I hear all this clamour and praise for bloom removal, but I don’t get it.
Bloom has always been in the halo games, just not visble on the HUD, like how the health was there but not visble in 2 and 3.
If you get rid of bloom, spamming with the dmr will be even more effective, as each shot will land exactly where the last was.
If you just get rid of the rectule expansion, all you’ve done is make it harder to tell how much recoil is affecting your aim.
What you guys want is MORE bloom; that will make it harder for rapid fire shots to be accurate.
EDIT:
To clarify, by bloom in past halo games, I mean:
> I think what he means is that weaponry fired at its peak fire-rate causes bullets to be more sparodic. And that’s true. Automatic weapons have had that in all Halo games, and the Pistol in CE had that too.
The main point of my post is that I’m saying that the best solution is to INCREASE bloom, making spamming less accuarte, and timed shots more effective. I KNOW that bloom is only going to be removed in some plaulists, thats not the point of thsis thread: The thread is to explain the faulty logic of how getting rid of bloom will solve the issue of why people don’t like it.
EDIT2: ACTIVE CAMO Also, can we PLEASE get this: http://img405.imageshack.us/img405/8913/camoz.jpg corrcted? EDIT 3: Read the newest halo bulliten:" “The actual UI “bloom” is just a representation of a feature that has been in Halo since the beginning. The colloquial “BR Spread” from Halo 3 was this same set of variables, just implemented differently. The same goes for the Halo CE magnum, where holding the trigger down resulted in less accuracy than pulling the trigger rapidly.” "
The bloom free DMR will help create a better skill gap, and will require that you have the center of the reticle over your target to land your shots, which will allow strafing to actually work.
Fixed AL and bloom does not have to exist at the same time, but I disagree with your points. No bloom will create a better skill gap, since the DMR crosshair is tiny without bloom, anyway.
> Bloom was not in Halo 2 or 3. Derp.
>
> The bloom free DMR will help create a better skill gap, and will require that you have the center of the reticle over your target to land your shots, which will allow strafing to actually work.
This.
The randomness of the DMR has created too much potential for “luck,” and as we all know, luck =/= skill.
Can’t wait to finally prove that I’m more accurate than most higher ranks, and not have someone complain that it was luck.
Do you know what bloom is? It is new to Reach. Everyone here hates it because it makes the better players worse and the worse players better. Here’s why we hate it: it brings a RNG to the game. When the reticule is at full expansion, the bullet has a random chance of hitting anywhere inside that expansion. This means that if both you and your opponent have eachother’s shields down, the final shot (the headshot) is mostly luck.
> Do you know what bloom is? It is new to Reach. Everyone here hates it because it makes the better players worse and the worse players better. Here’s why we hate it: it brings a RNG to the game. When the reticule is at full expansion, the bullet has a random chance of hitting anywhere inside that expansion. This means that if both you and your opponent have eachother’s shields down, the final shot (the headshot) is mostly luck.
RNG means Random Number Generator… And like you said, only bad players are helped by it or like it.
The visual part of bloom is fine as it is representing the problem portion of bloom. While bloom is fine on automatic weapons, it makes no sense on others, mainly precision weapons. Why should a weapon made for precision be able to be spammed rather quickly and have a luck factor of being able to land a shot when spamming when that part of bloom was created to reward pacing. Removing it on those weapons, which 343 did, makes sense as it then just come down to a matter of keeping the small reticule on a person rather than spamming and keeping a giant reticule on a person. Removing it from them entirely removes the luck factor so it’s pretty much all skill based now.
Didn’t the pistol have bloom (just not the visual expanding reticule) in CE when spammed, along with the AR having bloom when the trigger was held down?
I think what he means is that weaponry fired at its peak fire-rate causes bullets to be more sparodic. And that’s true. Automatic weapons have had that in all Halo games, and the Pistol in CE had that too.
> I think what he means is that weaponry fired at its peak fire-rate causes bullets to be more sparodic. And that’s true. Automatic weapons have had that in all Halo games, and the Pistol in CE had that too.
CE pistol was automatic; it only ever lost accuracy when you held the trigger.
How does removing the luck factor make it harder? All I have to do is keep my reticle on your head and pull the trigger as fast as I can. Before I had to keep it on your head while pacing my shots OR aiming for the center of mass and pulling the trigger as fast as I can. We’re just making it easier here.
The luck is really probability. The closer the reticle to the guy’s head, for example, the higher the chance of the bullet hitting him. If it is away from his head, there is a lower chance. Now, there is luck…you COULD get the 1 out of 1000000 shot, but it’s not likely.
What needs to go away is the auto-aim thingy–you know, where you know you’re going to die because the guy’s behind you so you spin around as fast as you can and then pull the trigger and–wait, that was a headshot? Because that happens way too often, almost every sniper/swat game I have to ask myself, “how in God’s name did I get that kill?”
That’s what needs to disappear.
Keeping your reticule on a player’s head for 3 consecutive shots while the opponent is shooting back, and dodging your shots is a bit more skill-based than just spamming the trigger and hope that you land your last shot.
> I think what he means is that weaponry fired at its peak fire-rate causes bullets to be more sparodic. And that’s true. Automatic weapons have had that in all Halo games, and the Pistol in CE had that too.
Exactly.
Thats ALL that bloom is.
> so …what your saying is…your a bad player who likes it? cause thats what YOU just said.
No, I don’t even use the DMR. (EDIT:
I use it, but not all the time. I’m not the guy who uses it whenever I can, I use it when it fits the senacrio)
I’m saying that the best solution is to INCREASE bloom, making spamming less accuarte, and timed shots more effective
> > How does removing the luck factor make it harder? All I have to do is keep my reticle on your head and pull the trigger as fast as I can. Before I had to keep it on your head while pacing my shots OR aiming for the center of mass and pulling the trigger as fast as I can. We’re just making it easier here.
> >
> > The luck is really probability. The closer the reticle to the guy’s head, for example, the higher the chance of the bullet hitting him. If it is away from his head, there is a lower chance. Now, there is luck…you COULD get the 1 out of 1000000 shot, but it’s not likely.
> >
> > What needs to go away is the auto-aim thingy–you know, where you know you’re going to die because the guy’s behind you so you spin around as fast as you can and then pull the trigger and–wait, that was a headshot? Because that happens way too often, almost every sniper/swat game I have to ask myself, “how in God’s name did I get that kill?”
> > That’s what needs to disappear.
>
> Keeping your reticule on a player’s head for 3 consecutive shots while the opponent is shooting back, and dodging your shots is a bit more skill-based than just spamming the trigger and hope that you land your last shot.
> > Keeping your reticule on a player’s head for 3 consecutive shots while the opponent is shooting back, and dodging your shots is a bit more skill-based than just spamming the trigger and hope that you land your last shot.
>
> Which people will still do.
Cool, they can, the more accurate shot will win 100% of the time post-TU, so it will be fine.