It just needs to be consistent within the ranges that most players wish to engage in combat.
I was always a closer fan to how HCE did it, especially in regards to executing headshots. It combined random bullet spread and hitbox magnetism to create consistency and a good feel for console FPS. I’m also not talking about the PC ports of those games which had a different feel.
Halo’s hitbox always has had it where there is magnetism around the outer edges and none within the those edges.
So, let’s use HCE’s M6D for example:
- when aiming the M6D, you were likely to miss shots if you aimed directly at the head. This is because there was no magnetism and you could actually be hitting under the head’s hitbox, especially if you did not pulse fire for more accurate spread. However, you could get highly consistent outcomes by aiming above the head. (it was a huge part as to why the game had a large skill gap, and this single-most important tip allowed me to be one of the best 3-shot players at my college)
In Halo 2, something changed. I’m not sure exactly, but there was lot more emphasis on having height advantage because you could not as consistently execute headshots in the same way as you could in HCE when aiming upward. But, I can’t criticize that game too much cause I still like it the most out of the series, despite its plethora of game-breaking bugs.
Halo 3 is where things started going down this bloom path. They began to try and fix problems that weren’t even problems, by trying to limit engagements within certain ranges, etc. Thus, brought us the BR Spread thread which might still be alive today, lol.
- since the spread was so wild this made apparent how inconsistent Halo is and always has been to its core, and bullet magnetism couldn’t save it. Now, when aiming at the head, it was more common for bullets to randomly hit below the chin where there is no magnetism, and similarly, when aiming above the head, bullets would randomly hit outside of the magnetism range. There could be compensation by the player to “sweep” their reticule across the head area, therefore increasing the chance that all bullets hit within the magnetism range, but no guarantees.
It didn’t fix the problems that they were trying to fix, thus as to why bloom came in. But, it wasn’t executed well.
You now have it designed in a way that by firing faster, your bullets become less accurate to control range. But, fire them at a specific (slow) pace, you can fire with super-accuracy. Believe it or not, but this was what the competitive community were advocating for.
The problem, however, is now it forces players to need to pace shots slower than they want to engage at the ranges which most players want to fight within. And, at closer ranges, it encourages players to fire really fast, resulting in battles determined more by who fired more rapidly.
Ideally, it should be like this, in my opinion:
- No major advantage to TTK for using auto-fire vs pulse-fire - Fastest RoF with pulse-fire is consistent - Adjusted head hitbox and magnetism to be smaller and more above the head, but still enough for a good consistent feel - Range is controlled mostly by distance from reticule to target and percent of target within certain area of reticule.