Then the trick is to have the circle big enough at the distances you are trying to control that it isn’t 51%. And you make the circle closing speed non-linear (slower early).
So that pacing your shots at mid to long distances definitely favours those who pace their shots and keep the circle fully on the target.
You could also make it so the bullets are more likely to be on the outside of the circle.
But I acknowledge it’s a mechanic that has blown it’s chance. There is no PR firm in the world who could sell it back to us now. Which is a shame.
do people not understand how rng works in regards to luck? By simply making the dmr a weapon that fires 3 bursts every shot, the spamming then becomes completely useless at long range because you will find that the luck has completely vanished vs someone pacing their shots because your spamming cant get lucky anymore because you are firing more bullets that are more likely to miss. The skilled user will kill you before you land enough lucky shots.
its like trying to flip a coin and guess right 3 times in a row. its unlikely. A singlle shot dmr is like flipping a coin once so people feel encouraged to take that bet and spam at long range for that final headshot. This is the point of my thread.
So that’s actually not entirely true. I know you’re trying to defend your honor here, but they do have an internal pro team and the consultation of OTHER pro teams externally to collect data from. Guess what? Our weapon tuning has, thus far, largely been in line with what comp players want. You can tell, because the forums are lit ablaze with crying when it happened.
Im aware of the internal pro team. They Provide feedback on things, they dont design the game.
You’ve yet to actually argue against anything I’ve said and instead just say I’m bad. yeah, my ranked stats aren’t great. I queued my placements with a buddy and we got smoked by Onyxes. I don’t really care. My points still stand. Vertical recoil is damaging in a game where you should correct your aim for the head. Self resetting recoil is even worse.
There’s really no trick available which can circumvent statistics.
If I have a chance of 51% killing you before me, no matter what you do or what kind of mechanics are implemented, I’ll average out on top.
At which point you’ve screwed up short to mid, and partially mid distances, which are going to happen a lot more than mid-long distances.
And introduced some sort of semi-cap on Rate of Fire, which could have an off-chance of killing a target without any skill involved.
And that’d promote skill how exactly?
You’re just making a random mechanic more random.
And attempting to make it a soft-RoF-cap.
If the bloom is large enough that it’s a 30% chance to miss… and it’s a four shot kill… you are only going to hit 4/4 shots 24% of the time… 4/5 about a third of the time… and so on.
Somewhere there is a balance that you can control with the size of the circle and the rate of it’s closure to benefit the player pacing their shots.
And you can manipulate those chances over different distances to control the accuracy of the weapon at range.
The size of the circle and the rate of it’s closure can be controlled by the developer. Personally I would have bigger circles that close slowly at the beginning.
Recoil, bloom, other spread all tend to fail at short distances. If the object fills your view you aren’t going to miss.
I always thought the mechanics were more to control mid to long range accuracy - so that your BR and DMR etc didn’t become a default sniper rifle?
Random based on area or circle or circumference of circle. Just a different variation. It’s not more or less random. You control that by the size of the circle vs distance.
It’s just a mechanic to nerf a weapon so that it has an optimal distance.
Recoil, bloom, spread, etc. All have the same aim (he he). Some people just don’t like random element. I get that. The reward of winning 4/5 of your encounters is outweighed by the 1/5 random spam (made up statistic).
And I get that. From a “competitive” view point. So I accept that bloom is pretty much a dead mechanic.
i dont think that is good design, it just means the gun is useless until you have 0 bloom, aka the sniper in halo infinite. At that point it might as well just have a set fire rate with no bloom.
But that’s what bloom essentially is. Setting an optimal firing rate. Without the user frustration of pressing the button and nothing happening.
Of course, like any such mechanic you are introducing other frustrations instead.
What I liked about bloom was that it had the chance to reward the skill gap. The player with the better aim could get a bigger circle into guaranteed position earlier. The ability to hit every shot is in the hands of the player.
Versus the occasion lucky spammer.
Maybe I was more comfortable with it because I like to play Poker. You play the odds and generally win. But every now and then some -yoink- comes along and hits their unsuited 2 and 7.
This is a very strange rebuttal. “This part of the development team doesn’t design the game” like do you hear yourself, honestly?
14 games in a row?
That’s just it though. It isn’t damaging.
If it’s SO much easier, why are you struggling? That’s my ultimate question.
Bingo. Recoil can at least be accounted for and fought.
Counter Strike: Global Offensive is the most popular FPS today. It has been for a very long time. I do not like recoil pattern mechanics, but there’s a reason they use that as opposed to Bloom.
Trouble is, you can still win at the max RoF. So there’s very little reason not to use it. Lottery cannons and all - it blows.
Halo isn’t counter strike. Halo weapons are balanced through rate of fire and projectile velocity, everything else just makes controller aiming feel like dogass.
they are both technically bloom (bullet spread). csgo has a reticule that changes size based on movement speed. csgo is not as annoying because there is only a little luck involved with how rapid the bullets are fired and the low ttk.