Keep reticle bloom in for weapons that have..

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.

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.

> 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.

Totally disagree.

Bloom killed this game, and makes the game random and unfair. I shouldnt have to pace my shots. It is not consistent with Halo, ever (except with the Halo;CE pistol, it had bloom). You cant flank the enemy properly with a blooming DMR or any bloom based weapon. You will get team shot to pieces before you can even do damage.

I dont care if the animation of bloom is in the game, as long as it doesnt significantly worsen my shot. I dont know who thought of Bloom and decided to put it in Halo, but they need to be fired, and fast.

Meh, i was content with 85% bloom.

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?

> 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.

> > 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.
>
> Totally disagree.
>
>
> Bloom killed this game, and makes the game random and unfair. I shouldnt have to pace my shots. It is not consistent with Halo, ever (except with the Halo;CE pistol, it had bloom). You cant flank the enemy properly with a blooming DMR or any bloom based weapon. You will get team shot to pieces before you can even do damage.
>
> I dont care if the animation of bloom is in the game, as long as it doesnt significantly worsen my shot. I dont know who thought of Bloom and decided to put it in Halo, but they need to be fired, and fast.

Halo 4 WILL have bloom in some way.

Having a weapon that can fire with 100% accuracy and either fires really fast or does a lot of damage per bullet is overpowered.

Imagine an AR that can kill at magnum distances at full auto.

It’s better to have some bloom and being able to see it than having it and not being able to see it.

I actually liked bloom, everyone just spammed, while I could control my shots and get kills easily.

> I actually liked bloom, everyone just spammed, while I could control my shots and get kills easily.

Hey now watch it! Some people will tell you spamming was more effective because of bloom, even though that’s only true for close range engagements.

Some of you are missing the point. OP is not saying add Reach bloom. Only adding a visual representation of any loss of accuracy on a weapon.

So when burst firing an AR you do not have to guess how accurate you are actually being o how long you can fire before becoming too inaccurate so it is not just a guessing game.

For example, if I am interpreting the OP correctly he would have supported giving a visual bloom to the Halo 3 BR to represent the spread that is already there. There is still no “ideal” rate of fire and you can’t “spam” it. It would be the same BR that was in H3

He is not asking for extra inaccuracy to be added, just giving players an accurate readout of any loss of accuracy already in place

> Some of you are missing the point. OP is not saying add Reach bloom. Only adding a visual representation of any loss of accuracy on a weapon.
>
> So when burst firing an AR you do not have to guess how accurate you are actually being o how long you can fire before becoming too inaccurate so it is not just a guessing game.
>
> For example, if I am interpreting the OP correctly he would have supported giving a visual bloom to the Halo 3 BR to represent the spread that is already there. There is still no “ideal” rate of fire and you can’t “spam” it. It would be the same BR that was in H3
>
> He is not asking for extra inaccuracy to be added, just giving players an accurate readout of any loss of accuracy already in place

Exactly.

Judging from other games, bloom works fine for automatic weapons with high fire rate, weapons where bursting would benefit you in long range combat situations, however having bloom on a 1 shot rifle, is rare to my experience. 1 shot guns are supposed to be accurate, hence the limited fire rate, adding bloom to it makes less sense then bloom for AR.

The problem with bloom is not the mechanic itself, but how bungie implemented it in Reach. Sadly for all “bloom knower” who’s encountered it in a good way in other games, we all know that the Halo community isn’t one to change their opinion fast, not even if the flaws are fixed or the whole mechanic re-made, as long as the name/function remains the same.
Bloom for AR, to make it good in cqc but less effective in mid, sounds good. Bloom on a warthog/gatling sounds good instead of over heat, spray in close but “burst” at longer range, even needler could use bloom (larger spread = less tracking).

No-Bloom + Low Aim-Assist + Fast Kill Time = Great weapon

> 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…
> .
> .
> .
> .
>
>
> > 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.

Actually from the info I’ve heard it seems like they are doing the complete opposite. Keeping the indication of bloom while not actually having bloom itself, kinda like the sniper from reach. However it is still unclear and will hopefully be explained at E3.

I think it should stay for the DMR, but be gone for the sniper and AR. I just don’t like it on the AR and sniper. It doesn’t even do anything for the sniper, so there’s no pint in having it for it. It felt much better too no-scoping with no bloom with the sniper. If they do have bloom for it, it would be nice for a forerunner sniper with no bloom. They will probably just keep one though.

The AR should be more like H3’s even though it’s not very different than Reach’s beside bloom. I just hope that I could put a couple bursts into someone and beat them down to kill them like in H3 unlike Reach. The AR in Reach was a different model anyway, so H4’s should be more like H3’s.

> Judging from other games, bloom works fine for automatic weapons with high fire rate, weapons where bursting would benefit you in long range combat situations, however having bloom on a 1 shot rifle, is rare to my experience. 1 shot guns are supposed to be accurate, hence the limited fire rate, adding bloom to it makes less sense then bloom for AR.
>
> The problem with bloom is not the mechanic itself, but how bungie implemented it in Reach. Sadly for all “bloom knower” who’s encountered it in a good way in other games, we all know that the Halo community isn’t one to change their opinion fast, not even if the flaws are fixed or the whole mechanic re-made, as long as the name/function remains the same.
> Bloom for AR, to make it good in cqc but less effective in mid, sounds good. Bloom on a warthog/gatling sounds good instead of over heat, spray in close but “burst” at longer range, even needler could use bloom (larger spread = less tracking).

I don’t want bloom to limit the AR, I want it to merely be shown to the player so they can see where to stop the burst.

I’m glad that the AR in Halo 4 retains its reticule from Reach. The crosshairs really helped with burst shots.

> The AR should be more like H3’s even though it’s not very different than Reach’s beside bloom. I just hope that I could put a couple bursts into someone and beat them down to kill them like in H3 unlike Reach. The AR in Reach was a different model anyway, so H4’s should be more like H3’s.

The AR in Halo 3 had bloom, just not reticule bloom. Did you think that if you sprayed that your bullets would hit in the same exact spot every time? And if anything, wasn’t the MA37 more accurate than the MA5C?