Well then video has established 2 things.
- The AR isn’t weak compared to the other weapons, at least as far a kill times are concerned.
- If the AR didn’t have a precision-mechanic that caused it to loose said precision with sustained fire, the AR could kill from across most medium-sized maps with sustained fire.
A conjecture can be made this. The AR is a CQB weapon.
The AR is meant to kill without effort in close range. The AR is meant to kill with average effort in short range. The AR isn’t meant to kill unless it’s a completely weakened enemy at mid-range. And the AR certainly isn’t suppose to engage an enemy at long-range unless it is to pepper the player to de-scope them or attempt to luckily shred the health of a dying enemy.
Now the DMR, get this, is said to be a long-range weapon while the NR is a medium-ranged weapon. The ROF and damage per shot is different from both but they both kill in relatively the same times if a headshot is not made by the DMR. If the headshot is missed, the AR can skill kill quicker.
In previous Halos, the spread of the weapons, be it AR, Carbine or BR (or other) was not determined by ROF. And the farther the enemy, the more the spread effected a players shot. And even with perfect aim and/or leading, a player would still miss due to spread and be forced to fire more shots than necessary to gain a kill. Having to fire more shots than necessary slows the game down.
So bloom doesn’t slow kill times, at least compared to Halo3, it allows weapons to excel within their niches while maintaining better control of their ammo. All the while allowing weapons to be used but not very effectually outside of their niches.
I guarantee that if you were to do a 100 kill test between both the Halo3 AR and Reach AR across varying ranges you’d find the Reach AR is the much more reliable weapon at any range over its precursors. They have equal kill times in theory, but because the Halo3 AR is much less precise, even at the ranges shown in the linked video, the AR is still going to miss a lot of shots around the enemy because the AR in CE and H3 both shot outside of their reticles. The Reach AR not only has a tighter burst shot than the previous ARs, it doesn’t shoot outside of its reticle.
You know why? Because in a balanced sandbox, if a fullauto weapon is to loose precision with sustained fire, a semi-auto must loose precision with rapid-fire.