> the sandbox would probably better be served by reducing DMR usefulness at short range and increasing the importance of aiming the gun properly and taking measure shots at your enemy, like with the 115% bloom idea.
>
> Anther idea i had was to make it so that the DMR CANNOT headshot someone at all if the bloom is past a certain threshold, say just the radius of the “outer” reticle, that would probably be enough. This means that you can spam shield off if you want, but it will be totally impossible to spam a headshot on someone, and if you want the headshot then everyone is gonna have to slow their roll and actually aim for it.
>
> This might work but it may also feel somewhat artificial. Then again, i cant imagine it would feel any worse than getting spammed in the head.
>
> Honestly this is just about the only sandbox adjustment i would support from default Reach.
115% bloom is an interesting idea. From what I am understanding from it, it sounds like it will make a headshot monumentally difficult after your first shot unless you slow down and aim.
This would make the DMR far less effective at close range, but I have a serious reservation about using this method rather than a Zero Bloom with a Rate of Fire implementation.
115% bloom will not lessen the rate of fire of the DMR, but it will severely lengthen the time required to line up a killing headshot.
115% bloom sounds good to stop a player from spamming headshots in close quarters, but I think it will do something else that would be very frustrating.
For Example:
Your teammate has put some shots into a player who then turns and sprints away to avoid dying. You are in a position to cut the sprinting enemy off. The enemy needs a shot to his shields and a headshot to die. You squeeze off a round and hit him so that his shields are low enough, you need only to score a headshot to kill him. You see the sprinting enemy running for a nearby doorway to escape, but you cannot score another headshot because you’re DMR is still recovering from its bloom and is too inaccurate. You spam shots into his body, but his health absorbs it and he escapes.
Tragedy!
115% bloom does not lower the rate of fire of the DMR, but it does increase the amount of time you have to wait to hit a headshot after a previous shot. Players will most likely respond to this by using the high rate of fire to spam down shields, recover, then line up the killing headshot.
This is a big problem though because:
115% bloom is too severe a rate of fire nerf for headshots, especially when players are using sprint on maps like countdown and you have far less time to line up the killing headshot. With Zero Bloom and a slight rate of fire nerf (one that forces the player to use the 85% bloom recovery time rather than giving him the choice to spam out shots faster) you don’t need to wait longer after a shot to line up a killing headshot. Every shot is potentially the killshot with how accurate it is, and is effectively counterbalanced by rate of fire. You will then be able to kill off those wounded, sprinting soldiers with great relish.