The problem/fix with bloom in halo

I always figured bloom was reticle expansion to illustrate increasing spread. Projectile spread is… projectile spread. I could see using them interchangeably if the behavior of each mirrored the other. If both behave in identical fashion it’s pointless to distinguish between them.

One of the defining characteristics there tends to be random. Well, pseudo-random. I guess you could make the behavior non-random but it would be a bit weird. You could also leave the reticle alone completely and apply projectile spread. Hence the distinction between bloom and spread.

Recoil is… recoil. The weapon moves when fired so the shot placement changes. I suppose it could be splitting hairs because the game logic probably treats it as spread. The projectiles “hit” different points. Gun movement is probably just animation related. Recoil can also be random or non-random. It’s presumably why CS was mentioned (it’s non-random).

This is where random bloom/spread fall a little short. If it’s random it’s not predictable. Incidentally, the only response is shot pacing. There is no way to predict random spread on a split second by split second time-frame and adjust around it directly. Instead it must be mitigated indirectly by pacing shots. The alternative is praying to the RNG gods and hope you get lucky.

Personal opinion, Halo functioned better when it placed greater emphasis on precision and predictable weapon behavior. Weapons with random attached at the hip were outliers. Often tailored around specific range niches.

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im not talking about the literal recoil. I’m talking random spread that a lot of the guns have when your reticule size is big. bloom is basically just spread. The reason it feels better in csgo is because its designed in a way that requuires skill and the tiniest bit of luck

Thing is that’s very much not the case… and definitely shouldn’t be on a precision weapon.

Bingo, which is unfortunately optimal. That’s part of why the BR is so beloved, they don’t put bloom on it often. If they did, it’d completely ruin the gun.

You are 100% correct.

okay so you misread me then, because I mean the RECOIL recoil, the GUN GO UP WHEN BOOM recoil, not, RNG spread nobody likes. Ever.

What I am saying.

Very plainly.

Is that gun should go up when boom. Nothing more, nothing less. The more gun is fire. The more gun is up. That way… The more skill player is. The less gun go up. The more skill reward.

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i am pointing out that both games have recoil AND spread (bloom AKA randomness of bulllet fire) but csgo achieves it better so that skill is still important.

CS doesn’t have spread. The crosshair expansion in CS does not represent spread like like bloom does in Halo. CS recoil has patterns and those patterns are static/unchanging.

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looking at csgo gameplay now, looks random to me. The pistol is definitely random.

By represent, I think you mean cs designs the randomness much better and that it plays completely different.

Nope, you are incorrect. It is a predictable spread pattern. It pretty much always has been.

im literally watching random spread. If by predictable you mean reliable spread then we can agree and that is what my thread is about.

Only time 100% predictable patterns are possible is when bullets fire at the EXACT same time on like a shotgun but most games still go for the realistic random spread on shotguns.

You don’t understand what you’re looking at.
/watch?v=Pa5QfRNlSp0

you just proved my point. go to 1 minute 35. Those 2 patterns are different. compare each bullet.

Shut up already,

https: //dmarket.com/blog/csgo-spray-patterns/#Glock-18

You literally do not understand what you’re talking about.

The patterns are literally the same. That video is 9 years old, so maybe way back then each bullet had a very small (5% or less) amount of deviation WITHIN the pattern, but it’s been removed at this point. The point still stands, CS doesn’t use randomization as a form of weapon balancing, it uses set recoil patterns and damage falloff.

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And for what it’s worth, I don’t think recoil patterns like counter strike should be used.

But recoil, JUST upwards, should be used. It’s what balances the BR - and controlling - and using, that recoil, is super important. Imagine how The Commando might feel if you could reliably control the recoil.

I don’t think recoil is necessary to balance the BR, it just needs less heavy handed aim assist (Really the aiming system as a whole needs overhauling, it feels far worse the classic games). The one good thing I think they did for the aiming in infinite is the removal of headshot prioritization. Imagine the BR if it felt like H2 but you actually had to aim for the head for headshots, instead of the crotch.

its not removed. thats just how gun spread works.

the patterns arent set in stone. even the guy in the video refers to it as a standard pattern since it can change slightly

Whatever dude you’re wrong. Talking to someone with 900 hours in a game you don’t even play trying to tell them how it works.

its ok to learn new things. reliable spread is not the same as 100% predictable spread. csgo is reliable, halo wasnt and thats the only real difference in each games spread(bloom).

Lol okay whatever. The recoil is exactly the same every single time in cs no matter what you say. Weapons in cs DO infact have a set amount of bullet deviation, but only after a set range does this actually start to impact gameplay, given the sizes of the maps. So yeah, in general random spread just isn’t something you have to deal with in your average cs gameplay. The game does, TECHNICALLY, have random spread. But it doesn’t affect your gameplay. It’s not being used to balance the game.

Not talking about recoil. like i said, the spread is reliable but youre still going to have moments where you use a weapon not from its intended range or you shoot slightly off target. circumstances like that can lead to an extra bullet landing or missing randomly which doesnt mean much when you spot someone first but in an equal skilled fight could decide who wins.