> > In Halo : Reach I find myself losing to players who are way worse than me. I think that in Halo 4 the better player should be able to outplay the less skilled players because, well… they are more skilled.
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> It’s funny you should bring that up. When I am the more skilled player, 90% time I win. My strong suite is knowing exactly how the Designated Marksman Rifle works, past 10 meters, pacing wins, every time. Closer, a mix of spam and pacing will win. Or were you talking about double melee? Guess what tool is meant for those cheap tactics? AL. I swear to each and every last one of you, I won’t stop these posts until I get it through your heads the lesser skilled player hardly ever wins in Reach.
Even though I agree that the more skilled player wins 90% of their games because Halo Reach fails at matching like skilled players, I must say that the DMR bloom doesn’t work. I made a test with it two days ago, just to see the results. I tested short (from melee distance to highest effective distance of Shotgun), mid (from teh highest effective dstance of Shotgun to teh highest effective distance of AR) and long (above from the highest effective distance of AR) ranges. At short range, I found spamming to always be effective, up to the start of mid range, at least 9/10 of my spam shots were five shot kills. At mid range, at least half of my spam shots were five shot kills. Long range was the only range I found spamming ineffective while unskoped.
That already proves the DMR bloom to be too random. Five spammed shots should never beat five paced shots.
> > In Halo : Reach bad players can win from players who are better than them simply because all of the random factors in this game such as bloom and broken armor abilities (Armor Lock), and because of overpowered weapons who are also very easy to use (The Concussion Rifle for example).
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> Spread is random. Bloom is the visual representation of randomness that had existed in all the games in SOME form or another. If you are going to whine about bloom, whine about the lack of it in past games because it never showed you your spread in the past games. And broken armor abilities? Their not random, if they can spawn with them…you can spawn with them. Don’t even start about AL. If your enemy ALs when you are trying to AR charge, you get EMP’d and checked into the smack down hotel, you deserve it, honestly. AR charging is asking for it. However if you are DMRing him, you have two options…wait it out, throw a grenade and kill him, or, simply go away. You don’t get a kill but they don’t get a kill out of you durping and looking at a pretty glowing man for seven seconds while reinforcements could come.
Bloom is not a visual representation of spread, nor has it been in any other Halo game. Halo 2 didn’t appear to have spread and Halo CE spread didn’t make the pistol inaccurate.
The problem with armor abilities, it’s not that who can spawn with them. They destroy important gameplay concepts. Jetpack… There goes the concept of map control. Sprint/Evade… Let’s make CQC weapons more effective to destroy part of ranged combat. Armor Lock… There goes the concept of outplaying your opponents. You see the point I’m making? Armor abilities destroy important gameplay concepts, concepts that add skill.
To Armor Lock, why in the name of god would I deserve to be killed by an Armor Lock user when I have no chance of knowing they have the ability while ending up into a CQC situation? Why in the name of god should the player have an advantage over me with few, simple button presses that require little to no skill? Besides, that’s not the only problem of Armor Lock, it slows down gameplay and gives the player a second chance, a chance they don’t deserve because they got outplayed.
> > Someone pleas explain to me how a less skilled player can beat a more skilled player, and why this should be possible.
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> They can’t. It’s just that this game is more complex than SHOOT IT UNTIL IT DIES RAAWWWRRRRGGHHH like the past games, maybe they realize it, maybe you don’t.
Just as a side question: What if it doesn’t die because it spams while I pace my shots? Is that still my fault? Am I doing something wrong? Might the last two questions have been rhetorical?
> > I think that they should implement a weapon in Halo 4 such as the Halo Combat Evolved Magnum or the Battle Rifle… don’t start flaming now m’kay? I think that they should because with these weapons the better player almost always beat the worse player from Close Quarter Combat to Medium Range Combat to Long Range Combat. I rarely found myself killing more skilled players with a Battle Rifle because those were the players that used tactics, strafed and had a very good aim. why should those players be punished by getting beaten by worse players in a one on one battle? It just doesn’t sound right to me. sure, rarely a less skilled player killed the more skilled player because they choked or just missed a shot… but this is what it should be like, a player should be punished for their own faults instead of a weapon that just doesn’t work well such as the Designated Marksman Rifle(DMR for short).
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> Oh yeah, lets get a weapon that kills anyone in 3 shots and goes as far as 122.7 meters, only weapon anyone will ever use. Ever. Barring extremely large maps. Or hey, it’s lesser brother the BR that kills in four bursts that still toppled any weapon if it had hitscan in skilled hands. Can’t be bothered to use any other weapons.
Exactly, DMR can lose even in skilled hands. Why not have a weapon that when enough skil, beats other weapons? Why not have a weapon that actually requires skill? Why not have a weapon that has fast kill times to speed up gameplay? What exactly is wrong with having actually balanced weapons? Why should I be bothered to use weapons that are made redudant at purpose?
You see, it’s not that the weapon I’m using is too powerful, it’s that the sandbox around that weapon is underpowered and require little to no skill.