Thoughts on Bloom

Before I start I just want to say that the main halo game I grew up on as a kid was Reach, that’s the game my friends and I sank our summers into so this isn’t me just hating something because I hated reach or something. The more I play the game the more the side kick starts to remind me of how much bloom sucked. The idea of bloom is could be interesting but in practice it just doesn’t work, pacing your shots to keep bloom from going crazy adds a bit of skill gap to learn. However just like in Reach people would just Spray at full speed anyway since the RNG chance of out gunning the player pacing their shots was high enough to make the strat viable, this in turn boils gun fights to both players shooting as fast as possible and hoping that their get the better rng to get that last shot off. The Sidekick has much less bloom than the DMR did pre and post TU update in reach but the same problems can still be felt.

Question is why does the Sidekick have bloom? The most likely reason I could think of is that it is to keep the pistol from dominating the sandbox like it did in H5 and pushing the BR to the sidelines, however I feel like there are other ways of balancing the gun such as to keep it in it’s intended role while also not needing the bloom. One idea for example could be lowering the mag size from 12 (58% of mag to kill) to 10 (70% of Mag to kill) meaning it is much less forgiving.

Those are just my thoughts I really want to see what others think about the side kick and bloom, do you like it? hate it? What would you change if anything?

Bloom, hate it done badly. Love it done well.

The bloom on the Sidekick is to stop people being able to accurately spam across the map without limiting the weapons desired function. I assume to balance the weapon for controller and kbm.

Now we get a fun pistol for close range, but it doesn’t dominate the Sandbox like H5. The level of bloom means that at close ranges, you can spam at the body and it won’t come down to a battle of luck as you can just keep it on centre mass.

Yea, I think the bloom is an issue that people will just get more and more frustrated with over time. This lesson was already learned in Reach, so I don’t know why it is repeating now. I think the best fix for the sidekick btw, is to just reduce its rate of fire a little bit.

Blame the Shadowrun players. Back in the day, there was a push to remove random-based bullet spread and replace it with reticule-controlled bloom, to keep a skill gap.

I grew up on GoldenEye then really enjoyed Halo:CE when it came out. So, I’ve always had the opinion of “it should be fun”. I just don’t believe bloom of any kind is fun for most players.

> 2760465307323250;4:
> Blame the Shadowrun players. Back in the day, there was a push to remove random-based bullet spread and replace it with reticule-controlled bloom, to keep a skill gap.
>
> I grew up on GoldenEye then really enjoyed Halo:CE when it came out. So, I’ve always had the opinion of “it should be fun”. I just don’t believe bloom of any kind is fun for most players.

I’m sure they’re making decisionis based on what some Shadowrun players wanted back in the day, lol. Shadowrun was actually such a fun game and was so underrated. Definitely one of my top favorite fps games of all time.