The Skilled Player should kill the Less Skilled Player - Community Discussion

Before the analogy is butchered with inaccuracies further:

In Basketball, you have 3 Forwards and 2 Guards. The strength of a team is determined by not just how well those positions are filled but also by how they work together. A not-so good shooter can be enhanced by a great guard or partnered forward. That is why it is a team game.

It’s not about rewarding players who can’t shoot with more points. It’s about letting the team outplay the other so that a dunk can be performed. A team of crappy shooters can still outdunk the other team if they have keen enough movement and teamplay. That’s akin to an assassination or AR kill.

A moment of thought:
The Bull’s dynasty with MJ was not because of MJ, it was because of the team. Without his former team, MJ’s return from retirement made him like “insert name” of the Toronto Raptors during “season corosponding with inserted name.”

> For me, doing so would make the DMR more suited for ODST gameplay. Which of course, a Halo meets Rainbow6/GRAW experience, wicked :slight_smile:
> I think for Spartan gamplay, if we shrunk the influence of the bloom just a bit, we could keep the bullet-magnetism bonus a lot of players have become accustom to while keeping ranges somewhat in check.
> Personally, I feel there is room for both FPS’ in the Haloverse to begin with. I would really like ODST to concentrate on night-time and insertion missions with the Spartans doing what they do best, bringing full out war.

Changing the bullet magnetism would be a bad idea… It already is pretty scarce, but its required for online gameplay and because the joysticks are too clumsy.

Shrinking the bloom is what we DON’T want. The bloom needs to be a lot bigger on the DMR so that when more than a couple shots are spammed (Like no more than 3) the reticle is at the max and the bullets go wide.

I hope the new gameplay gives us more mission variety as well! Right now, it’s impossible to know what style of gameplay we’re going to get ourselves in to!

> Of course the reset rate could easily be tweaked to allow more faster shots. That way the bloom would severely punish spammers and we would finally get a consistent DMR that has nothing to do with luck. I literally see nothing bad in that concept.
>
> It should also be noted that this is pretty old suggestion and got couple thousand supporters when it was presented on b.net last year.

The only issue really is upsetting the balance compared to other guns. If it becomes too powerful and precise, it would ruin the gameplay.

But, that single issue SHOULD be easily avoided if the right tweaks are put into the game.

I’ll try some stuff out tomorrow when I get online, like how many shots it takes for the reticle to get at max capacity and other things.

Hopefully it will be easy to figure out!

here is my idea for bloom on the DMR. tell me what you think:

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:

0% ‘bloomed’ for the first bullet.

5% ‘bloomed’ for the second bullet fired at full-auto spam.

100% ‘bloomed’ for the third bullet fired at full-auto spam.

100% ‘bloomed’ for every subsequent bullet fired at full-auto spam.

when the weapon is fired at MAX BLOOM or around max bloom, it will have ‘fragtality bloom’, and will NOT grant headshots.

Agreed. I know nothing on how to make an accurate skill system but since it doesn’t seem like it should be beyond human capacity I would like to have this.

> Changing the bullet magnetism would be a bad idea… It already is pretty scarce, but its required for online gameplay and because the joysticks are too clumsy.

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.

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.

Reach punishes good players…first we have all that AA BS and slow killtimes, too easy to escape gunfights

bungie made it so the DMR was random so when people played the game the way it WASNT meant to be played it would force people to do 2v1’s to encourage teamwork. best. argument. EVAR?

> literally 100% of the time i get spammed to death at mid range, EVEN IF IM NOT SHOOTING BACK, its frustrating.

This should tell you that you’re doing it wrong IQ.

Um ya, sorry about that. Clean up crew did a nice job.

And yes. A side-effect of balancing the precision weapons with the fullauto weapons using bloom is creating a more team orientated game.

> Reach punishes good players…first we have all that AA BS and slow killtimes, too easy to escape gunfights

And it rewards lesser skilled players. Bloom just gives the less skilled more of a chance.

> here is my idea for bloom on the DMR. tell me what you think:
>
> 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:
>
> 0% ‘bloomed’ for the first bullet.
>
> 5% ‘bloomed’ for the second bullet fired at full-auto spam.
>
> 100% ‘bloomed’ for the third bullet fired at full-auto spam.
>
> 100% ‘bloomed’ for every subsequent bullet fired at full-auto spam.
>
> 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.
>
> 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
>
> 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.

^This is the best post I have seen about this topic.

> 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.

Unless its to make it more powerful :wink:

> 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.

I will say yes this could work. Part of what makes balancing the precisions with the AR so hard is that the AR isn’t headshot capable. So if there is a way to make one more like the other as a means to see if it balances better, I’m game. Either the AR gains headshot bonuses or the precisions loose theirs, in some manor or another.
As I understand it, if fullautos are to loose precision with sustained fire, semi-autos have to loose precision with fast paced shooting (spamming). Otherwise, there is a huge conflict of interest where balance is concerned.
Of course I’m not referring to the Sniper or Focus Rifle. Those are power and heavy weapon variants of the semi-auto and fullauto. Their handicaps are not meant to be to their precision over time.

> > literally 100% of the time i get spammed to death at mid range, EVEN IF IM NOT SHOOTING BACK, its frustrating.
>
> This should tell you that you’re doing it wrong IQ.

yea, im working on testing tonight. im gunna put a teammate on every spot on the map, then run from common spots to other common spots, and hopefully i make it there before 1.7 seconds (fastest kill time with DMR) passes so its a safe path to travel even if someone is spamming. basically my testing will conclude that there are about a billion different places that if you try to go to someone spamming will be able to luck out and kill you before you reach your destination. lololololol

did you know theres people on this forum that think if you spam your DMR at mid range and win you are shooting better?

its an amazingly laughable concept to think that someone who shoots in a way that will make them lose the majority of the time is shooting ‘better’.

> > > literally 100% of the time i get spammed to death at mid range, EVEN IF IM NOT SHOOTING BACK, its frustrating.
> >
> > This should tell you that you’re doing it wrong IQ.
>
> yea, im working on testing tonight. im gunna put a teammate on every spot on the map, then run from common spots to other common spots, and hopefully i make it there before 1.7 seconds (fastest kill time with DMR) passes so its a safe path to travel even if someone is spamming. basically my testing will conclude that there are about a billion different places that if you try to go to someone spamming will be able to luck out and kill you before you reach your destination. lololololol
>
> did you know theres people on this forum that think if you spam your DMR at mid range and win you are shooting better?
>
> its an amazingly laughable concept to think that someone who shoots in a way that will make them lose the majority of the time is shooting ‘better’.

Hey, you wanna do it wrong, that’s up to you.

You wanna whine about it though, yeah, I’m calling you out on it.

If your target is in the reticule, pull the trigger. It’s not a difficult concept to grasp.

If you hit, good job, you’re doing it right.
If you miss, then you should have waited longer/gotten closer/had better aim.

If you are dead then know this, YOU WERE IN HIS RETICULE WHEN HE FIRED, YOU DESERVED TO DIE.

The whole point is that bloom, recoil and other anoyances affect everyone. They should be more balanced, and the random aspect should be removed. Halo isn’t a coin toss.

> The whole point is that bloom, recoil and other anoyances affect everyone. They should be more balanced, and the random aspect should be removed. Halo isn’t a coin toss.

Firstly, it’s not a coin toss. That implies a 50/50 chance, which it’s nowhere near that bad.

Secondly, the advantages that bloom give skilled players far, far outweighs the cons. This is why most games have started implementing some sort of bloom/recoil/aim down sights type of system. It severely punishes those who panic and don’t keep their cool. It makes perfect sense.

343i’s better not abandon this system. The amount of kills I’ve gotten using the Assault Rifle (No one pulses at mid-range), Pistol, DMR and Needle Rifle after my opponent has gotten off the first shot or two or have panicked far outweighs the times when someone’s spammed the DMR at close range to get a lucky shot.

Notice my K/D ratio… It’s improved by a pretty hefty margin since Halo 3 and for good reason. My skills and ability to keep my cool have been getting better and better due to my experience and the gameplay mechanics that have been provided to me.

This system can work, and work beautifully. Don’t doubt a system you refuse to even try to understand.

> > 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.
>
> Unless its to make it more powerful :wink:
>
>
>
> > 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.
>
> I will say yes this could work. Part of what makes balancing the precisions with the AR so hard is that the AR isn’t headshot capable. So if there is a way to make one more like the other as a means to see if it balances better, I’m game. Either the AR gains headshot bonuses or the precisions loose theirs, in some manor or another.
> As I understand it, if fullautos are to loose precision with sustained fire, semi-autos have to loose precision with fast paced shooting (spamming). Otherwise, there is a huge conflict of interest where balance is concerned.
> Of course I’m not referring to the Sniper or Focus Rifle. Those are power and heavy weapon variants of the semi-auto and fullauto. Their handicaps are not meant to be to their precision over time.

Hmm… I guess this type of system wouldn’t work with fully automatic weapons. I mean it would make pulsing much more common, which would make even the Assault Rifle a skilled “precision” weapon, but being realistic with the limitations of what 343i’s CAN do and what they even WANT to do it might be too much.

This would be forced on the precision/scoped weapons then. Full auto’s would be left out of it.

But, if the reticle is fixed enough, this type of a fix may not even be needed. The main, enormous focus needs to be on tweaking the visual representation. The extreme, EXTREME majority of the community would never even notice the behind the scenes type of stuff we’re talking about.

The focus absolutely NEEDS to be on the visuals of bloom. Even if it were to be fixed with a system like Urza’s or my own, most of the community wouldn’t even notice and still be screaming, “BLOOM IS RANDOMS! ARRGGH!” Fix the obvious first.

Of course, this is all assuming that they’ll even be changing it for the core Halo: Reach experience. If 343i’s abandons those who actually enjoy the gameplay right now, and ONLY has the Title Update deal with the players who can’t accept change, I will lose a whole lot of respect for them. That’s basically accepting that they won’t be making any significant changes and will give us rehashes of Bungie’s games in the foreseeable future.

For the changes to the next game, they need to stick to their guns. Sure, provide a more in-depth Forge experience to make recreating past games possible, and hell even throw in a few playlists that are labelled Classic, but don’t be afraid of a community backlash. Be creative. Throw a brand new gametype in there. Give us brand new armor abilities.

It was said perfectly by a member of Treyarch… Gamers themselves are holding back creativity and innovation because any time something is different in their next game, everyone complains so much. But then they complain that games aren’t changing enough… It’s a freaking paradox.

I wonder how the DMR would work if the gameplay still used Reach default speeds with a four shot kill for it. It always seems like the last headshot is the most difficult because of bloom, because by that time you are waiting for the bloom to reset for it is at maximum capacity. With a four shot, perhaps the semi-pacing rate of fire would rule out and be more effective than straight up spamming. Kill times, a common complaint of the competitive camp, would be slashed as well for the DMR.

What do you guys think of this?

Couldn’t you just increase the game’s Weapon Damage Variable to check this out yourself?