With 85% bloom, I still think it's too much

Not the bloom. I can handle that. But the power. Really, the DMR has become obsolete. Same with every other weapon in the game against one: The pistol.

Just like Halo: CE, the pistol was much too powerful and killed in 3 shots to the head. In Halo Reach pre TU, it was about a whole clip before the person died, and that’s with aiming and timing. However, with 85% bloom, I can just spam the pistol and in about 4 shots, get a kill.

Doesn’t that seem a bit unrealistic? A sidearm that trumps the primary weapon? In my opinion, I think so. I don’t support bloom, don’t mistake this for that. I don’t like bloom, but I don’t like dying in four shots or killing in four shots. Just like the BR in Halo 3, it’s really sad to see someone four shot you. This time, with a sidearm.

Halo Reach’s pistol power was meant for bloom. It would balance it out so people would depend more on their primary weapon rather than their sidearm. Hell, a sidearm is pretty much used in the case that you’re out of ammo and don’t want to reload, or you’re just out of ammo. Sidearms are never meant to be treated as a primary weapon.

Suggestion? Tone down the power of the pistol. Halo Reach was fun at some parts, but really, I don’t want to play a reskinned Halo: CE. The pistol basically makes Halo: Reach multiplayer into an HD Halo: CE multiplayer. It’s fun at first, but really, after time rolls on, it gets annoying.

Long story short: Tone down some of the weapon’s powers, more of the pistol. People will flock to the pistol like they did with the BR, and anyone that played Halo 3 or is still playing Halo 3 can see that the BR controversy was basically the final nail to the coffin in Halo 3.

Five shots =/= full clip. The rest of your argument is invalid.

> Five shots =/= full clip. The rest of your argument is invalid.

Like I said, switch it to full clip use. Unless you skimmed over and screened out more than half of it, you’re not providing anything to discussion other than spam. When I read over your posts so far, I have the urge not to just report most of them for spam anyways. Now, other than saying “Your argument is invalid”, which it isn’t, are you going to provide anything to discuss? If not, I think our business is concluded.

> Just like Halo: CE, the pistol was much too powerful and killed in 3 shots to the head. In Halo Reach pre TU, it was about a whole clip before the person died, and that’s with aiming and timing. However, with 85% bloom, I can just spam the pistol and in about 4 shots, get a kill.

That’s becuse of bleedthrough, not 85% bloom. If bleedthrough were removed, you could not get a kill with the Magnum in less than 5 shots (four body shots plus a headshot), even with 85% bloom. [Note: I am not talking about the Anniversary Magnum, but the standard Magnum as affected by the TU.]

Puntificator’s right, your problem is with bleedthrough’s effect on bullets, it has nothing to do with any state of bloom. However, bloom does do a good job of balancing the pistol by taking away its long-range capabilities (to a certain degree).

> bloom does do a good job of balancing the pistol by taking away its long-range capabilities (to a certain degree).

No the random bullet spread takes care of that, the bloom tried to ensforece a flawed “optimal” candence and makes the pistol more inconsistent at all ranges.

I didn’t think Bungie would top the trashy spread on the Halo 3 BR but they did one better when they implemented bloom and random bullet spread on the Reach pistol.

Your entire argument is that it shouldn’t be powerful because it is a pistol.

What does its appearance matter? What if it were an assault rifle, or a shotgun with slugs? Would you still not want it to be a 4sk?