What exactly are you answering in my posts?
I’m not asking for a lecture on basic Halo: Reach knowledge, I’m explaining randomised spread based on user fire rate and how spamming faster than the opponent is beneficial for you.
I’m not even certain anymore that you know how it works, or don’t fully understand the statistics, probability and result it has on encounters.
You can yell all day long that Bloom is in to encourage pacing your shots, but that does not change statistical facts that you’re better off spamming faster than your opponent is.
Yes you do, you’re better off spamming as you have a chance of killing your opponent off before they kill you.
If I have a fifty-fifty chance of killing you, and I get to flip that coin three times before you get to flip yours which is 100% surely to kill me, I’m taking those odds and going for the fifty-fifty, three times.
How on earth does it not matter if you get a kill or not?
Better odds than? What exactly?
First to fifteen kills, I spam and have a 60% chance of killing you before you kill me, who wins?
If pacing increases your odds, what are the pro’s doing in the MLG Dallas Halo: Reach Finals: Status Quo vs Impact - Game 3 then? How come they’re top players if spamming should result in a loss?
No, I do not, I suspect you don’t understand the mechanical aspect of bloom.
When you fire your weapon and don’t let the Bloom reset properly, you get a larger cone in which bullets can randomly land. When it’s random it means it can land anywhere, this means it can be a headshot on an unshielded enemy, resulting in death. That is the randomness, that is the dice roll.
But it allows players to take a chance and spam it at lesser accuracy, with more bullets which may land where they intend it to anyway.
Those bullets may or may not land on their target, it’s random, it’s dice rolling.
Bloom isn’t random, the bullet spread is, where the bullet lands is random.
Because bullet drop, damage reduction at range and / or controllable recoil isn’t perfectly viable solutions to limiting a weapon’s range as opposed to introducing a mechanic which brings randomness to the equation.