Can you think then at the DMR long-range battles on maps like Hemorrhage? Everyone would spam his DMR without problem at long-range. Solutions?
Solution? To what? I don’t see a problem.
They would cap the ROF(rate of fire).
> They would cap the ROF(rate of fire).
Like the BR, right?
> Solution? To what? I don’t see a problem.
You would be able to kill everyone spamming your DMR base to base on Hemorrhage. Not a problem?
> > Solution? To what? I don’t see a problem.
>
> You would be able to kill everyone spamming your DMR base to base on Hemorrhage. Not a problem?
Jurourd, you need to remember that the people who don’t like Bloom are usually the same people who love the Halo CE Pistol. You know, the gun that could kill you in 3 shots from across Blood Gulch.
I personally love bloom, but the argument you are using will not change the minds of people who don’t like bloom 
It’s actually quite difficult to have a long range battle with DMRs, even if you let the bloom reset itself completely. A Sniper Rifle would still beat a DMR.
> > > Solution? To what? I don’t see a problem.
> >
> > You would be able to kill everyone spamming your DMR base to base on Hemorrhage. Not a problem?
>
> Jurourd, you need to remember that the people who don’t like Bloom are usually the same people who love the Halo CE Pistol. You know, the gun that could kill you in 3 shots from across Blood Gulch.
>
> I personally love bloom, but the argument you are using will not change the minds of people who don’t like bloom 
Actually getting a 3sk was difficult with the CE pistol due to the little bullet magnetism it had.
The BR worked fine, why wouldn’t the DMR?
> Actually getting a 3sk was difficult with the CE pistol due to the little bullet magnetism it had.
Incorrect, it had a spread but the bullet magnetism makes it almost moot at midrange and closer (the spread). The loss of bullet magnetism only occurs if you hold the trigger instead of pulling for each shot.
[
> > The Pistol in CE can kill in 3 shots, but as stated many times by IQ and others that seem to feel the DMR bloom adds a sense of randomness, the Pistol usually takes 4-6 shots to get a kill outside of short-range. 4 at medium, 5-6 at medium long.
>
> i decided to clear up some of the ‘mystery’ behind the pistol in CE. to test this, i took 2 players.
>
> player A stood at the top teleporter on damnation, with his back to the wall (i had to stand half way off the edge to back up to the wall, because the teleporter was directly behind me.
>
> player B had his back up to the furthest wall of the base opposite the top teleporter (on the top level of the top base). player B was always set up to look directly at player A via scoping and aiming at player A.
>
> i used player A to look at player B at center mass with a sniper rifle to help aim, after which i switched to my pistol without moving the aiming stick, fired off 2 shots, switched back, then placed the (conveniently sized) reticule DIRECTLY on player B’s head (fit perfectly right around it), switching back, then firing the rest of the shots that way (i did this to simulate perfect accuracy, prolly could have done it without the sniper, but i’d need by huge TV to do this, and the 32 inch LED one is the same as my computer monitor, already hooked up to a 360 so i used this one instead).
>
> the results were as follows, for 20 kills:
>
> 3 shot kills: 12 60%
> 4 shot kills: 7 35%
> 5 shot kills: 1 5%
> 6+ shot kills: 0
>
> this is pretty EPIC LONG range with the pistol, there will be ranges longer than this, but the vast majority of the time you wont be battling people 1v1 with a pistol at this range, or longer (on most maps, obviously if you are playing blood gulch or sidewinder this will change). on MOST maps you will be doing 1v1 pistol battles at ranges HALF of this long.
>
> i decided to do some more testing at MID RANGE, where the results will actually be relevant and applicable for the vast majority of the encounters in halo CE. same concept as before, cept different locations. i chose the map ‘chill out’.
>
> player A had his back to the wall under the rockets (opposite the teleporter that leads to invis)
>
> player B had his back to the wall that the teleporter leading to invis was, nudged into the corner of the teleporter and wall.
>
> results were as follows, for 20 kills:
> 3 shot kills: 18 (90%)
> 4 shot kills: 2 (10%)
> 5+ shot kills: 0
>
> hopefully this will clear up the pistol a little bit. its not a 5-6 shot kill at long rage. the majority of the time its STILL a 3 shot kill (60%), second most is 4 shot kill 35%, finally 5 shot kills land at 5%, and no more than that.
>
> at mid range its a 3 shot kill the majority of the time (90%), and a 4 shot kill 10% of the time.
>
> so, the results of these tests conclude that there is a random factor in the pistol, but it is apparent for BOTH PLAYERS (just like the BR spread is in halo 2, or halo 3), whilst the DMR’s randomness comes from ONE PLAYER. because of this, combined with the fact that this random factor doesnt add ANYTHING OF VALUE to halo, this is 100% illogical to use as the basis for saying the DMR is ‘ok’ (not saying you did reaper, just informing people).
](http://halo.xbox.com/forums/games/f/7/t/8752.aspx?PageIndex=3)
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> Can you think then at the DMR long-range battles on maps like Hemorrhage? Everyone would spam his DMR without problem at long-range. Solutions?
have a fixed rate of fire
Why not just suggest “No Bloom” as a custom game option, thus making everyone happy. If you want bloom, play with it on. If you don’t want bloom, play with it off. Different playlists could use this accordingly. Easy as that.
There wasn’t a problem with the first trilogy.
> Why not just suggest “No Bloom” as a custom game option, thus making everyone happy. If you want bloom, play with it on. If you don’t want bloom, play with it off. Different playlists could use this accordingly. Easy as that.
Yeah, I don’t think 343 will take bloom out for matchmaking. But taking bloom out for custom games is definitely possible.
> If they can do it, so can you.
>
> Adapt.
The same could be said to the people that don’t like bloom.
I could be wrong, but I think bloom is only being taken out for the classic multiplayer portion of the HCEA and it will still be in regular Reach MM. It may be tweaked in Reach MM but I dont think they will remove it even if most people dont like it.
> I could be wrong, but I think bloom is only being taken out for the classic multiplayer portion of the HCEA and it will still be in regular Reach MM. It may be tweaked in Reach MM but I dont think they will remove it even if most people dont like it.
Nerfing it in the way that it could just affect long-range battles would be the ideal.
If Bloom was taken away, the Pistol/AR combo could come back as a default for all BTB gametypes.
The Pistol already has some random spread by default, and a very shallow clip. It would work well for BTB because you can’t cross-map with it. DMRs would become pickups again, and you wouldn’t see many of them at use at one time on the map.
Not to mention they’d probably be smart and bring RoF caps and Recoil back…So it would still provide a challenge to cross-map, even with a DMR.
IDK if you ever played Halo 2, but I believe the Big Team Battle in that game was the most fun out of any other Halo BTB playlist.
And Halo 2 had a more powerful, hitscan, no bloom primary.
I don’t think the 5 shot DMR will be an issue.
You just won’t be able to run in the middle of the map like an idiot.
Honestly, Blood Gulch is not a good BTB map in the first place. Too many long lines of sight.
The other maps in Halo 2 BTB were much better.