> > > > Those ‘scenarios’ may not reflect gameplay situations, but they definitely proove that DMR spamming is random, leaving chance for unpredictable gameplay situations. If it wasn’t random, then the results wouldn’t be 50-50, or 25-75; they would be 100-0 or 0-100.
> > >
> > > This too. It just proves that the randomness plays at least some role in the game. Who cares how much, it just doesn’t belong in any form.
> >
> > You know what, I thought about posting it again, but nope. Tired of it.
> >
> > You keep wanting an explanation of why bloom was implemented and why it’s a good system and I have fed it to you like a baby and still not a single thing has stuck… Pathetic.
>
> If randomness isn’t allowed in any game, then why is football played with an oblong ball that bounces in a mostly unpredictable fashion?
>
> Because you can throw it further. It’s called a trade off. Game designers make the “best choice” because there is no “perfect” choice. The best choice is a matter of opinion. When people try to pass off their opinion as fact it just shows their immaturity.
the problem is, blooms current implementation in reach is NOT a trade off. we dont benefit at all by making it so spamming works against pacing (at any range, but especially mid range).
i certainly cant think of a single good reason why its -ok- for someone shooting their gun incorrectly, and worse to beat someone who is observing the mechanic, and shooting better… can you?
if you can, then you can say its a trade off, until then, its just a trashy mechanic that doesnt actually benefit anyone in the least.
and natetendo, bloom can be tweaked to function as intended at every range. it might seem impossible, but the tools are there, they just need to implement things properly.
for example, take the current DMR bloom algorithm as a baseline
-make max bloom twice as big
-make the bloom reset rate a bit faster
-make it so when the gun is fired at fully bloomed (the DMR should hit max bloom at 3 spammed shots), it will be unable to headshot, and the bullets will only land on the outer circle as seen in this video.
the weapon will bloom as follows
1st and 2nd shot fired at full spam cadence will have 100% accuracy, but a visual indication of ‘blooming’ to allow a 1, 2, pause, 1, 2, pause cadence to be slightly better than a 1, 1, 1, 1, 1 cadence, whilst also requiring a bit more skill and thought put into a cadence that isnt 1, 1, 1, 1, 1, but instead one that has a bit of variance and is a bit more complex.
the thirds shot fired at full spam cadence will hit max bloom (and probably wont hit anything), same with the 4th, 5th, 6th, etc. etc. shots.
so basically you can spam twice, then wait for it to reset, but if you spam more than twice you’ll fall flat on your face every single time at damn near every range save ‘lets hug it out’ range.
> So technically you are not the more skilled player if the less skilled player understands the way bloom works and applies the rate of fire to the distance at which they were at. Also you dont deserve a kill just because you think you are better than another player, you only deserve it once you have killed the player and shown that you are more skilled.
thats the problem. the thing were having trouble understanding is why someone who makes no attempt to throttle their rate of fire would be able to kill someone that does, especially at mid range where full auto spamming is terrible because it will only net you a kill over a pacer 24% of the time. we’d like this to be 0% of the time, or at least less than 1%.
and its never been about the lesser skilled person killing the more skilled person when it comes to bloom. the problem is that the person who SHOOTS WORSE can beat the person who SHOOTS BETTER.
> Voila! A skill gap! 6 shots would keep an element of team shooting viable, while rewarding individual skill a bit more and relieving a bit of the “randomness” so many people apparently hate about the DMR. Just don’t complain when you get crossmapped for standing still.
whats the kill time for this 6 shot kill tho? one of the big problems with reach is that it takes so incredibly long to kill someone, even if you are full auto spamming and get the lucky 5 shot kill its still a 1.7 second kill time which is incredibly long. i’d say the optimal kill time for the utility weapon would be 1.5 seconds, but no more than 1.6, when fired properly (if bloom is implemented). with a 6 shot kill at this, you will be firing 4 bullets every second for a 1.5 second kill, or 1 bullet every .26666 seconds with a 1.6 second kill. this is borderline ridiculous. even at a 2 second kill time thats 3 bullets fired every second.
imo it should be a 4 shot kill, and certainly no more than a 5 shot kill, with a 1.5 second kill time on the utility weapon. this would mean you would have to fire a bullet every .375 seconds, which doesnt seem to bad.