People make up your Mind, first they Hate Bloom, and now that there is No Bloom, you don’t like it… Eh… >.>
And that’s why you should play Reach’s natural gameplay.
Edited by a moderator - Do not flame or attack fellow forum members.
> People complain about no bloom because the better player wins now, and that is not “fair”.
lol so true.
i do agree it could be improved by adding more movementspeed (120%), more jump height, a bit more gravity, and pairing it with pistol starts with reduced firing speed to allow for a 1.4 or 1.5 second kill time.
currently the pistol has a .8 second kill time.
not even 1 second, and youre dead. it should be more like 1.5 seconds…
> And that’s why you should play Reach’s natural gameplay.
can i just ask how its ‘natural’ to shoot better than someone by pacing with a flawless cadence, land every single shot, then lose to the other person who ignores the entire concept of bloom by mashing his R trigger to no end?
‘natural’
more like
‘terrible’
Zb is the best thing to happen to reach ever the movement speed could be sped up and it would be fine lol remember there’s this thing called strafing people somehow forgot with reach
Instead of reducing bloom they should increase it for the DMR.
> Instead of reducing bloom they should increase it for the DMR.
Yup, but most people don’t understand that logic. Eh, whatevs. I’m fine with zero bloom.
Haters gonna hate. Doesn’t matter what they change.
> People make up your Mind, first they Hate Bloom, and now that there is No Bloom, you don’t like it… Eh… >.>
It’s not the same people complaining.
> Instead of reducing bloom they should increase it for the DMR.
They would also have to increase the maximum bloom value, something that 85% doesn’t yet do. 85% bloom just means that the reset time for bloom is 85% from normal. (Correct me if I’m wrong)
If you want bloom to work you need to ensure that shooting at cadence has a faster killtime than spamming at all ranges.
Since spamming dishes out bullets at a faster rate (and decreasing accuracy obviously doesn’t work) the only way to accomplish this is to make fully paced shots do more damage, in addition to the decrease of accuracy.
Maybe make it so that only fully paced shots bleed through?
Of course, the easiest solution is removing bloom altogether, a decision that I personally prefer. As it is bloom simply doesn’t work, and IMO 85% only makes the issue less apparent.
I feel like 85% bloom is okay. I prefer normal bloom, but I can survive with 85% bloom. I always like bloom since it was added to reach. I hope 85% is put in to hopefully find a common ground for both parties. The rest of the changes except for the Halo 1 pistol will be okay if added.
85% is good b/c it makes kill times better and decreases the random factor but yea zero bloom becomes to spammy, especially with the pistol which in turn also just about eliminates any purpose with the DMR. Anyway I believe the best way to go is with the 85% bloom. Although I do have to say that if this game made it so that each headshot did more damage then a body shot I would like Zero bloom, I just feel that aiming for the head has no purpose at all now since you have almost the same kill time with body shots.
> have somewhat bloom percentage on it.
Okay.
Zero Bloom is 0%. Let’s say 343 has a percentage of bloom on zero bloom, such as 50%.
50% converts to 0.5, 0% converts to 0.
0 * 0.5 = 0.
So, in the end, you get zero bloom.
Great idea, by the way.
> > Instead of Since spamming dishes out bullets at a faster rate (and decreasing accuracy obviously doesn’t work) the only way to accomplish this is to make fully paced shots do more damage, in addition to the decrease of accuracy.
> > Maybe make it so that only fully paced shots bleed through?
[/quote]
That solution is far too complicated.
> >
> > From my limited experience of the TU so far I think 85% works relatively well. The reticle bloom only really becomes a problem at longer ranges (which is how it should be) and from medium to close range I need only pace very slightly to maintain perfect accuracy. I now find myself losing duels due to my own inaccuracy/misjudgement, rather than ‘bad luck’.
> >
> > Of the three bloom weapons in the game I still think the NR is best designed. The weapon bloom is very large and quick to expand, but it is also very quick to lapse when firing consistently. A player ‘pacing’ their shots can maintain perfect accuracy and kill at a very fast rate. For this reason I would have preferred the NR’s bloom was unchanged in the 85% setup and instead given a slight damage buff (so it kills in 6 shots, rather than 7). I really hate firing the weapon on semi-auto and the bloom system was already well designed and perfectly suited towards face paced gameplay (see: Team Classic playlist).
> >
> >
> > As for No Bloom, all that ruins it for me is the Magnum. The weapon kills far too quickly and is far too inconsistent, due to its bullet spread. Consequently magnum duels are not particularly fun or rewarding; even when I win a duel I do not feel I bested a player, the action is over too quickly and I cannot help but perceive the outcome partly depended on luck (even if this might be a false perception). The weapon is better suited as a pickup, as I have found when playing MLG ZB customs, because it reduces the frequency of magnum duels and places focus upon the DMR.
> Instead of reducing bloom they should increase it for the DMR.
Neither increasing nor decreasing bloom works due to the way bloom, bullet magnetism, and the code for coming up with a random spot where a bullet lands under bloom interact with each other. Regardless of whether you increase or decrease bloom, spamming will be more effective than pacing your shots, which is why zero bloom is the only viable solution.
> > Instead of reducing bloom they should increase it for the DMR.
>
> Neither increasing nor decreasing bloom works due to the way bloom, bullet magnetism, and the code for coming up with a random spot where a bullet lands under bloom interact with each other. Regardless of whether you increase or decrease bloom, spamming will be more effective than pacing your shots, which is why zero bloom is the only viable solution.
im not sure this can be proven, until we can tinker with 120% bloom (or more bloom).
to me, more bloom seems like the obvious solution to our perceived problem in ‘bloom’.
no bloom is also a great way to make our problem go away, however.
Adapt. We had to as well.
Agree that the rate of fire needs to be slowed.
Disagree that ZB is bad.
If you think that ZB is bad, you are a bad Halo played and just another Reach kid.
When ZB hits more matchmaking, you reachtards better be read to adapt (does that sound familiar?).
> > > Instead of reducing bloom they should increase it for the DMR.
> >
> > Neither increasing nor decreasing bloom works due to the way bloom, bullet magnetism, and the code for coming up with a random spot where a bullet lands under bloom interact with each other. Regardless of whether you increase or decrease bloom, spamming will be more effective than pacing your shots, which is why zero bloom is the only viable solution.
>
> im not sure this can be proven, until we can tinker with 120% bloom (or more bloom).
>
> to me, more bloom seems like the obvious solution to our perceived problem in ‘bloom’.
>
> no bloom is also a great way to make our problem go away, however.
Increasing bloom doesn’t work because the code responsible in Reach for determining a random location where a bullet goes inside the reticle when it’s expanded by bloom places it close to the reticle’s center far too much.
You can verify that yourself if you start a custom game on a non-Forge map (no decals on Forge objects) like Countdown. Start shooting the DMR as quickly as possible until the reticle has reached its maximum size (i.e. full bloom) and quickly turn to face a wall; keep shooting so bloom doesn’t reset. Empty the remaining magazine into the wall and you’ll notice that an unproportional large number of bullets hit quite close to the reticle’s center.
If you now add bullet magnetism to the equation, you’ll easily see that this will result in a large amounts of bullets hitting the target despite bloom.
Additionally, someone pacing his shoots will have to wait longer for his bloom to reset to an acceptable level than he has to wait with default bloom. This in turn means that a spammer can fire even more rounds in the same time than his pacing opponent. And with bullet magnetism and the tendency for bullets to hit close to the reticle’s center this will not benefit pacing shooters but spammers.
In a nutshell, increasing bloom also increases the time it takes for a pacing shooter to kill his opponents, and spammers benefit from this since even though they are going to miss more rounds, being able to fire even more rounds more than makes up for that.