Reduce the rate of fire on the DMR?

It might be too late to bring this up, but I feel that the rate of fire on the DMR should be reduced, particularly if that thing has bloom taken away in most gametypes.

The thing is, that thing is a long-range death cannon, with or without bloom. People have been getting long-range kills, without difficulty, despite bloom. The fact is, once bloom is taken away, the DMR will become an ungodly doomsday device. Any map with a DMR will automatically become a pseudo Sniper Battle with people avoiding close-range weapons like the Shotgun or Assault Rifle and only playing from behind cover. Frankly, I prefer up-close games with Assault Rifles, Pistols, and other up-close weapons, it’s more hectic, more involved, and ultimately more fun. With DMR games, it’s all about scoring headshots on other players and… well, that’s it. You can be spawn-camped so easily and games revolve around having a DMR and using it on people whom don’t.

I’m not saying that it should be removed from matchmaking, I just think it needs one tweak to push it out of the role of a weapon that kills everyone everywhere easily and more as a long-range rifle. If the rate of fire was slightly reduced, it wouldn’t be so potent in close-range (where it shouldn’t be as godlike) but it wouldn’t really affect its long-range performance. The lack of bloom will make the DMR (and as a result, the other “headshot” weapons, the Magnum and the Needle Rifle) more accurate with no thought towards pacing shots required. Even though bloom can be removed, I think that the Magnum and Needle Rifle both have their own weaknesses that balance them out (such as the Pistol’s shallow magazine and the Needle Rifle’s lesser accuracy). However, the DMR is just too perfect of an easy killing machine the way it is currently and ever more so once bloom is kicked to the curb. It fires quickly, it’s accurate, and it has a longer scope than both the Magnum and the Needle Rifle.

Basically, if it’s possible, we could just add an option in Custom Games to slow a DMR’s rate of fire. Not by much, perhaps just a fraction of a second. Who else agrees with me?

Because Reach needs slower kill times :confused:

> Because Reach needs slower kill times :confused:

Slowing down the ROF on the DMR in its current TU state would still most likely give fast kill times. That combined with the new armour lock and other changes, kill times will be faster than they previously were.

Stop looking at the DMR as the only variable in kill times. Because every weapon and AA and even the maps effect kill times.

> Because Reach needs slower kill times :confused:

Once bloom is taken out of the question, kill times will definitely shorten by a long shot.

> Because Reach needs slower kill times :confused:

DMR with out bloom will kill faster than the Halo 3 BR for sure. It will also be more accurate than the Halo CE magnum. The rate of fire has to be kept in check. Other wise we will just have effective trigger spamming.

> > Because Reach needs slower kill times :confused:
>
> Once bloom is taken out of the question, kill times will definitely shorten by a long shot.

Not much, 5 shot spam from DMR takes 1.6 s, while H2 BR 4 shot took 1.4 s and CE pistol took 0.6 s.

The kill times will be faster than Halo 3.

My big issue will be that it will make the single shot weapons effective spam weapons. Much like the Carbine was. The punishment for missing shots will be lower than in any of the other Halo titles. It will cripple the skill gap a bit.

Unfortunately, most of the people whom complained about Bloom were completely ignorant of the reason it was put in Halo: Reach in the first place (not to imply all were, mind you). I’m glad 343 is doing something with it, though personally I would rather they had FIXED bloom to make it do what it was supposed to rather than just removing it, defeating its [ingenious] purpose. I think nearly all of us agree that Bloom failed. The concept itself, however, was remarkably awesome. It might not have been implemented correctly, but the concept itself was sound.

Without Bloom, I too worry about the DMR becoming an overpowered, all-purpose killing machine. So I hope that if this no bloom spreads beyond the initial ‘just in a few playlists’ approach that this is addressed.

Can’t spam a weapon that has a set fire rate. =.= Spamming means you can shoot 15 shots like in 1 second. Like Mod controllers on COD’s FAL. (sorry to mention COD) but I needed an example.

The DMR can not be fired beyond its fastest fire rate, so therefore with out bloom, you can not spam the DMR.

no. if you can consistently head shot 5 times in a row you deserve the kill. you forget bleedthrough damage.

I don’t think I’m going to enjoy the CE playlists. CoD kill times, no bloom on overpowered weapons while the rest of the weapon-set gets the crapper.

But I guess I shouldn’t judge just yet.

If they cap off the fire-rate of the DMR, they need to cap the Magnum RoF too. But that’s not going to happen, not till the nostalgia ridden community realizes how boring using one weapon for the entire- wait.

The community already does and hasn’t gotten tired of it for 10 years.

Nevermind.

Oh the potential that TU could’ve had.

But again, I guess I should wait to find out huh?

> Unfortunately, most of the people whom complained about Bloom were completely ignorant of the reason it was put in Halo: Reach in the first place (not to imply all were, mind you). I’m glad 343 is doing something with it, though personally I would rather they had FIXED bloom to make it do what it was supposed to rather than just removing it, defeating its [ingenious] purpose. I think nearly all of us agree that Bloom failed. The concept itself, however, was remarkably awesome. It might not have been implemented correctly, but the concept itself was sound.
>
> Without Bloom, I too worry about the DMR becoming an overpowered, all-purpose killing machine. So I hope that if this no bloom spreads beyond the initial ‘just in a few playlists’ approach that this is addressed.

bloom is a terrible idea. if they wanted weapon inaccuracy they should have used recoil. however, FPS’s in the past that were great for competitive play had perfectly accurate weapons with high rates of fire. (unreal, quake) the TU is a step back in that direction.

> Unfortunately, most of the people whom complained about Bloom were completely ignorant of the reason it was put in Halo: Reach in the first place (not to imply all were, mind you). I’m glad 343 is doing something with it, though personally I would rather they had FIXED bloom to make it do what it was supposed to rather than just removing it, defeating its [ingenious] purpose. I think nearly all of us agree that Bloom failed. The concept itself, however, was remarkably awesome. It might not have been implemented correctly, but the concept itself was sound.
>
> Without Bloom, I too worry about the DMR becoming an overpowered, all-purpose killing machine. So I hope that if this no bloom spreads beyond the initial ‘just in a few playlists’ approach that this is addressed.

Yes, I agree with you there, too bad after all of Reach’s former complainers start loving the DMr because of “faster kill times” with no bloom, any attempts to revise bloom in the future will be dead, due to players mistaking skill, and easy kills with OP weapons. I wonder if they could instead make the gun jump up everytime you shoot the dmr, similar to how the smg jumped up everytime you fired full-auto burts, just an Idea, because bloom represents recoil on weapons, why not just make the recoil physically punish people spamming weapons.

> I don’t think I’m going to enjoy the CE playlists. CoD kill times, no bloom on overpowered weapons while the rest of the weapon-set gets the crapper.
>
> But I guess I shouldn’t judge just yet.
>
> If they cap off the fire-rate of the DMR, they need to cap the Magnum RoF too. But that’s not going to happen, not till the nostalgia ridden community realizes how boring using one weapon for the entire- wait.
>
> The community already does and hasn’t gotten tired of it for 10 years.
>
> Nevermind.
>
> Oh the potential that TU could’ve had.
>
> But again, I guess I should wait to find out huh?

COD kill times?!?!? The TU won’t be going that far.

> > I don’t think I’m going to enjoy the CE playlists. CoD kill times, no bloom on overpowered weapons while the rest of the weapon-set gets the crapper.
> >
> > But I guess I shouldn’t judge just yet.
> >
> > If they cap off the fire-rate of the DMR, they need to cap the Magnum RoF too. But that’s not going to happen, not till the nostalgia ridden community realizes how boring using one weapon for the entire- wait.
> >
> > The community already does and hasn’t gotten tired of it for 10 years.
> >
> > Nevermind.
> >
> > Oh the potential that TU could’ve had.
> >
> > But again, I guess I should wait to find out huh?
>
> COD kill times?!?!? The TU won’t be going that far.

I may have exaggerated, but that’s what I see happening.

The reason CoD turns me off is because of the fast kill times and the lack of radar. Don’t get me wrong though, the game can be a lot of fun at times and succeeds at doing some things Halo can’t. Most importantly the fact that the weapons are WAY more balanced than any DMR/BR/Magnum has ever been (I’m speaking about Black Ops, not MW2. Anyone who has played MW2 knows what it devolves into). But they’re only balanced because the killtimes for all of them are so fast. This method of balancing feels a little cheap and easy to me, it’s just not my taste.

But for some reason the ‘hardcore’ Halo crowd wants faster killtimes and wants no radar. Yet when they hear about CoD they call it ‘casual’ and ‘trash’.

The community confuses me.

A lot.

> > I don’t think I’m going to enjoy the CE playlists. CoD kill times, no bloom on overpowered weapons while the rest of the weapon-set gets the crapper.
> >
> > But I guess I shouldn’t judge just yet.
> >
> > If they cap off the fire-rate of the DMR, they need to cap the Magnum RoF too. But that’s not going to happen, not till the nostalgia ridden community realizes how boring using one weapon for the entire- wait.
> >
> > The community already does and hasn’t gotten tired of it for 10 years.
> >
> > Nevermind.
> >
> > Oh the potential that TU could’ve had.
> >
> > But again, I guess I should wait to find out huh?
>
> COD kill times?!?!? The TU won’t be going that far.

I may have exaggerated, but that’s what I see happening.

The reason CoD turns me off is because of the fast kill times and the lack of radar. Don’t get me wrong though, the game can be a lot of fun at times and succeeds at doing some things Halo can’t. Most importantly the fact that the weapons are WAY more balanced than any DMR/BR/Magnum has ever been (I’m speaking about Black Ops, not MW2. Anyone who has played MW2 knows what it devolves into). But they’re only balanced because the killtimes for all of them are so fast. This method of balancing feels a little cheap and easy to me, it’s just not my taste.

But for some reason the ‘hardcore’ Halo crowd wants faster killtimes and wants no radar. Yet when they hear about CoD they call it ‘casual’ and ‘trash’.

The community confuses me.

A lot.

Designated Marksmen Rifle. The DMR is supposed to be medium to long range use and it doesn’t have a high rate of fire, it’s a semi-automatic for pete’s sake. Just becuase get matched up with opponets that knows how to utilize the weapon the right way doesn’t mean it needs to get “fixed”.

/decent with DMR

> > Unfortunately, most of the people whom complained about Bloom were completely ignorant of the reason it was put in Halo: Reach in the first place (not to imply all were, mind you). I’m glad 343 is doing something with it, though personally I would rather they had FIXED bloom to make it do what it was supposed to rather than just removing it, defeating its [ingenious] purpose. I think nearly all of us agree that Bloom failed. The concept itself, however, was remarkably awesome. It might not have been implemented correctly, but the concept itself was sound.
> >
> > Without Bloom, I too worry about the DMR becoming an overpowered, all-purpose killing machine. So I hope that if this no bloom spreads beyond the initial ‘just in a few playlists’ approach that this is addressed.
>
> Yes, I agree with you there, too bad after all of Reach’s former complainers start loving the DMr because of “faster kill times” with no bloom, any attempts to revise bloom in the future will be dead, due to players mistaking skill, and easy kills with OP weapons. I wonder if they could instead make the gun jump up everytime you shoot the dmr, similar to how the smg jumped up everytime you fired full-auto burts, just an Idea, because bloom represents recoil on weapons, why not just make the recoil physically punish people spamming weapons.

the average player will not be consistently accurate shooting as fast as possible, the above average player won’t either. kills will come down to who has more steady aim, and who can readjust aim between shots. its more difficult than it sounds. try playing a FPS with perfect accurate weapons like quake or unreal and come back to tell me how easy it was.

> Designated Marksmen Rifle. The DMR is supposed to be medium to long range use and it doesn’t have a high rate of fire, it’s a semi-automatic for pete’s sake. Just becuase get matched up with opponets that knows how to utilize the weapon the right way doesn’t mean it needs to get “fixed”.
>
> /decent with DMR

Compare the kill times of both the AR and DMR at close range. They are the same. Compare at a farther distance, the DMR wins.

So what you’re telling me is that the DMR should be equally/more effective at close range than an AR and dominate it at every other?

So what’s the point of the AR?

The gun needs a purpose, it’s been around longer than both the DMR and BR. Have some respect.

> > Designated Marksmen Rifle. The DMR is supposed to be medium to long range use and it doesn’t have a high rate of fire, it’s a semi-automatic for pete’s sake. Just becuase get matched up with opponets that knows how to utilize the weapon the right way doesn’t mean it needs to get “fixed”.
> >
> > /decent with DMR
>
> Compare the kill times of both the AR and DMR at close range. They are the same. Compare at a farther distance, the DMR wins.
>
> So what you’re telling me is that the DMR should be equally/more effective at close range than an AR and dominate it at every other?
>
> So what’s the point of the AR?
>
> The gun needs a purpose, it’s been around longer than both the DMR and BR. Have some respect.

you have a point dude i love the Ar and the pistol maybe they could slow the dmr or adjust bloom. my worry is the sniper rifle will be in postion where its overpowered against vehicles and underpowered against a rampant bloomles DMR could they not slow the rate of fire and turn up the damage making it an anti sniper weapon?