Why does the sniper have bloom from the hip?

It was most likely a anti-cheat measure. Even despite it aimbot users get lot’s of easy no scopes. But I notice the bloom keeps them in check somewhat. They miss the crazier shots they attempt. Remember F2P guarantees a large, and healthy hacker population. So be careful what you ask for. Besides the Sniper has always been pretty OP in Halo, and I think in general this is the most balanced it’s ever been.

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you and everyone else knows what i mean, it doesnt really matter.

It makes no sense it should have been left alone, it’s kinda the same for alot of things that should’ve been left alone.

Edit: then again by 343s logic, A tiny gun like the commando to a super soldier (master chief) gives him recoil from hell.

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bloom is a bad anti cheat measure. anyone cheating can just easily quick scope instead. all bloom does is just punish players who have good aim and benefit players who have bad aim but have luck. luck shouldnt decide the winner of a fight, skill should.

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I’d prefer an answer to why it has no aim assist while hip firing? It’s damn near unusable on controller.
I’d also like to know why your crosshairs change size with FOV when they don’t do that in MCC or any other game I’ve played.
Or why they felt the need to replace and/ or nerf over half the weapons and vehicles?
Or why they insist on having a radar with such a short range to you (9 meters or less) that it’s damn near useless?
Or why we have AR + pistol starts in BTB?
Or why they significantly reduced AA and bullet magnetism compared to the prequels? Red crosshairs for the vast majority of my shots mean nothing so often that it’s like a DnD roll.
Or why the challenge system is so terrible, partly because of available playlists that it almost makes more sense to spend $30 for the battle pass.
Or why they’re charging $60 for 1/4 of a game (1/5 if Forge returns) and locking over 2/3 of the cosmetics behind a $10-30 paywall while also significantly restricting customization?

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The only reason is because 343 wants to nerf no scoping on the mouse. That’s it. Any other reason people come up with is 100% bogus.

Funny anecdote: The Railgun damage was nerfed in Quake Live because of the widespread availability of broadband internet and the resulting higher accuracy of the player base.

Sniper was not difficult to use in close quarters. One body shot entirely strips shields, at which point you can finish off with your other weapon, a melee, or a grenade.

Bloom does not reduce the skill ceiling, not to mention that managing bloom is a skill. Aim should not be privileged over any other skill because it’s simply a product of one’s dexterity, which is only one of the 5 major pillars that govern video game skill. There is no bloom when scoped in, so aim is still rewarded when the gun’s design is primarily stressing one’s ability to aim. Defeating an enemy while un-scoped is not a feat of skill that is limited, nor should be limited to ones aim because you’re playing outside of the Sniper’s designed function, and therefor must execute with greater overall skill that your opponent because you’re playing from a disadvantageous position.

Sniper glare at what cost? Taking away the skill of having spatial awareness, keeping your head down, or looking out for the sniper’s bullet trails? I think a simple kill feed message of an enemy player wreaking havoc on your team with a sniper should be a fair warning; enough to probably force some changes of your playstyle until that player is dealt with, especially in larger maps.

Spotting sniper glare is a factor of spacial awareness. If anything, it emphasizes it more than being “aware” of an enemy who can very easily keep themselves hidden without it, and fire free headshots at unaware players who have no ability to be aware because of the lack of visual feedback. Spotting sniper trails does you no good if you’re the one in the crosshair. And approaching a sniper when you can’t pin down their position (because a good sniper will move, making it borderline impossible to pin down their location without glare) is downright impossible without taking significant risks that will result in probably one kill at most. The lack of glare is a problem because it can be abused by quality players to keep themselves utterly invisible, or even use what little visual feedback is available (like bullet trails) to actually deceive players into making an ill-conceived play. The reward is disproportionate to the degree of skillful play required to execute. Game balance should always be considered from the top down; how will skilled players be able to abuse it? Changing your playstyle isn’t going to help if the enemy sniper is constantly adapting without ever having to expose themselves to risks of any kind.

You don’t factor the sniper’s relatively low aim assist and slow rate of fire compared to other weapons that do, of course, make the sniper difficult to use in close quarters for most players, especially in any Halo game that isn’t Halo 5: Guardians with its insane bullet magnetism.

Most players are not going to be able to land shots against enemies who have their attention in close quarters combat and as long as that’s the case, I say that the sniper was balanced pretty well without randomized gun mechanics like bloom, except, again, in Halo 5: Guardians.

Summary: It may of not been difficult in your eyes, but it is definitely hard enough for many other players among various skill levels.

Actually, it [bloom] does reduce the skill ceiling, and I already mentioned why it does:

Bloom punishes good aim whilst needlessly rewarding inaccurate aim. Inaccurate players are able to hit shots that would of otherwise missed whilst firing at maximum speed and that’s were the skill ceiling falls apart considerably. You may not think of it, but in this case, you’re only looking at the perspective of a perfectly accurate player and what that player is or isn’t capable of doing, but not of what a slightly off-target player is able to achieve with randomized bloom. If you actually looked into that fact too, then you wouldn’t have made such a falsehood saying:

…when the evidence of a reduced skill gap is clear as day time when it comes down to who can shoot accurately for a sustained period in a long time-to-kill (TTK) game like Halo when bloom is introduced to the table. Bloom adds randomness, and randomness is not balanced, because it means that the best or most accurate player will not always win a seemingly favorable situation like they should be entitled to in any FPS game.

You have to understand why players did not appreciate bloom in a Halo game since Reach. Managing bloom by tap-firing or pacing shots is not a skill that you’re going to be consistently rewarded for in any heated 1v1 engagement you get into when you have a player tearing you apart in close to medium range combat.

In a heated 1v1 engagement, when both players should fire at the exact same moment, tap-firing or pacing your shots will put you at risk of slowing your rate-of-fire (ROF) down long enough for the other player to beat you in a 1v1 engagement. The other player can even have the same weapon as you, and that player can even “spam” his weapon at you where bloom would reach its maximum effect, but by chance he is still able to land all of his shots and kill you quickly despite the randomized bloom being in place to prevent that, only in theory. Even if you were to “spam” the gun yourself like the other player did, there’s still a solid chance that you would just lose the gunfight anyway. Half the time, you cannot win no matter what.

My point of bloom reducing the skill ceiling still stands. Tap-firing or pacing your shots have no guarantee to them, because the point of bloom (or high gun spread) is to make gunplay inconsistent and there are going to be times that whether you’ll win or lose will come down to chance rather than your own merit.

It’s not enough spatial awareness in my eyes, because as long as the sniper’s on your screens view, you will see that glare through merely your peripheral vison. Also, I find quick-scoping a good way to get around its glare anyway since it won’t show unless you aim-down-sight. It’s practically no different than having to take the time to line up my target whilst zooming in for awhile and it’s not hard to do.

The point is that a lot of skilled players may still able to keep themselves hidden with the sniper for a good while despite this, so I don’t think that it would do so much to hinder them in any shape or form in the long run.

The Sniper Rifle is power weapon. Power weapons are inherently unbalanced and they’re literally meant to be fought for and abused because they matter that much. Besides, the sniper in Halo Infinite has less starting ammo than it did in every other Halo game (8 rounds vs 12) and that’s a real big deal to the weapon, meaning it won’t be used, less so abused, for very long.

so someone found a new thing. Sniper on mouse and keyboard have negative aim assist

I feel like halo 5s busted broken sniper rifle is exactly why we have what we have today. A means to prevent the ridiculous generous no scopes of that game from broken AA and BM. Like…sure if felt great to do them…but you’re essentially mastering a very broken mechanic. Lading shots that should never have counted in many circumstances.

Keyboard on mouse on MCC can easily hit all 4 no scopes thats why.
But in hindsight, it is a power weapon so I dont know

Well it was fine in Reach, idk about 4 and 5 but I feel like it was just as fine there. But I wasn’t paying any special attention to that

Remember when fighting for the snipe meant something? With the laser BR its almost a dewth sentence nowadays.

H5 may have been to easy. but i ratger have a good time with jt and get killed with it on the other side than this nerfed BS what we have here. In ranked its BR only… and uts getting so freaking boring…

But halo 1 2 and 3 snipers were like that being able to take care of someone at close or long range. Hell why not use Projectiles instead of bloom like halo 3 did surely that’s a better thing to do.

Wait what.

Have you played any halo games?

Seriously 1,2,3 reach and 4 the only weapons that were able to ads were the Precision weapons and the rocket launcher/ fuel rod the rest were hip fire.

The AR, needler, plasma rifle, brute shot, shotgun, sword, hammer, smg, plasma repeater, plasma pistol, brute plasma rifle, spiker, scatter shot, suppressor, bolt shot, saw, sticky Detonation etc were all hip fired weapons.

You could say that lore wise we ads however lore wise plasma should one shot marines ( which it doesn’t) and that hard light weapons would be op.

Lore and gameplay are two different things when balancing a game.