Let’s face it: The way bloom is implemented in Reach is utterly broken. While I like the concept of bloom, in other words the idea that you are rewarded for steady aim, keeping your nerves and timing your shots just right, it simply doesn’t work in Reach. Far too often spamming is more effective than pacing your shots. And believe it or not, this is true even on longer ranges; from sniper spawn on The Cage/Uncaged to tower entrance (i.e. red team spawn), from one plasma grenade spawn to the other on Countdown, from one sniper spawn to the other on Asylum, and so on.
And just to clarify this, spamming is the practice of firing your DMR, needle rifle, or magnum as quickly as possible WHILE IGNORING BLOOM in the hope that if you fire just enough bullets, you kill your opponent before he kills you. And this in turn also means that spamming isn’t possible in zero bloom games; if there’s no bloom to begin with, there’s no bloom you can ignore, thus you can’t spam.
And to clarify something else, bloom is merely the visual representation of decreased accuracy caused by firing (too) quickly, and is shown in Reach by an expanding reticle. Yet the term ‘bloom’ is generally used to sum up the whole mechanic, so I’m going to do that as well.
So, why is spamming so effective? The reasons for that are twofold.
First of all, the piece of code in Reach responsible for coming up with a random location inside your expanded reticle where a bullet hits if bloom is in effect obviously isn’t that good. Instead of a truly random pattern (which is an oxymoron; I know) where the bullets are spread out at least more or less evenly across the whole area covered by the reticle, the bullets have a rather predictable pattern. Predictable because far too many of them hit relatively close to the reticle’s center.
You can easily test and verify this yourself in a custom game on a non-Forge map (there are no decals on Forge objects) like Countdown. Start shooting as quickly as possible and once the reticle has reached its maximum size, turn or make a quick side-step to face a wall (but keep shooting to avoid bloom resetting) and empty the rest of your magazine into it. Note: This turning or side-stepping is done to prevent bullets from hitting in/near the center while bloom is still low, and thus to avoid distorting the result.
The second reason is that Reach’s rather massive bullet magnetism negates much of the effect bloom has. For those who don’t know yet what bullet magnetism is, it’s a part of the game’s aim-assist that to some degree redirects any and all projectiles fired towards your target.
This video perfectly shows what bullet magnetism does and how strong it is. And please ignore the video’s AR-bashing title; it isn’t mine, but it’s the best video I’ve found that demonstrates bullet magnetism in action. Also, that the AR is used in the video and not the DMR is irrelevant; bullet magnetism is virtually the same for all weapons.
Anyway, once the player burst-fires his AR (starting at around 11 - 12 seconds), almost all bullets hit his opponent even though the reticle barely touches him. That’s because aim-assist is active - indicated by the reticle being red - and redirects the bullets. And since it takes 19 rounds to kill with the AR and the player fires 22 rounds before his opponent dies, this shows how powerful bullet magnetism really is.
Now that we’ve covered the technical stuff, let’s see how all this affects gameplay.
The reason why spamming is effective is because, as said above, bullet magnetism redirects your shots towards your target which means that you don’t necessarily have to pace your shots and wait for bloom to reset. And the larger your reticle is, the larger is the area in which bullet magnetism is effective. So the logical solution to combat spamming would be to reduce bloom so that this area becomes smaller, like the 85% bloom in the TU Beta playlist. Right? Well, wrong.
This solution doesn’t work because the larger said area is, the higher are the chances that a bullet is fired at a spot that is too far away from the target for bullet magnetism to redirect it enough to make it hit. So the achieved effect of reducing bloom is really the complete opposite of the desired one: Spamming becomes more effective.
Even though you have to adjust your aim slightly more than with default bloom because the area in which bullet magnetism works, i.e. the reticle, is now a bit smaller, you get a higher chance to hit when spamming. That’s because a smaller area in which bullet magnetism works means that there are less bullets that are too far away for bullet magnetism to redirect them and make them hit. And the more you reduce bloom, the smaller this area gets and the higher the chances to hit while spamming.
This in turn sounds like that in order to make bloom work more like it was intended, you would have to drastically increase bloom. Sadly, this also won’t work.
While bloom would be more severe for everyone, someone pacing his shots has to wait longer than with default bloom after each shot until his bloom resets to an acceptable level again. This means that a spammer can fire even more shots than his pacing opponent. And while one might think that he would also miss comparatively more shots, this isn’t really true. He would indeed miss more shoots, but not that many because of the flawed randomness that places too many shots quite close to the reticle’s center. Combined with bullet magnetism, this turns them into hits.
– End of part 1. –