The short, blunt TRUTH about the DMR

This post has been edited by a moderator. Please refrain from making non-constructive posts.

*Original post. Click at your own discretion.

DISCLAIMER: The blunt harsh truth for serious discussion, so leave your butthurt at the door.

I’m just gonna say you kids brought it upon yourselves.

It’s true. During Reach, what was the major complaint that originated with the DMR?

BLOOM! "Bloom is terrible!" “Bloom sucks!” "Bloom destroyed Halo."

Admit it! Bloom in Reach was good and Bloom was the actual skill gap. You guys wanted it removed and guess what, now the DMR is a spamming machine according to you guys. Bloom made it so you had to steady your shots and the claim that it was random is false.

With all your crying Reach, you only have yourselves to blame.

p.s. Just so there is no confusion here, I don’t mind the DMR in either games. I’m just merely pointing something out I have noticed.

Halo4 is pretty much Halo Reach but more updated

I always thought that Bloom was a great mechanic for the DMR that should have never been removed, since it forced the weapon to be shot more slowly at longer ranges, and reduced its effectiveness to long-range only. And I agree, now that Bloom was removed, people are finally seeing that the DMR is far too powerful for its own good, which was brought on by the community just crying out about it.

If we had the Reach DMR in Halo 4, it would fit in perfectly, since the BR and Carbine would beat it in close-medium range, but the DMR would still be the crown of long-ranged combat, alongside the Light Rifle.

Bloom was random. You could spam a DMR and get a lucky five shot kill across a map. You’d win/lose fights depending on chance, rather than pacing.

The DMR isn’t overpowered. It just has entirely too much aim assist and descoping being out isn’t helping either.

Go play ZB Slayer in Reach. You’ll notice the DMR is much harder to use than it is in Halo 4. Strafing is much more effective, and the game doesn’t really aim for you like Halo 4 does.

Not to argue against anyone.

But,

I like my Halo 4 DMR.

I wish that I could dual wield it :stuck_out_tongue:

The DMR’s RoF is too high. Aim Assist and Bullet Magnetism are far too high, and Descoping not being in the game are all causing the DMR to be OP.

Bring back descoping, reduce the DMR’s RoF and reduce Aim Assist and Bullet Magnetism on all weapons and the DMR should be fine. There is no need for the pre-TU bloom in Reach.

People’s problem with the DMR is that the other precision weapons aren’t balanced compared to it. Bloom is, and always will be, the worst thing to ever be implemented in a Halo game. That level of randomness has no place is a shooter with kill times as long as Halo.

The other precision weapons just need a buff, there’s nothing wrong with the DMR.

100% bloom did kinda have too much of an increase in reticule, 85% was a good compromise in my opinion. The no bloom in Halo 4 along with the huge amount of aim assist and rate of fire the DMR now has was and still is a problem. I wouldn’t mind bringing 85% back.

> The other precision weapons just need a buff, <mark>there’s nothing wrong with the DMR</mark>.

Haha, that’s a joke right? Every other weapon is relatively well balanced, some weapons like the carbine may need a slight buff.

The problem is exclusive to the DMR.

This is why I miss the Reach beta DMR.
Similar pre-TU bloom and it was 12 shots before reload.

With a smaller clip/mag/whatever, spamming hurt more as you carried less ammo.

> > The other precision weapons just need a buff, <mark>there’s nothing wrong with the DMR</mark>.
>
> Haha, that’s a joke right? Every other weapon is relatively well balanced, some weapons like the carbine may need a slight buff.
>
> The problem is exclusive to the DMR.

Nah, he’s serious, wants to add in Armor lock to, then change the name to Reach 2 also…

The DMR is not overpowered, it is just too easy to use. It doesn’t kill faster than previous utility weapons did.

This argument has been made many times, but I believe it bares repeating

Bloom was a good idea, it was just poorly implemented. The fact that the bullet could land anywhere in the reticle meant it was still technically possible to get a 5SK when firing as fast as possible.
Bloom would be much better if it behaved differently and excluded a certain region of the reticle, meaning no bullets could land there. This link depicts it much better than my words ever could.
I think the excluded region should probably be smaller than the one shown in the video, but you get the gist.

This way, if you decide to spam your shots, you will end up missing your 4th and 5th shots a lot more of the time, eventually making it impossible to get an accurate headshot.
Those who take the time to learn the optimal fire rate for the DMR would be able to hit there shots more reliably.
Even better, those who can keep their cool in a firefight will benefit much more than those who can’t, and hence the “skill gap” would be a lot larger than H4’s current situation.

But that’s just my opinion.

> This argument has been made many times, but I believe it bares repeating
>
> Bloom was a good idea, it was just poorly implemented. The fact that the bullet could land anywhere in the reticle meant it was still technically possible to get a 5SK when firing as fast as possible.
> Bloom would be much better if it behaved differently and excluded a certain region of the reticle, meaning no bullets could land there. This link depicts it much better than my words ever could.
> I think the excluded region should probably be smaller than the one shown in the video, but you get the gist.
>
> This way, if you decide to spam your shots, you will end up missing your 4th and 5th shots a lot more of the time, eventually making it impossible to get an accurate headshot.
> Those who take the time to learn the optimal fire rate for the DMR would be able to hit there shots more reliably.
> Even better, those who can keep their cool in a firefight will benefit much more than those who can’t, and hence the “skill gap” would be a lot larger than H4’s current situation.
>
> But that’s just my opinion.

The issue with the “excluded region” mechanic is that you still have an issue with being random and potentially rewarding people with bad aim. If you exclude the center of the reticle, someone who has bad aim may point their gun slightly to the right of the head (unintentionally) and land a headshot because the head wasn’t in the “exclusion zone.”

One of the biggest issues with bloom was that it punished good aim and actually assisted bad aim. Not properly aiming no longer implied you wouldn’t land a hit in Reach.

Bloom was a horrible mechanic in reach and I’m glad it was removed. The problem with the dmr in halo 4 is that it has a faster kill time than both the carbine and the br. The carbine should kill faster than the br and the br should kill faster than the dmr.

They can also lower the aim assist and bullet magnetism on the Dmr. There is no need to put back in a stupid mechanic that causes randomness. They could even add recoil but please no bloom.

There are actually 2 kinds of people playing Halo right now:

  • Those who see DMR as “utility weapon”, which should work same at all ranges. They see DMR as their universal tool for making precise headshots in any environment. Because those people usually see themselves as “competitive, all-skill, no-random” gamers, they will never find bloom ok. If they are about to include any nerfing to DMR, they would rather let it’s aim assist being toned down.

  • Those who see it as just another weapon, that isn’t more or less important than Suppressor or Carbine. Those people are ok with bloom in DMR, just like they are ok with bloom in AR. Honesty I think that bloom should be restored on 100%. That would not only make DMR balanced for all ranges, but also much more interesting. If there’s anything what was better in Reach, it was DMR’s duels, when right timing decided if one earned headshot or get headshot. It was far more interesting than “put your reticle on the enemy and mash the trigger” so-called tactic which have dominated matchmaking.

Man, I really wish I could hear 343i’s reaction.

“What!? The very vocal minority that tried to push thier own agenda by claiming to be true Halo fans are now crying about the changes we made in Reach onto 4!?”

Bloom was a horrible mechanic for the DMR at close range that allowed the trigger to be spammed as fast as possible at close range and randomly allowed the player to walk away with an undeserved win over the player that accurately timed and placed shots - so many better alternatives to this.

> There are actually 2 kinds of people playing Halo right now:
>
> - Those who see DMR as “utility weapon”, which should work same at all ranges. They see DMR as their universal tool for making precise headshots in any environment. Because those people usually see themselves as “competitive, all-skill, no-random” gamers, they will never find bloom ok. If they are about to include any nerfing to DMR, they would rather let it’s aim assist being toned down.
>
> - Those who see it as just another weapon, that isn’t more or less important than Suppressor or Carbine. Those people are ok with bloom in DMR, just like they are ok with bloom in AR. Honesty I think that bloom should be restored on 100%. That would not only make DMR balanced for all ranges, but also much more interesting. If there’s anything what was better in Reach, it was DMR’s duels, when right timing decided if one earned headshot or get headshot. It was far more interesting than “put your reticle on the enemy and mash the trigger” so-called tactic which have dominated matchmaking.

There is nothing interesting at all about bloom. The right timing didn’t earn you the headshot in reach. Randomness earned you the headshot in reach. I never saw the point of bloom when they could just simply add recoil instead.

I love Judy Bloom…