Why is bloom still here?

Video games aren’t supposed to be realistic. They are supposed to be fun above all else.

Mhm

Mkay

Yes

Indeed.

Exactly.

That’s one big assumption which completely disregard other possible measures taken to limit the weapons’ optimal range, like, controllable recoil, where for instance you’d have a slightly more difficult time re-aligning your aim on a target the further away it is. Projectile speed which ensures that leading will be more difficult at longer ranges, and, a potential bullet drop where the game could calculate the angling of the weapon automatically inside a certain range but outside of that you’d have to manually compensate for the arc of the projectile to be able to hit on target.

Lest we forget about scoping and it’s magnification values.
Like, a BR has traditionally had a 2x magnification while snipers have had a max of 10x magnification. Even this plays in on a weapons reliability at longer ranges.

But, for the sake of the argument, yeah. If developers don’t use other means to limit a gun than introducing randomness, then sure, it’s usable outside intended range.

Sure.

Congratulations to players with perfect aim, on achieving that. Being that good should according to me be rewarded in some way, and what better way than getting kills?
It’d be kind of sad to practice your aim to perfection, and then have a game mechanic go “nah, you not hit this one” when you pull the trigger.

Let’s look

What?
Sounds like recoil.

Do we have maps where these long range engagements happen on a large enough scale that adding RNG spread is required to be uniform across the whole title?

Also, can still fire slightly faster than optimal wait time to not achieve full accuracy, and still get RNG hits.

And then we ask ourselves if those long range encounters are more frequent than closer encounters where RNG and spam matter far more.

And you still have RNG play a significant role at specific ranges.
If bloom doesn’t matter close range, and is used to “balance” long range encounters which I suspect are rarer than medium range encounters where then spamming is far more favourable, then we’re left with:
-Short: Bloom doesn’t matter
-Spamming matters
-Advised against but regarded to be outside the weapon’s intended range.

You’ve now introduced a mechanic which in most encounters will still result in spamming, and as such be subject of RNG kills, in order to limit the weapons usefullness outside of its intended range, encounters which hasn’t been frequent to begin with.

Only if the weapon was meant for long range, and it’d only be used at long range could that have some merit, but considering the closer renged parts of Halo are plentiful you affect those parts a lot.
You’re taking a sledgehammer to insert a screw into the wall for a painting.

Plenty of different alternatives to keeping a weapon’s range limited without compromising other ranges with RNG, which is what people are not fond off.

Other than that, I don’t see how the logic is flawed.
Do you not have a potential to get random kills quicker than pacers if you spam?

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It’s absolutely required to stop precision weapons from dominating the sandbox like they traditionally have in Halo.

This. RNG has no place in core gameplay in a competitive FPS

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Apart from, you know, recoil, bullet drops, projectile speed, zoom magnification, and damage drop off. Which all affect a weapon’s effective range in their own particular way without resorting to randomness.

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The one thing that every Halo game since H3 has done is make the AR more and more satisfying for its sound but absolutely horrendous for visual effect.

I HATE IT WHEN MY AR FUGGING JIGGLES SO DAMN HARD.
I fear my AR actually just coming apart, and it sometimes makes my eyes go blurry with all the excessive visual feedback.

I don’t really agree bloom is RNG because it’s a fixed predictable behavior.

Lay off the trigger if you are missing, most shooters have recoil effects. Using the AR from medium range? Tap the trigger don’t hold it.

People don’t really want to admit RNG isn’t as RNG as they think it is. There is a SET PACE to the rate of fire a weapon has. then it is accurate to the Circle of the scope. So first shot is Exactly as all halo games did before. 2nd shot Is too if you delay the shot (which in most cases is prolly less than .2 seconds)

For example, I have become MUCH better at using the sidekick now that I can shoot at the designed pace of the gun. Most of my MISSES are from literally missing. I don’t hit the trigger like a wildman unless they are taking up the entire screen.

Now the player collision, that’s a much bigger problem, because In situations I would Barrel stuff someone, I end up Shooting behind them because I phase through the guy.

Why shouldn’t better players be rewarded for being better?! What is this nonsense! If Im good enough to hit someone because i can control the recoil or spread pattern I deserve that kill. Bad players don’t deserve to kill me. Skill should prevail 90% the time.

Not this time, now it’s mostly designed for competitive and the majority of players play for fun. Bloom is terrible. It’s weird that pros got such priority because without casuals, there’s no one to market HCS to. For this to be possible, casuals have to enjoy playing the game to build curiosity… there’s a lot of talk about mass exodus and boycott of the monetization model. Things look bleak early.