You’re so desperate to be right that you’re stepping on your own argument, could you just stop?
a predictable recoil and random spread are 2 different things one weapon can share at the same time.
I hope you never design a videogame.
Once again, instead of actually engaging with any of my arguments you instead point at my stats. I don’t care about my stats. I don’t play infinite that much because I honestly don’t find it much fun largely due to the sandbox balance. Drop Combos aren’t fun to fight against, movement mechanics like drop and snap slides aren’t my thing, grenades are way too forgiving (dont take my word on that, go ask Lucid if you think skill is the only factor worth considering), balance decisions like sword health-gating or repulse being located next to the sword make snowballing even worse. I don’t know what to tell you. I’m not going to invest so much time into a game where the sandbox is constantly GAd by PROS because of balance decisions and unintended mechanics that break shooting.
If the game has a shield system that disincentives shooting at the head until shields are down, a mechanic that naturally adjusts your aim to the head makes it easier to get optimal kills. Literally go into academy right now and aim for the chest. You will get four shot kills. It guides your aim to the head for the last shot. That’s a direct reduction of the aiming requirements for the BR. All of these mechanics are added because the BR has insanely fast projectiles. Remove recoil, lower projectile velocity. It will naturally be harder to use the gun. Now you have to lead your shots as well as adjusting for the head on the final shot. It’s not that complicated. The farther you are away from your target, the more you have to adjust your aim and predict opponent strafe. That’s literally how projectile weapons work.
CSGO features hitscan guns and recoil that deviates from the reticle. It also features no aim assist whatsoever. The optimal TTK of every gun in the game is instant. You want to aim for the head. Halo is not Counter Strike. The health system works differently, there’s bullet magnetism and rotational aim assist, you aren’t standing in place when you’re in a gunfight. Recoil is necessary for CSGO because otherwise the guns would have no learning curve.
Halo infinite’s Battle Rifle has very little learning curve, if you even want to call understanding how shields work in Halo a learning curve. Learning the projectile velocity of the CE magnum or the H3 BR in order to lead shots, optimizing your TTK by aiming the first shots at the chest to break the shield and then adjusting aim for the head so that all bullets hit your target has literally been how competitve Halo has been played since CE.
You don’t need to be a cracked out Halo player to understand that. You do need to be cracked to utilize that and be capable with the utility weapon at all ranges. Bungie even added spread to the H3BR which in my opinion was a mistake to hamper it into a specific range. but oh, I thought I’m supposed to be the bungo good 343 bad guy.
There’s never been a halo with a perfect sandbox. CE was damn close, and thats only because it was so simple. I personally am not much of a fan of CE’s movement mechanics. Delayed jump is a miss, Air control can feel clunky. Halo 2 had a completely borked weapon sandbox. 3 was a move in the right direction but balance decisions like the BR spread were made to limit skillgap on the BR.
All recoil does for the BR in infinite is make headglitching on high ground harder to combat while simultaneously making the BR easier to use in all other scenarios. Recoil disrupting range is only a factor at extreme ranges that were only present on Behemoth and Launch Site, both of which aren’t even in Ranked rotation. Leading projectiles is tried and true. You don’t need to add disruptive mechanics like bloom or recoil with weapons that require leading.
And that’s why it’s actually beneficial to spam to the point where you get more kills than you get killed, not under.
51% is higher than 49%. Not ideal odds at all, but you do get the point.
And by the time the pacer has managed to squeeze out the required shots to kill a players, the spammer has spewed out more shots with plenty of chances to kill the pacer before they get their killing shot out the barrel.
The chances of scoring 4 out of 5 shots is as you say, higher than scoring 4 out of 4. Did you calculate a 100% hit on the first shot by the way?
Because we have to assume the first shot is 100% accurate, no?
“Somewhere” is vague.
Do you mean close quarters?
And recoil wouldn’t do that far better than random bloom, to promote skillful aiming?
If by your account all spreads fail at closer ranges than medium, and bloom is 100% accurate as long as you just pace a little, what prevents it from being a “default sniper”. What’s the difference to having a non-resetting recoil on weapons where you’d have to manually re-align your aim between every shot?
What makes bloom favourable in that case, as you introduce a random variable.
Or, lower projectile speeds, bullet drops etc. Plenty of different ways to reduce weapon efficiency at longer ranges without throwing in RNGs.
With plenty of uneccessary baggage which could’ve been avoided had they gone for other routes and not rng.
Basically literally how it’s been always, outside of the unpopular random BR spread.
There’s no way you encounter drop combos that often at your elo, no offense.
If it’s so easy then why do you struggle? Why can’t you answer that?
Yeah I know how to lead shots. Do you have any idea that I was a professional gamer, once?
Lemme’ give you a little history lesson - I used to play Star Wars: Squadrons at the professional level. Not a single thing is hitscan in that game. As a matter of fact, there was an emergent mechanic that actually made aim assist worthless at all, until devs patched it - granted, I played joystick, not controller, but it couldn’t accurately predict where the ship was going due to some fudged numbers - so, trust me. I’m very familiar with shot lead, I grew up doing it and I did it as a professional. I also do go to a firing range sometimes.
The squadron I led was Firaxa Squadron, by the way. We were for a time, in the top 40 pilots in the United States. Definitely top 100 worldwide. We were very good. We never won a championship, but getting to the final 8 in the very first open tournament was a huge deal.
So, honestly, don’t try to condescend to me about how something as simple as shot lead works.
You do not have the credentials to do so.
Yeah I know and it’s honestly not that different now. You really don’t have a grasp on Infinite’s mechanics I don’t think, because again - nothing you’ve shown me, shows you do. If we 1v1d, ranked settings, I don’t think you’d win. (Hel, social settings - radar isn’t okay for 1v1s though.)
At LEAST you consider Bloom disruptive. But recoil is fine. Besides, I want recoil for other weapons, like the Commando and AR. And it IS fine on the BR. Infinite isn’t easy by any means. Neither is Halo 3. I’m not QUITE as good at Halo 3 as I am Infinite, but I’ve spent way less time in 3’s comp, too. I’m sure I can catch up without too much hassle, because even outside of your shot placement and BR mastery, the meta in that game is COMPLETELY different.
If you really think Recoil is what hampers Infinite, then you aren’t paying attention.
Wholly agreed that Bloom has been literally nothing but bad for Halo.