Though the community is split on if bloom was a good thing or not as far as accuracy (I think it helped make the AR/DMR more balanced, but whatever), I think we can all agree that being able to see how recoil affected our weapon was useful in reach.
Basically, if the gun becomes more inaccurate as you fire it in 4, it should keep the bloom indicator by reticle expansion.
There is no benefit to removing this indication, it only makes it harder to judge where your weapon is going to fire (Which is, ironically, one of the main points AGAINST bloom).
In reach, the AR was much better than it was because it was possible to see how your bursts affected your shots.
A lot of people didn’t bother to burst, and still don’t, but bursting allows the AR to still be a decent weapon even after the TU.
EDIT:
I have a feeling that these will end up getting asked a lot, so…
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> Reach’s bloom pissed off a huge chunk of the community and I don’t want that to happen again. Let’s keep any form of bloom out of Halo 4.
You miss the point.
Bloom has always been in the halo games in some way or another: The AR has always been more accurate in bursts, the BR had spread, the pistol was more innacruate if you held down the trigger, etc.
All I ask if that for weapons that DO get more innacurate, is to show that on screen via the reticle.
> Umm, if you remove bloom the weapons accuracy doesn’t change while you fire it. Removing it doesn’t mean the only difference is that you can’t see how your guns accuracy is affected by how you shoot. What the do you think the purpose of the ZB gametype in Reach is?
Ah, but you still have bloom on the AR.