The problem/fix with bloom in halo

Pacing back in Reach was very important to get that consistent DMR spread. I think back and wonder if one day 343i will remove the bloom like they did in Reach…

did you mean to write body somewhere in there?

maybe halo’s shield system is just outdated.

I liked that it rewarded you for staying calm and pacing your shots.

You had full control over the size of your reticule. If you put said reticule completely inside the target you never missed.

Body shots you could do a bit faster… But there was always that little pause for the headshot.

Sure, every now and then someone would get lucky with their spread and out spam you. That sucked. But overall you were rewarded for getting to know your weapon.

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if that dmr fired 3 bursts per shot it would have got less lucky when people spammed it.

its funny, it feels like the br and dmrs designs are backwards but i dont see why the dmr cant also be a 3 shot burst.

Which is why recoil shouldn’t be present on something like the BR. It makes it easier to get optimal TTK by aiming at the chest, much easier. I don’t understand your point here. Neither Bloom nor recoil should be present on the precision weapons because of how precision works in Halo

i see what youre saying. Maybe the shield system is just bad design. im curious how infinite would play with headshot multipliers. I know there would be more risk vs reward. i enjoyed halo 3 not knowing anything about how shields work, I was just always aiming for the head with the br, making things more difficult for my self and getting no reward. I understood that no shields meant a heashot kill but i didnt understand the efficient way to reduce shields. Only time i aimed for the body was when enemies were really far away.

I think you could go back and forth on the shield system in Halo. Personally, I think it works well in the classic games because there’s no vertical recoil. Otherwise, you can keep your reticle at head level and get the optimal TTK. Vertical Recoil exists to throw that off, which works in games with one shot kills like CS or Rainbow 6.

However, I think the shield system is one of the main reasons Halo is so approachable. No precision damage until shields are down gives players a minor safety net that keeps them in the fight longer. It lets less skilled players have a change against better players, as until their shields are gone, they still have a chance in the fight. Halo isn’t a purely competitive game. The game should have mechanical depth. Recoil assisting TTK alongside essentially hitscan weapons isn’t really what Halo should chase. IMO, relying on projectile leading not only increases the skill gap so that range becomes exponentially harder to maintain with precision weapons, but it also lets weapons be usable up-close without mechancis like bloom randomizing gunfights, or recoil strengthening headglitches and making high-skill players not work as hard.

It worked in CE, it worked in Halo 3. Not a fan of the spread on the BR in H3, but that’s a nitpick compared to the monumental issues surrounding Halo Infinite’s sandbox

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your point about making it approachable can be achieved in different ways. With big reticule weapons like the bulldog and ar, players of all skill naturally aim for the body even if there were headshot mulltipliers, so they would make good social starting weapons even with the headshot multipliers.

I also dont agree that the current system is approachable since it needs to be told to the player to even know it exists. Even with the short tutorial and hint system, i dont think it does a good job at ingraining it in players.

The idea of zero recoil is honestly hilarious.

Bloom is one major reason why I can’t take infinite seriously. It sucked in reach I went back to h3 because of bloom. Bloom doesn’t reward timing it rewards spamming. Why have a system that is meant to reward good timing if you still lose rng spamming. Halo 2 had it right with no bloom where you won your BR duel based on accuracy and reaction time to seeing your target and predicting movements. Bloom needs to go 100% and go back to reaction and accuracy and spawn knowledge is king.
Halo 2 is the go to halo game for any comp halo fan for this reason. You win your gunfights based on accuracy not hoping bloom works in your favor

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I remember when they first started bloom. Everyone viciously hated it and Bungie for it. (yeah people actually hated bungie back then) the main reason was that this introduced randomness to the game, which did not work for competitive. This was evident as MLG decided to drop the entire Halo pro circuit and got into COD instead.

Bloom effectively ended the golden age of Halo Esports. It’s never been the same since. never been on the same level of glory, despite larger prize pools being thrown around in recent years.

Then 343 comes along and their first move to try to prove that they listen to community feedback was addressing bloom by completely removing it. Though a version with reduced bloom was experimented with for a short while.

When they removed bloom they didn’t realize how it made the DMR and needler rifle significantly easier to use for the top 10% of players. In fact, the needler rifle felt like spawning with a power weapon. ( you could choose a loadout to spawn with a DMR or needler rifle in mlg back then) After realizing that the game would be less competitive without bloom, that was the last straw and MLG was gone.

What do we learn from this? That radically changing weapons can have unintended consequences. So we’ve got to be cautious about how bloom & recoil changes would realistically pan out. Changes can make it worse. (fixing servers would make it better)

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Shouldn’t skill with the weapon be rewarded? The top 10% deserve their places. Bloom is anti skill bloom adds random to the mix. You can’t have a comp heavy game with random elements thrown in for shooting like you said it’s why halo died in mlg and never recovered and will never go back to the golden era of h2 or 3. Handicapping good players to make the lesser skilled feel like they are good isn’t the answer.

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Well, there’s a decade of extremely popular Halo games that feature precision weapons with no recoil. Once again, there’s no skill in a weapon that naturally corrects your aim for you. You don’t need to adjust the BR when firing at all in infinite. It’s easy to use, there’s nothing to master.

So you obviously don’t play ranked.

I do, and what does that have to do with what I’m saying? Obviously you still need to aim to succeed, but the amount of skill needed to use the BR isn’t nearly as high as Halo 3 or even Halo 2

It’s… Basically the same.

Spamming and getting 51% chance to kill the pacer before they kill you, will average out in the favour of the spammer.

As long as the spammer has a higher than 50/50 to kill the pacer before they’re killed, the spammer will on average come out on top.

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aiming at the chest for a perfect kill =/ three bursts before correcting aim for the final headshot. Add functionally hitscan projectiles and the BR is much easier than the H3BR or the CE Magnum because you can use the full effects of the Aim assist without needing to adjust for travel time. It’s not that complicated

shrug sure thing buddy halo 3 bungo good 343 infinite bad where bungo

Bungie games are far from perfect, but going “sure buddy you dont play ranked” and “bungo good 343 bad” sure as hell don’t help your argument. I’ve already made my point about why the balance of the guns isn’t in a good place, and you cant seem to come up with a decent reason why im wrong other than parroting the same crap people blindly spew on twitter.