Balance. Why should a no-life-grade-9001 be able to beat a private 100% of the time? If you can’t beat them, they have beaten you, and you should learn from that. I have dominate slayer games against people over general using only the AR. I love that gun! But, honestly, do you think that by reaching a high rank, you should get invulnerability or something? No, it breaks the game. A level 5 needs to be able to actually play. If this weren’t true, people would just get in a party with an epic ranked friend, and never lose.
> I read the post the other day, probably deleted because you basically called everyone morons.
>
> Anyways someone already said it: a cross map stick is one thing because you have full control over the throw. If someone happens to be on the other end it’s hilarious. Bloom is a mechanic that you do have full control over but someone can throw control out the window and still beat you. That would be like adding a 5% varying degree of flight to all grenade lobs that you can’t control, resulting in sticks that nobody can really claim as a skilled throw because there is a small degree of luck added that you can’t do much about (much like when your reticle is fully bloomed you can keep firing away and yet pull off a kill even though your enemy’s head is barely even in your sights).
>
> That is a HUGE difference and I’m honestly quite surprised that someone of your education level either doesn’t see or you’re just flat out ignoring it.
The kind of sticky kills I’m talking about would be lobbing a grenade up without having any target… Unless randomly throwing grenades in the air is a “skillful” thing to do that can be learned. Or someone driving with the Chopper through a part of Sandtrap and someone spawns 2 feet in front of them right as you’re initiating the boost. Or cruising around in the Warthog and right as you e-brake to turn you smash into someone who literally just spawned.
Those take absolutely 0 skill and are of a complete random and lucky nature.
Now Nate, you are one of the people who claimed that the maps were copy/pasted from the campaign earlier in this thread. You then later said most people know that they were made for Multiplayer first then put into the campaign. Somewhere in between you read mine or someone else’s post spreading the truth.
You are the one who consistently said bloom was one of the worst ideas ever in a Halo game and never said a single positive thing about it for weeks (Most notably consistently saying it was a 50/50 chance for every encounter, along with many other posters). Not only that, you refused there to be any sort of logical argument FOR bloom in many different posts, even though I had made quite a few.
For some reason though, your tune has changed quite a bit, and I’d like to think me and a few other posters have helped you to the conclusions you’re reaching now. Bloom is a great concept (Contrary to what you said earlier in this thread, who knows how many other posts in other threads) but is implemented poorly for a single gun. Bloom works great on many different guns, excluding the DMR at certain ranges. Even Urza used to say that he was killed 100% of the time by spammers earlier in the thread and his tune has changed quite a bit as well!
I guess I was wrong (Well, about 2 posters, not the majority) and you both have grown (However small, it’s still some growth) in terms of discussing the game. Sure, you are both still really biased and still only point out the negatives of bloom and also fail to mention that the DMR’s close range bloom is really the only one with serious issues, but at least acknowledging the concept of bloom as being a good one is good enough for me.
Finally, I have acknowledged time and time again that one of the negatives of a bloom-like system is the random factor in getting some “lucky” kills. I’m not sure why you say I’m ignoring it, in fact I’ve said it from the very beginning of the entire bloom debate! Yes, lucky kills will happen. But bloom also does a few things that are extremely positive for the game, which include: Stops the game from being a “who shot first” type of game where someone can use their own skills to beat a player who got the drop on them, help balances the weapon sandbox, etc. There are more and I’m sure you can find them in my other posts.
> > > This is true for the biggest part.
> > >
> > > but lucky kills as in cross-map sticks are different than lucky kills because someone is spamming the trigger and beats a player who paces it’s shots.
> > >
> > > I mean, just look at this : http://www.youtube.com/watch?v=pd4syenDuSc
> > >
> > > it makes me sad, very sad actually.
> >
> > You’re right, SD would never have gotten a shot off in Halo:CE or 2. Bloom helped him live for far too long.
>
> That could be true, but you never know if the other guy was aiming badly and THAT is the problem. You can’t tell the difference between bad aim and bad luck.
Thank you for posting that video! It’s a perfect example of bloom working wonderfully on the DMR at close range (It still is a bit too random, but in this instance it works beautifully) and it also shows how low the bullet magnetism is in this game.
I believe Snipedown takes his opponent’s shields down with 4 well paced shots while receiving little to no damage, then proceed to hop around and spam 6 shots, ending with a single fully reset shot that was even highlighted red over his opponent and it still goes wide left! It was literally a few inches from the other guy’s head but the bullet magnetism is so low it misses.
I honestly CAN NOT SEE how someone can interpret that video as somehow against bloom. It shows a very skilled player spamming like a madman on a non-moving target, and the non-moving target crouches and paces his shots and gets the win. THAT’S EXACTLY WHAT BLOOM IS SUPPOSED TO DO! The entire concept is showcased perfectly in the video. Interpreting it any other way is complete madness.
> > > > >
> > > >
> > > > Hmm post got deleted… Guess it’s ok for you to go off-topic but not this guy! 
> > > >
> > > > Basically, regardless of how bad the community gets, my main point stands. The skilled player always will win, whether it’s that single match or a series of games.
> > > >
> > > > Sure, sometimes there are lucky kills. But Halo 1/2/3 had them as well (Sticky from across the map for example) but along with that ridiculous amounts of help from the actual game engine itself (Disregarding Halo 1).
> > > >
> > > > In the end, regardless of bloom, Armor Abilities, the maps, or any of the other “huge” issues the community loves to point out that supposedly break the game, the skilled players will always win, regardless of the game mechanics.
> > > >
> > > > That perfect MLG outing by eon instinct proved that without a doubt.
> > >
> > > This is true for the biggest part.
> > >
> > > but lucky kills as in cross-map sticks are different than lucky kills because someone is spamming the trigger and beats a player who paces it’s shots.
> > >
> > > I mean, just look at this : http://www.youtube.com/watch?v=pd4syenDuSc
> > >
> > > it makes me sad, very sad actually.
> >
> > You’re right, SD would never have gotten a shot off in Halo:CE or 2. Bloom helped him live for far too long.
>
> That could be true, but you never know if the other guy was aiming badly and THAT is the problem. You can’t tell the difference between bad aim and bad luck.
You’re right, we can’t tell if the enemy missed any of their shots against SD by digitally missing or by bloom, but you can see SD miss 3 shots at least (shots fired while in blue reticle). So his “perfection” of skill is not needing to be rewarded.
So regardless of how dismissive you are trying to be, in Halo: CE or Halo2, at the level SD plays at, SD would have lost before he got off his first shot.
It is because of bloom that SD stood a chance to kill the spamming player who really should have crouched first and then spammed away for the kill. That or ran up and assassinated SD as he was in the open, on the low ground and distracted looking up.
Instead, two players chose to spam away, which is not how it’s done (at the moment).
>
I really like your attitude less and less every moment. None of us in this thread should start acting arrogantly just because we think we’re right. It may be hard, but you can always try.
Anways, cross map sticks, people spawning right in front of you, et cetera. are all lucky ocassions that happen somewhat near to a 0.00001% of the time, whilst lucky bloom kills happen much more freguently. At this point I will stop telling numbers, because it’s completely up to the observer to decide what they consider lucky, but I say the number of lucky DMR kills is always above 5%. That’s 500,000 times the chance of other lucky kills. You can think about it this way, towards every cross map stick, there are at least 500,000 lucky bloom kills. If there were 10,000,000,000 total kills made in Reach and 1,000,000,000 of them were made with DMR, 50,000,000 of those would be lucky kills with bloom, while only 1,000 of the total kills were random stucks. That’s nearly not enough to be concerning.
Next I would like to know, has my tune changed? I believe not, but then again, it’s hard to exactly remember something that happened a month ago. I have admitted that bloom could be good when implemented right, but in it’s current state it isn’t implemented right, this creates problems.
Lastly about that video, it’s one of the examples where bloom works as intended. No one ever claimed bloom never rewards the player who paced their shots accordingly. I can very well admit that I have utterly failed at killing someone who is no-shields simply because I have spammed way too much. The problem still stands that a certain percentage of DMR kills are lucky kills that rewarded the spamming player. Now I’m not even talknig about full auto spam, but the exact example that a player shoots at slightly faster rate of fire than the other and takes slightly more chances at hitting their shots and ends up winning.
The problem with bloom isn’t that someone spamming with the fastest possible rate of fire wins someone pacing all their shots, it’s that there is no rate of fire for the DMR that is consistent and optimal at the same time. This creates inconsistency in gameplay. This is something I aknowledged weeks after the game had released, not just now.
> I really like your attitude less and less every moment. None of us in this thread should start acting arrogantly just because we think we’re right. It may be hard, but you can always try.
Quite, that right is reserved for those that know they’re right. Don’t play those games. You’re still a level or two above a nameless, don’t lower yourself.
> The problem with bloom isn’t that someone spamming with the fastest possible rate of fire wins someone pacing all their shots, it’s that there is no rate of fire for the DMR that is consistent and optimal at the same time. This creates inconsistency in gameplay. This is something I aknowledged weeks after the game had released, not just now.
And that is why it is confusing when some say that bloom is ok, but implemented poorly in Reach. It’s working as intended. Bloom with shields is gameplay you and others don’t want. That is much different than it breaking gameplay or not being implemented correctly.
Which is what has been said by others since the beginning as well. It’s not broken, it works as intended. The difference between broken and unliked is pretty much the core of the entire topic, not skilled vs unskilled.
> The kind of sticky kills I’m talking about would be lobbing a grenade up without having any target… Unless randomly throwing grenades in the air is a “skillful” thing to do that can be learned. Or someone driving with the Chopper through a part of Sandtrap and someone spawns 2 feet in front of them right as you’re initiating the boost. Or cruising around in the Warthog and right as you e-brake to turn you smash into someone who literally just spawned. removed wall of text
Two different kinds of luck there. The sticky toss is 100% user controlled, the Spawning system isn’t. If you can’t differenciate the two that is why you are having so many issues with the rest of us.
As for your comment about me saying maps were copy/pasted you should read more carefully. I said that because they were built for Match Making but also had Campaign in mind I feel it created some shortcomings in the maps. Also this is the first Halo game to have exact copy/pastes (yes it’s from MM to Campaign but that’s not the point even though you are making it the point) and if you took a general poll Reach would be last in the “which Halo has the best maps” category, if the forums at Bungie.net were still active you’d find plenty of those.
I’m sure you said some other stuff I’d love to reply to but your arrogance is astounding…actually hang on:
> You are the one who consistently said bloom was one of the worst ideas ever in a Halo game and never said a single positive thing about it for weeks
Dude are you stalking me or something? You can’t search posts by user right now which means you have been combing through all of my posts…or you’re making stuff up…either is very possible.
And:
> For some reason though, your tune has changed quite a bit, and I’d like to think me and a few other posters have helped you to the conclusions you’re reaching now. Bloom is a great concept (Contrary to what you said earlier in this thread, who knows how many other posts in other threads) but is implemented poorly for a single gun.
More arrogance. You had nothing to do with my conclusions as my conslusions haven’t changed at all. I still think and always did think that Bloom was implemented poorly. You need to learn a thing or two about “context.” When people are talking about “Bloom” they are talking about it as it is in Halo Reach. I couldn’t care less if another game mastered Bloom and has the best Bloom coding on the face of God’s Green Earth, we aren’t talking about those games and I figured someone as smart as yourself would pick up on that but instead you take semantics to a whole new level just to counter arguments that aren’t even there.
Long story short: Bloom in Reach as it is doesn’t work very well and that’s what people have been saying from the beginning. People at first tried to bring better ideas to the table for how to fix Bloom but after those all got ignored we said “screw it” let’s just see if we can get rid of it, and 343i was kind enough to listen to us.
> Even Urza used to say that he was killed 100% of the time by spammers earlier in the thread and his tune has changed quite a bit as well!
http://dictionary.reference.com/browse/hyperbole <-------- helpful
It’s worth mentioning that I used to be in the “pro Bloom” camp (just ask URZA, I probably drove him insane 6-8 months ago on Bungie.net). After spending much more time with the game and getting better I have concluded that Bloom is implemented poorly in this game and in my honest opinion Bloom doesn’t belong in a Halo game anyways.
> > I really like your attitude less and less every moment. None of us in this thread should start acting arrogantly just because we think we’re right. It may be hard, but you can always try.
>
> Quite, that right is reserved for those that know their right. Don’t play those games. You’re still a level or two above a nameless, don’t lower yourself.
No one never knows they’re right. They’re just making the most logical assumption possible. Even if you were 100% sure you are right, you have no right to act arrogant. This applies to everyone of us. I was just pointing that out because I want the discussion to be civilized.
> > The problem with bloom isn’t that someone spamming with the fastest possible rate of fire wins someone pacing all their shots, it’s that there is no rate of fire for the DMR that is consistent and optimal at the same time. This creates inconsistency in gameplay. This is something I aknowledged weeks after the game had released, not just now.
>
> And that is why it is confusing when some say that bloom is ok, but implemented poorly in Reach. It’s working as intended. Bloom with shields is gameplay you and others don’t want. That is much different than it breaking gameplay or not being implemented correctly.
>
> Which is what has been said by others since the beginning as well. It’s not broken, it works as intended. The difference between broken and unliked is pretty much the core of the entire topic, not skilled vs unskilled.
I don’t know what Bungie intended with bloom, but if they intended to make gunfights be based on luck, it can’t be said they didn’t succeed. Bloom is broken in it’s current state, why otherwise would the worse player have a chance at beating the better player in a strict 1v1 situation?
To my understanding, you are now accepting the fact that bloom is random, but saying it’s a good thing or at least doesn’t matter. That’s at least what it seems like because you didn’t address the issue that bloom doesn’t have a rate of fire that is consistent and optimal at the same time.
> Even Urza used to say that he was killed 100% of the time by spammers earlier in the thread and his tune has changed quite a bit as well!
> http://dictionary.reference.com/browse/hyperbole <-------- helpful
I helps to speak in literals when stating “literally.” That literal is used as a hyperboles so often is a reason for a lot of confrontation. If one concentrated on facts and not factoids/hyberboles, one would find the conversation much more constructive.
> I don’t know what Bungie intended with bloom, but if they intended to make gunfights be based on luck, it can’t be said they didn’t succeed. Bloom is broken in it’s current state, why otherwise would the worse player have a chance at beating the better player in a strict 1v1 situation?
Because as you said, the encounters that end randomly are quite strict.
> To my understanding, you are now accepting the fact that bloom is random, but saying it’s a good thing or at least doesn’t matter. That’s at least what it seems like because you didn’t address the issue that bloom doesn’t have a rate of fire that is consistent and optimal at the same time.
I am not now accepting bloom as being random. I have always stated that removing the randomness from the weapon IS the skill of the player.
Urza can’t get a 2.0k/d with the DMR if he’s not playing in such a way as to limit the effects of bloom. It’s that simple.
I would have said much more, but work time. I kept it concise though.
> I am not now accepting bloom as being random. I have always stated that removing the randomness from the weapon IS the skill of the player.
> Urza can’t get a 2.0k/d with the DMR if he’s not playing in such a way as to limit the effects of bloom. It’s that simple.
>
> I would have said much more, but work time. I kept it concise though.
The player can only remove the randomness from their own DMR, they cannot affect the other player’s DMR. The player can shoot at the most consistent rate of fire, but lose to a player who is shooting at the optimal rate of fire. In this case, the optimal rate of fire is a rate of fire where you are injecting a huge amount of luck into your bullets.
Of course Urza plays in such a way that limits the effects of bloom, but as he himself has pointed out, that play style consists of avoiding 1v1 DMR situations. Maybe limiting isn’t the right word, removing is more accurate. Anyway, he has achieved that K/D purely by evading that problem, because there is no other way.
Of course you can always easily achieve high K/D against players who don’t have good aim, but when you play against players that actually put their reticle in the right place, they way to win DMR fights is to not engage in them. You can’t directly engage in DMR situations against decent players and achieve high K/D.
> it also shows how low the bullet magnetism is in this game.
> > Even Urza used to say that he was killed 100% of the time by spammers earlier in the thread and his tune has changed quite a bit as well!
> > http://dictionary.reference.com/browse/hyperbole <-------- helpful
>
> I helps to speak in literals when stating “literally.” That literal is used as a hyperboles so often is a reason for a lot of confrontation. If one concentrated on facts and not factoids/hyberboles, one would find the conversation much more constructive.
It shouldn’t take much brainpower to realize that 100% is way over the top. It’s a hyperbole and it was pretty darn obvious lol.
> > it also shows how low the bullet magnetism is in this game.
>
> <a href=>http://www.youtube.com/watch?v=5hfYJsQAhl0
I didn’t say that…Matt did lol
I’m currently at the legend rank,25,000 kills/26,000 deaths…usually in the top 3 on any game I play, and from what I have seen, the system seems right. Why do people with less skill beat me? Usually because I’m not at perfection 100% top of my game all the time. I miss more when I’m tired. I don’t push buttons as fast. I go left & immediately realize I meant to go right. If there’s someone else in the room, I might get distracted. Maybe it’s just my awesomeness can’t overcome my teammates’ suck. I’m guessing everybody that plays has the same problems. Also people that played earlier halo games or other FPSs might be uber-awesome in those games, but is picking up reach for the first time, hence the lower rank beatdown you just got. You can blame it on bloom, AAs, whatever… The perfect system would still have flaws so long as there is a human element to it. I personally prefer to just keep working on getting better.
> > I really like your attitude less and less every moment. None of us in this thread should start acting arrogantly just because we think we’re right. It may be hard, but you can always try.
>
> Quite, that right is reserved for those that know they’re right. Don’t play those games. You’re still a level or two above a nameless, don’t lower yourself.
>
>
>
> > The problem with bloom isn’t that someone spamming with the fastest possible rate of fire wins someone pacing all their shots, it’s that there is no rate of fire for the DMR that is consistent and optimal at the same time. This creates inconsistency in gameplay. This is something I aknowledged weeks after the game had released, not just now.
>
> And that is why it is confusing when some say that bloom is ok, but implemented poorly in Reach. It’s working as intended. Bloom with shields is gameplay you and others don’t want. That is much different than it breaking gameplay or not being implemented correctly.
>
> Which is what has been said by others since the beginning as well. It’s not broken, it works as intended. The difference between broken and unliked is pretty much the core of the entire topic, not skilled vs unskilled.
thats the problem. bloom is NOT working as intended.
do you honestly think bungie implemented bloom so that when people ignore the mechanic they will have success some of the time?
also yet to be addressed, WHO BENEFITS?
when you shoot flawlessly in a mid range battle, with a perfect cadence, and perfect accuracy, and i mash my R trigger whilst keeping my watermelon-sized reticule on a part of you, and i win; who benefits?
i certainly dont benefit because im spamming at a range in which spamming is straight abysmal in terms of consistency.
and you dont benefit either because you just lost even tho you were playing the game as intended, and flawlessly, against someone making no attempt to shoot observing the concept of bloom.
you cannot honestly say that bungie made bloom like this ON PURPOSE because it would be completely illogical for them to make a mechanic, but make the mechanic not matter, and actually CONTRADICT ITSELF -some- of the time. its like the designers of chess made the game of chess as it is currently, but added in a die roll at the end. when you would win, instead you roll a die. on a 1, you lose instead.
and how is it not a broken mechanic? when you shoot better than me, you should win. when i shoot better than you, i should win. thats FPS 101. its the most basic, fundamental part of FPS games. its neither logical, nor intuitive, to have the person who shoots worse win out against the person who shoots better.
> [ when you shoot better than me, you should win. when i shoot better than you, i should win. thats FPS 101.
Thats over simplifying it and you know it buddie every game of halo save swat is an objective game, lets take one of my other favourite shooters crysis 2 its a loadout game, it has no power weapons on the map so the only objective in a slayer game is find a high traffic area and dont die, Halo is very different as you know. You seem intensely focused and well informed on the micro but not the macro and any way, how do you know that adjustable bloom wont fix your problem? May i just say i hate arena everytime I think about my rank a little piece of me dies, but i gave up on that months ago.
> Two different kinds of luck there. The sticky toss is 100% user controlled, the Spawning system isn’t. If you can’t differenciate the two that is why you are having so many issues with the rest of us.
So randomly throwing a grenade in the air with absolutely 0 target takes some sort of skill? Anyways… That’s not really the issue. There’s always been a small amount of luck in all of the Halo games due to a few different factors, which is my point. I never discussed the probability of said lucky kills, but they existed which is literally all my point was. Luck exists in every videogame and possibly every game known to man (Maybe turn-based games have no luck involved though, like chess and checkers).
> As for your comment about me saying maps were copy/pasted you should read more carefully. I said that because they were built for Match Making but also had Campaign in mind I feel it created some shortcomings in the maps. Also this is the first Halo game to have exact copy/pastes (yes it’s from MM to Campaign but that’s not the point even though you are making it the point) and if you took a general poll Reach would be last in the “which Halo has the best maps” category, if the forums at Bungie.net were still active you’d find plenty of those.
You were the one who posted, and I quote from page 33 of this exact thread, “Which would require NOT taking sections from the Campaign and copy/pasting into Match Making.” Now I’m supposedly you knew that and posted that right after that you were well aware, but then why post something so completely wrong? You said it, not me, so my apologies for taking what you said at face value. It makes no sense to me to do that, so whatever.
> I’m sure you said some other stuff I’d love to reply to but your arrogance is astounding…actually hang on:
It’s not arrogance if you know you’re right. The issues I brought up in the other post, about the Halo 3/Halo: Reach population debate (Halo: Reach has always been bigger, confirmed by Bungie employee), maps being ripped from campaign (You know this one!), Halo 1 being copy/pasted into Xbox Live (impossible, game coded for LAN play not online). This are the things I’m “arrogant” about because I know they’re completely correct and indisputable. I’ve never said either side of the bloom/Armor Ability/Map quality/etc. arguments were indisputable in one way or the other. They all have pro’s and con’s. It’s like arguing about vanilla ice cream being better than chocolate… it goes nowhere.
Now to discuss them and all of that is A-Ok in my book. But I’ve never, EVER said my premises or conclusions were concrete fact. What I HAVE said, however, is that the community doesn’t know how to have a good debate/argument, which is very true.
Second post!
> You are the one who consistently said bloom was one of the worst ideas ever in a Halo game and never said a single positive thing about it for weeks
> Dude are you stalking me or something? You can’t search posts by user right now which means you have been combing through all of my posts…or you’re making stuff up…either is very possible.
It’s called doing your homework on a topic/subject… it took me well over an hour to compile the proof about the Halo 3/Halo: Reach population debate because that’s what you have to do when you have an unpopular opinion. Here’s how the forums work… If something someone WANTS to be right, they can just say it and the community accepts it when they share the same belief. If someone IS right, they have to provide complete concrete evidence for their belief because the community doesn’t “like” what you’re saying. I’ve done this for other games about many other issues. If I don’t bring the concrete proof, no one will believe me because my opinions aren’t very popular.
And yes, I did read through a bit of the thread in about 3 minutes and found a bunch of posts with quotes like: Bloom is “unacceptable and stupid”, bloom “flat out sucks”, bloom “doesn’t belong in Halo” etc. But I believe it was in some other threads where you really went off about how stupid of an idea bloom is… Don’t really care enough to be quite honest.
> For some reason though, your tune has changed quite a bit, and I’d like to think me and a few other posters have helped you to the conclusions you’re reaching now. Bloom is a great concept (Contrary to what you said earlier in this thread, who knows how many other posts in other threads) but is implemented poorly for a single gun.
> More arrogance. You had nothing to do with my conclusions as my conslusions haven’t changed at all. I still think and always did think that Bloom was implemented poorly. You need to learn a thing or two about “context.” When people are talking about “Bloom” they are talking about it as it is in Halo Reach. I couldn’t care less if another game mastered Bloom and has the best Bloom coding on the face of God’s Green Earth, we aren’t talking about those games and I figured someone as smart as yourself would pick up on that but instead you take semantics to a whole new level just to counter arguments that aren’t even there.
Not sure what you’re talking about exactly… Bloom works on most guns, you agreed to that earlier but stated that the DMR’s bloom was just assumed to be talking about and not the entire sandbox. And I’m not talking about other games so… I don’t know what to think about this statement.
> Long story short: Bloom in Reach as it is doesn’t work very well and that’s what people have been saying from the beginning. People at first tried to bring better ideas to the table for how to fix Bloom but after those all got ignored we said “screw it” let’s just see if we can get rid of it, and 343i was kind enough to listen to us.
Too bad on page 31 you said that bloom works on some guns and that bloom works the majority of the time… Just saying. In the end, it’s in the best interest of 343i’s to just remove bloom. Much like The Arena’s ranking system, it was misunderstood by almost all players and forum goers. I still can’t even count how many times someone claimed your Division was based off of your Daily Rating. Sucks, but they should just follow the rule of KISS for the sake of their playerbase. Keep It Simple Stupid.
In the end of all of this debate I do believe the concept of bloom is one that can’t be grasped by the community. The Arena’s startling failure (Better than Halo 3’s ranking system in every way) just shocked me and was an eye opener. Once you think you get to know a community they will come straight out of left field with some crazy things.
No bloom may be the only way to go. This has nothing to do with the quality of such a concept, but the failure of the community to understand what it does. I will definitely miss getting my kills with the Pistol/Needle Rifle/Assault Rifle by pacing and pulsing my shots while my opponent’s spam like mad people, but whatever. We’ll see what Halo 4 brings in due time, along with the Title Update. And if it really is no more bloom, well at least this massive confusion won’t exist.
> > Two different kinds of luck there. The sticky toss is 100% user controlled, the Spawning system isn’t. If you can’t differenciate the two that is why you are having so many issues with the rest of us.
>
>
>
> So randomly throwing a grenade in the air with absolutely 0 target takes some sort of skill? Anyways… That’s not really the issue. There’s always been a small amount of luck in all of the Halo games due to a few different factors, which is my point. I never discussed the probability of said lucky kills, but they existed which is literally all my point was. Luck exists in every videogame and possibly every game known to man (Maybe turn-based games have no luck involved though, like chess and checkers).
>
>
>
> > As for your comment about me saying maps were copy/pasted you should read more carefully. I said that because they were built for Match Making but also had Campaign in mind I feel it created some shortcomings in the maps. Also this is the first Halo game to have exact copy/pastes (yes it’s from MM to Campaign but that’s not the point even though you are making it the point) and if you took a general poll Reach would be last in the “which Halo has the best maps” category, if the forums at Bungie.net were still active you’d find plenty of those.
>
> You were the one who posted, and I quote from page 33 of this exact thread, “Which would require NOT taking sections from the Campaign and copy/pasting into Match Making.” Now I’m supposedly you knew that and posted that right after that you were well aware, but then why post something so completely wrong? You said it, not me, so my apologies for taking what you said at face value. It makes no sense to me to do that, so whatever.
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> > I’m sure you said some other stuff I’d love to reply to but your arrogance is astounding…actually hang on:
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> It’s not arrogance if you know you’re right. The issues I brought up in the other post, about the Halo 3/Halo: Reach population debate (Halo: Reach has always been bigger, confirmed by Bungie employee), maps being ripped from campaign (You know this one!), Halo 1 being copy/pasted into Xbox Live (impossible, game coded for LAN play not online). This are the things I’m “arrogant” about because I know they’re completely correct and indisputable. I’ve never said either side of the bloom/Armor Ability/Map quality/etc. arguments were indisputable in one way or the other. They all have pro’s and con’s. It’s like arguing about vanilla ice cream being better than chocolate… it goes nowhere.
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> Now to discuss them and all of that is A-Ok in my book. But I’ve never, EVER said my premises or conclusions were concrete fact. What I HAVE said, however, is that the community doesn’t know how to have a good debate/argument, which is very true.
but why is a game with inherent luck, that makes it so -some- of the time the person who flails around like an idiot can beat someone with flawless aim and cadence BETTER than the game being FIXED so when you shoot better, you win 100% of the time?
luck may, or may not be in certain areas of halo. that much is irrelevant, however, if you cannot give examples of why luck is BETTER in bloom, or how bloom in its current implementation BENEFITS ANYONE.
do you acknowledge that bloom, in its current implementation on the DMR (and to a lesser extent, the NR) has A LOT of room to improve?