> here is my idea for bloom on the DMR. tell me what you think:
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> tweak bloom so that its MAX BLOOM (the furthest out your DMR bullets will land) is THREE TIMES as big, and make the weapon bloom out VERY FAST. what i mean by ‘very fast’ is:
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> 0% ‘bloomed’ for the first bullet.
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> 5% ‘bloomed’ for the second bullet fired at full-auto spam.
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> 100% ‘bloomed’ for the third bullet fired at full-auto spam.
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> 100% ‘bloomed’ for every subsequent bullet fired at full-auto spam.
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> when the weapon is fired at MAX BLOOM or around max bloom, it will have ‘fragtality bloom’, and will NOT grant headshots.
That sounds pretty good… Except for one small change. The third shot should be 75% bloomed. Even if someone spams the absolute crap out of it, the last 2 shots in a row are going to have to hit perfectly, which at max bloom just isn’t going to happen.
The increase in the reticle bloom is also exactly what I was thinking about. It should expand a bit more, but not a ridiculous size. I’d say if you can’t get a headshot at max bloom, it wouldn’t need to be too much bigger. Around 1.5 times bigger or so.
Look at the Needle Rifle’s max reticle. Or the Pistol’s. Like around that size.
Fix that link though!
> I think that’s why bloom and the DMR isn’t liked by those who claim to hate it. Bloom doesn’t just show where a bullet may randomly land, it also shows the amount of magnetism associated with the shot (but as I have explained my experience in other topics, it’s much more intricate than that). And it was because the magnetism was messed with, it was greatly noticed by those who never knew (or ignored) of its existence.
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> I believe that Halo was never a skill based FPS but a skills FPS. And finding the right balance between skill and fun is getting there but as always, it sways one way then the next… rarely if ever stopping on the line of perfection.
True, it is a bit more complex than that, but the amount of magnetism on the DMR as it stands isn’t really that bad. It was never noticed or talked about in Halo 2/3 by many posters here, so just changing the reticle should be enough to satisfy most, if not all players.
Just reading the many, many comments over the months of reading Bungie.net and Waypoint threads about which game was most competitive or had the best utility weapon, so many people always say Halo 2 took the most skill, even though it by far had the most auto-aim and magnetism.
Basically just focus on changing the visual representation of it and the mechanics of that, and don’t mess with the behind the scenes stuff. The bullet magnetism is great on all the precision weapons, even the Assault Rifle. That gun is already underpowered enough so… That shouldn’t be changed.
One idea though, along with Urza’s at the maximum reticle size headshots are impossible, is that once you have spammed too much you lose the advantages of a red reticle. No auto-aim to help you along.
> What cannot be disputed is the fact that the DMR’s bloom system is random, which is the reason for many of the complaints about it. What people want is that randomness factor removed. People who say that the randomness factor doesn’t affect gameplay shouldn’t have a problem with it being removed, because there will be no noticeable difference for them.
The cons are obvious. Yes, rarely someone will get lucky. Right now, a little too much with a single gun at close range. With the incoming changes, that single gun’s bloom should be fixed or even removed for the Classic playlists. But that’s looking at only the bad parts of bloom, not the good.
Bloom makes it so the person who starts shooting first doesn’t always win, aka any other game out there.
Bloom adds depth to the gunplay, like bullet drop on sniper rifles and tank shells in Battlefield. Instead of just pressing RT as fast as possible, you have to take into account how precise your shots are.
I can’t even count how many times I’ve been beaten or beat another player because of the bloom working as intended. When I panic and spam, I lose a lot more often. When I keep my cool and judge how much to pace, I win a lot more. Just look at my stats with the guns that have optimal bloom levels… The Needle Rifle and Pistol. I have ridiculous K/D ratios with those guns because the bloom working as well as it can.
If the DMR’s bloom is fixed to be like those 2 guns, it will be because of the more skillful player. Then we can laugh at those who still complain about it after November when the Title Update comes out because it’s not because of the randomness, it’s because of the skill required to wield such a gun.
> > Reach punishes good players…first we have all that AA BS and slow killtimes, too easy to escape gunfights
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> And it rewards lesser skilled players. Bloom just gives the less skilled more of a chance.
Armor Abilities have offensive capabilities as well. People aren’t just using them to run away. You use the Jetpack to get a better vantage point on someone trying to Sprint/Evade away. You use Active Camo to confuse and get the drop on your enemies. I’ve almost never lost a gunfight when I’ve melee’d them once or gotten 2-3 shots into them first while using that one. You use Sprint to close the distance and use CQC weapons, like the Shotgun/Sword/Melee. You use Evade to confuse the enemy while you’re having a gunfight, making them miss and giving you easy shots. Hologram should be obvious… They’re focusing on your double, and giving you a huge advantage.
Same can be said about bloom, which I explained in the post above. It adds depth to gunfights. I’ve won many a battle because of using the Needle Rifle or Pistol more skillfully than my opponents who tried to spam their shots at almost any range.
Now instead of fighting change, let’s think of possible alterations to the system to reward skilled players even more than it already does… So far I like the idea Urza has the best. You are unable to get a headshot. Along with that, I’d make it so that once you get to max bloom you have no auto-aim or something. You basically lose control of the gun.