if there is no bloom. And this isn’t even what we were talking about, you said that the Halo CE pistol had bloom/spread, which it doesn’t. Stop changing the subject, either test that the Halo CE magnum has bloom and find out for yourself that you’re wrong or accept that I’m right.
> It’s not spam if there is no bloom.
I can not believe that you just seriously made this argument…“Spamming” has absolutely nothing to do with what is going on in the game. The player spams by button mashing the trigger.
> you said that the Halo CE pistol had bloom/spread, which it doesn’t.
A few minutes ago you said that it did under certain circumstances.
> Stop changing the subject
When did I ever change the subject?
> you’re wrong or accept that I’m right.
Let’s not make this a -Yoink!- contest.
IDK, I can’t explain. I think a ROF cap would have worked better to prevent spamming…
Someone has already explained it, but the post was seemingly looked over…
Bloom adds depth to the gunplay and introduces an entire new skill that allows the better players to win. Even when at a disadvantage, like when someone gets the drop on you or gets the first shot off, you can still win.
Currently implemented, it works beautifully with the Pistol, AR and Needle Rifle. Taking your time, staying calm and being precise will always win out. Well maybe not 100%, but the extreme majority of the time. (90-97%-ish).
Now here’s the biggest problem… The close range DMR gunfights are a bit too random. Medium/long range the pacer still has the big advantage, but at closer ranges it goes from 90-95% to 70+%.
Bloom itself is a wonderful idea that separates the bad/good players to a high degree. I have won hundreds of gunfights while at a disadvantage because of the bloom mechanic. There have also been times where I was unfairly punished because of it.
Halo 4 should definitely stick with it and further evolve it… if implemented correctly, it could put Halo even higher above its competition in terms of skill and depth.
If you’ll notice, every tome the trigger is pulled, the DMR (or any weapon) jumps in Noble 6’s hand. Reticle bloom visually represents the consequence of muzzle jump. Every time the trigger is pulled before the gun has returned to its original position, the bullet goes straight, but the barrel is pointed in a slightly off-target direction. Anyone who has ever fired a weapon in real life knows that it is difficult to maintain accuracy while pulling the trigger as fast as possible. So really, bloom was Bungie’s attempt at adding somewhat more realistic mechanics into gameplay.
The only problem is that bullet spread has existed in all the Halo games. If you don’t believe me, pop in your HCEA disk, grab the Magnum, and start shooting at a wall from, say, 50 feet, and then 100 feet (yes, it’s difficult to judge precisely- just double whatever distance you’ve chosen). If you’re not blind, you will see that the pattern has opened up significantly at the greater distance. The same is true for the AR. Hell, you can watch it happen as you fire.
As for H3’s BR, it had a specific rate of fire which could not be surpassed no matter how fast you pulled the trigger, thus allowing the gun to return to its neutral place in Chief’s hands before the next shot. The tri-burst still had spread at distance, but because the gun was forced to return to neutral before every trigger pull, the spread never increased past its pre-determined amount.
However, all of this is moot becasue of hitscan and bullet magnetism. So long as the reticle is red, your shots are almost guaranteed to hit your enemy somewhere.
This isn’t an argument as to the goodness or badness of bloom. Bloom is neutral. It is merely a visualization of other game mechanics at work, which is what people are actually complaining about, but may not realize it. Personally, I prefer the GoW take on the issue: Zero reticle bloom (for 1&2, anyway), but, depending on the weapon, noticeable muzzle jump/rise which has to be constantly corrected. It’s actually more realistic and often easier to work with… except for GoW2’s Hammerburst.
I hate that thing.
> I see so many of you arguing of why bloom is a good thing. No argument has ever made sense to me. This is not a troll thread. I just honestly want someone to post something that explains why bloom is a good concept.
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