So everybody hates bloom and i understand why when it comes to semi automatic weapons such as the dmr and pistol, but i don’t see a problem with having bloom on automatic weapons such as the assault rifle, saw, plasma rifle (please change it back D: ) So am I alone on this or is automatic weapon bloom hated just as much? Now the reason I’m asking is because i think there is a way to bring back dual wielding without making it TOO hard to balance. So picture this. I got an smg, the smg kills faster than the AR at shorter range but has some significant bloom as well as recoil, and when dual wielding it kills MUCH faster than the AR at shorter range but the bloom reticle is increased both at starting point and were it ends up after continuously firing. I’m not sure that makes sense but basically no dual wielding:
( - - ) and when dual wielding: ( - - ) (does this make sense?)
Now another change i would personally prefer was if you could keep dual wielding weapons even when switching weapons but still not be able to grenade or melee, this would make it less of a “I can’t switch weapons because if I do this weapon is useless” situation.
Sorry for -Yoink- sentence structure but I’m tired and I’m just throwing this together knowing that dual wielding wont return in halo 5
> So everybody hates bloom and i understand why when it comes to semi automatic weapons such as the dmr and pistol, but i don’t see a problem with having bloom on automatic weapons such as the assault rifle, saw, plasma rifle (please change it back D: ) So am I alone on this or is automatic weapon bloom hated just as much?
I believe there was a forum member who gave us an alternative to bloom and looked a lot better (albeit it being just on paper)
> Now the reason I’m asking is because i think there is a way to bring back dual wielding without making it TOO hard to balance. So picture this. I got an smg, the smg kills faster than the AR at shorter range but has some significant bloom as well as recoil,
The point of bloom was too mostly replace recoil and spread, recoil can be countered by the players skill (just aim slightly down to counter), bloom cannot be countered and has to be waited out to reset.
> and when dual wielding it kills MUCH faster than the AR at shorter range but the bloom reticle is increased both <mark>at starting point</mark> and were it ends up after continuously firing. I’m not sure that makes sense but basically no dual wielding:
> ( - - ) and when dual wielding: ( - - ) (does this make sense?)
What about dual wielding Pistols?
Not just that but this seems to lead to high inaccuracy and considering on Halo 3 the oppurtunity to dual wield was quite low and the shotgun would easily fit the range better it would make dual wielding almost completely useless.
> Now another change i would personally prefer was if you could keep dual wielding weapons even when switching weapons but still not be able to grenade or melee, this would make it less of a “I can’t switch weapons because if I do this weapon is useless” situation.
Absolutely not, people would then dual wield SMGs with the Sniper Rifle and switch whenever a CQC combat arrises.
> > So everybody hates bloom and i understand why when it comes to semi automatic weapons such as the dmr and pistol, but i don’t see a problem with having bloom on automatic weapons such as the assault rifle, saw, plasma rifle (please change it back D: ) So am I alone on this or is automatic weapon bloom hated just as much?
>
> I believe there was a forum member who gave us an alternative to bloom and looked a lot better (albeit it being just on paper)
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> > Now the reason I’m asking is because i think there is a way to bring back dual wielding without making it TOO hard to balance. So picture this. I got an smg, the smg kills faster than the AR at shorter range but has some significant bloom as well as recoil,
>
> The point of bloom was too mostly replace recoil and spread, recoil can be countered by the players skill (just aim slightly down to counter), bloom cannot be countered and has to be waited out to reset.
>
>
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> > and when dual wielding it kills MUCH faster than the AR at shorter range but the bloom reticle is increased both <mark>at starting point</mark> and were it ends up after continuously firing. I’m not sure that makes sense but basically no dual wielding:
> > ( - - ) and when dual wielding: ( - - ) (does this make sense?)
>
> What about dual wielding Pistols?
> Not just that but this seems to lead to high inaccuracy and considering on Halo 3 the oppurtunity to dual wield was quite low and the shotgun would easily fit the range better it would make dual wielding almost completely useless.
>
>
>
>
> > Now another change i would personally prefer was if you could keep dual wielding weapons even when switching weapons but still not be able to grenade or melee, this would make it less of a “I can’t switch weapons because if I do this weapon is useless” situation.
>
> Absolutely not, people would then dual wield SMGs with the Sniper Rifle and switch whenever a CQC combat arrises.
I’m all for better alternatives for bloom. But i still PERSONALLY don’t hate automatic bloom.
Well how about just a bigger reticle when dual wielding? So it’s just less accurate when dual wielding.
About the sniper and switching weapons for CQC that will occur no matter what, just because they can have dual wielding smg’s doesn’t make it unbalanced, if they were to make a return of the SAW wouldn’t that be the exact same thing but they could toss grenades to? Or if the SMG is as powerful as two smg’s to compensate for not having dual wielding that would also be the exact same thing but with the ability to toss grenades. Not to mention that if an enemy EARNS (no ord. drops) the weapons why take them away from him? It’s map conrtol remember? If you manage to get the sniper as well as a CQC weapon what’s the big deal, you let it happen. that’s not unbalanced.
If dual wielding comes back i don’t see why some of these ideas can be used.
If players can no longer mix up their dual wielding balance is much less an issue.
Dual smgs, or other small arms would ne fine. Keeping it so the dual weapons can be kept as a pair when switching to the other weapon is fine. Restricting the use of grenades and melee also fine.
The real issue with dual wielding came when the damage of the weapons stacked excessively. Increased spread and such can be a good solution, but I’d prefer to keep as much control over the mechanic as possible. In this respect bloom is superior for automatics, perhaps maintaining separate blooms for left and right weapons to incentivize seperate firings. Then its just an issue of how much a damage boost a second weapon gives when fired together.
We want smgs (or any weapon) to be viable single and double wielded.
Another option would be to introduce a weapon that is always dual wielded. Some sort of covenant or promethean weapon that splits apart when pulled out, offering the benefits of separate firing and reloading and double fire, but necessarily restricts access to grenades and melee. I can even imagine one side being an energy weapon and the other projectile… but thats just me thinking silliness.
I actually think dual wielding would work better if it was mostly restricted entirely to a new set of weapons. Some sort of mutable promethean weapon the takes on different traits when dual wielded with just about any other weapon. Then you needn’t worry about how the weapons fire seperately as they wouldn’t. It would just be a way to add variety to the weapon set without having to spawn a multitude of weapons on a map.