Your opinions on: Flinch, Descope and Bloom

Would really like to know what people think about these mechanics. Whether you like them or not and why, etc.
I am really stuck on what I think should be done, I found flinch annoying but I guess the more skilled player is the one who can recover and I do thing more flinch would slow down cross mapping DMRs, as would Descope. However I find it frustrating how being kicked out of aiming down sights because someone far away got the first shot on me from their camping spot making it very difficult for me to effectively retaliate now because I cannot see them as well, also they have the 1 up already. Bloom however is a difficult area as I believe it completely depends on the map size. I found in Reach I was constantly being rendered useless at medium-long ranges due to massive bloom, but in Halo 4 cross map DMR battles are problematic.
So I believe it will be quite difficult for 343 to find a nice harmony.
But that’s just my uneducated not well thought out opinion so what does everyone else think?

I think descope should be the norm, but with a “focus-mode” option that would allow a player to flinch instead at the cost of movement speed and mobility while zoomed in. So basically, while zoomed in you can push/hold a button to toggle between the mode.

I consider flinch annoying. I don’t really have anything insightful to say about it.
Descope, it’s strange. But it’s also pretty unique to Halo, and it works well. It doesn’t take away control.

Bloom is like the uncanny valley.

If there’s a ton of max spread, its consistent and not random. You will never hit anything spamming unless you’re at point blank, so your forced to pace. I’d argue this is favorable, as it allows CQC battles to end quickly while keeping the rest of the game at an even pace.

If there’s very little max spread, it’s consistent because the differences between spamming and pacing don’t exist. Though I’d also argue this makes it kind of pointless to have bloom to begin with.

If the spread falls somewhere in the middle, it’s inconsistent because people could or could not hit a target regardless if they are pacing or not because the differences between spamming and pacing are inconsistent.

I.E.

Of course I think, if range limitation is the goal, there’s several superior alternatives to bloom.

No bloom please and I would like to see de-scoping return because it is an unique Halo mechanic and took more skill than Flinch

> Would really like to know what people think about these mechanics. Whether you like them or not and why, etc.
> I am really stuck on what I think should be done, I found flinch annoying but I guess the more skilled player is the one who can recover and I do thing more flinch would slow down cross mapping DMRs, as would Descope. However I find it frustrating how being kicked out of aiming down sights because someone far away got the first shot on me from their camping spot making it very difficult for me to effectively retaliate now because I cannot see them as well, also they have the 1 up already. Bloom however is a difficult area as I believe it completely depends on the map size. I found in Reach I was constantly <mark>being rendered useless at medium-long ranges due to massive bloom</mark>, but in Halo 4 cross map DMR battles are problematic.
> So I believe it will be quite difficult for 343 to find a nice harmony.
> But that’s just my uneducated not well thought out opinion so what does everyone else think?

then you need to learn to be patient, flinching and descope i don’t really care about that even though my preferred one is descope.

> No bloom please and I would like to see de-scoping return because it is an unique Halo mechanic and took more skill than Flinch

no it didn’t descoping basically took you out of scope so reacquiring target was easier, flinch made it more difficult since you still were in scope so you would use longer time to reacquire target.

> I consider flinch annoying. I don’t really have anything insightful to say about it.
> Descope, it’s strange. But it’s also pretty unique to Halo, and it works well. It doesn’t take away control.
>
> Bloom is like the uncanny valley.
>
> If there’s a ton of max spread, its consistent and not random. You will never hit anything spamming unless you’re at point blank, so your forced to pace. I’d argue this is favorable, as it allows CQC battles to end quickly while keeping the rest of the game at an even pace.
>
> If there’s very little max spread, it’s consistent because the differences between spamming and pacing don’t exist. Though I’d also argue this makes it kind of pointless to have bloom to begin with.
>
> If the spread falls somewhere in the middle, it’s inconsistent because people could or could not hit a target regardless if they are pacing or not because the differences between spamming and pacing are inconsistent.
>
> I.E.

I was fine with pacing shots, but it really slows things down. TU Reach bloom was nice, and unlike Halo 4 I think it actually had max bloom to the point where you could miss. The TU Pistol made was great imo, because I could effectively kill a dmr user just as fast or faster depending on range…Then there is always crouching in Reach to tighten bloom.

Halo 4 bloom felt completely aesthetic. It may as well not be there. I don’t know what category TU Reach bloom would fall into you example, but I rather have that or 0 bloom.

Flinch out
Descope out
Bloom out

> <mark>Flinch out</mark>
> <mark>Descope out</mark>
> Bloom out

that would ruin immersion a little bit, on of them has to stay at least in my eyes

Remove flinch, return descope, revert bloom to whatever it was in Halo 3 and 2, if it was even present, I don’t know.

> Remove flinch, return descope, <mark>revert bloom to whatever it was in Halo 3 and 2, if it was even present, I don’t know.</mark>

it wasn’t

> Flinch out
> Descope out
> Bloom out

Descope is essential to the skill gap.

I have been shot across the map on Hemorrhage to no shields, only to turn around and defeat the person who couldn’t handle being descoped from the dmr shots. That’s what I like about Halo. Being able to turn on an opponent with low health and still have a fighting chance to make it alive.

You try that in the open, on Call of Duty, with your back faced to the enemy, and you will definitely always die. Flinch will not give you a fighting chance, nor will the very fast kill times in Call of Duty

> > Flinch out
> > Descope out
> > Bloom out
>
> Descope is essential to the skill gap.
>
> I have been shot across the map on Hemorrhage to no shields, only to turn around and defeat the person who couldn’t handle being descoped from the dmr shots. That’s what I like about Halo. Being able to turn on an opponent with low health and still have a fighting chance to make it alive.
>
> You try that in the open, on Call of Duty, with your back faced to the enemy, and you will definitely always die. Flinch will not give you a fighting chance, nor will the very fast kill times in Call of Duty

I just feel that your aiming shouldn’t be interfered with by game mechanics like that. You should have full control at all times. I mean, the pure arena shooter doesn’t have scoping at all, but it does have zoom and you’re not knocked out of it when shot.

I like bloom on the AR; it’s how automatics work. There’s an actual difference between short, controlled bursts and full-auto spray. That’s what makes the Halo 4 and Reach ARs so -Yoink!-: you could quickly use burst fire from the AR to clean up for a kill on a distant enemy in lieu of reloading your precision weapon, which takes longer. It’s risky, but the Halo 4 AR has a surprising range …

As for precision weapons, when I younger, I lived out in the middle of nowhere and my Dad would take me out to target practice with a semi-auto rifle, and if you don’t pace your shots, your accuracy will suffer. So even though it’s annoying in a video game, it’s realistic. So, I could go either way on that one.

Descope vs. Flinch is a hard one. My stance on it depends on which end of the sniper rifle I am on. lol.

> > > Flinch out
> > > Descope out
> > > Bloom out
> >
> > Descope is essential to the skill gap.
> >
> > I have been shot across the map on Hemorrhage to no shields, only to turn around and defeat the person who couldn’t handle being descoped from the dmr shots. That’s what I like about Halo. Being able to turn on an opponent with low health and still have a fighting chance to make it alive.
> >
> > You try that in the open, on Call of Duty, with your back faced to the enemy, and you will definitely always die. Flinch will not give you a fighting chance, nor will the very fast kill times in Call of Duty
>
> I just feel that your aiming shouldn’t be interfered with by game mechanics like that. You should have full control at all times. I mean, the pure arena shooter doesn’t have scoping at all, but it does have zoom and you’re not knocked out of it when shot.

Then it would just be see 1st, kill 1st boring gameplay. As for longer ranges go. What’s the point in fighting back if every challenge where someone is caught off guard will result in death. Descope works so well with Halo because of slower kill times and shielding…

Also, unlike flinch, you will always get your headshot kill even if you are descoped (assuming u don’t move the scope). Where as flinch actually moves your scope. We should have full control of scope movement. Descope is a traditional balance feature in Halo. It works, so I don’t know why they’d replace it with some generic flinching crap.

> > > > Flinch out
> > > > Descope out
> > > > Bloom out
> > >
> > > Descope is essential to the skill gap.
> > >
> > > I have been shot across the map on Hemorrhage to no shields, only to turn around and defeat the person who couldn’t handle being descoped from the dmr shots. That’s what I like about Halo. Being able to turn on an opponent with low health and still have a fighting chance to make it alive.
> > >
> > > You try that in the open, on Call of Duty, with your back faced to the enemy, and you will definitely always die. Flinch will not give you a fighting chance, nor will the very fast kill times in Call of Duty
> >
> > I just feel that your aiming shouldn’t be interfered with by game mechanics like that. You should have full control at all times. I mean, the pure arena shooter doesn’t have scoping at all, but it does have zoom and you’re not knocked out of it when shot.
>
> <mark>Then it would just be see 1st, kill 1st boring gameplay.</mark> As for longer ranges go. What’s the point in fighting back if every challenge where someone is caught off guard will result in death. Descope works so well with Halo because of slower kill times and shielding…
>
> Also, unlike flinch, you will always get your headshot kill even if you are descoped (assuming u don’t move the scope). Where as flinch actually moves your scope. We should have full control of scope movement. Descope is a traditional balance feature in Halo. It works, so I don’t know why they’d replace it with some generic flinching crap.

That’s ridiculous and you know it. Battles are determined by who has the better aim and strafe.

> That’s ridiculous and you know it. Battles are determined by who has the better aim and strafe.

i believe that battles are predetermined on a lot of variables.

POOOOOP

Descope works because the use of a scope acts as a bonus for knowing where the opponent is before they find you in Halo 1-3. By being found and struck, descope acts as a punishment for not being as stealthy, or not knowing how to strafe-dance enough to throw the opponent’s aim off. As a result, most engagements happen around 25 meters or closer in most common scenarios.

Flinch acts as a poor mechanic and replacement for descope as evident from Halo 4. By allowing the user to stay in scope with a predictable flinch, it can encourage more long range camping. On top of that, snipers and scoped weaponry gain an unnecessary buff by having the closer ranged guns’ only ability to keep scoped weapons out of their Red Redicule Range(when auto aim and bullet magnetism activates on the gun). Due to this, flinch doesn’t work well in a game such as Halo.

Bloom works well, but only on guns designated as close-medium range. This allows those weapons, mostly automatic weapons, to stay strong in their respective range without overpowering the precision weapons. Since Precision weapons all have a flat rate of fire regardless of the target’s distance, bloom works well for the close range guns.

Adding bloom to precision weapons creates problems. Since those guns’ mechanics is tied to a rule stating the most minimal amount of ammo needed to kill a target is to have the last bullet hit an unshielded head, adding a random factor that can make the opponent miss can cause frustrations to the player. Due to the nature of the gun, it is often better to add in a predictable recoil affect, seen from either Halo 4’s BR or Counter Strike’s recoil predictable recoil pattern.

This is my two cents on the matter. They have their place, but only of done right, with the exception for flinch.

bloom should be kept the way it is in halo 4 here it is a perfect balance.
Flinch should stay
Descope should be added back in
that would be good

I know a lot of people are saying things like “If sprint is in Halo 5, I won’t buy it”, or “if custom loadouts are in Halo 5, I won’t buy it”.
Well, if bloom (I mean Reach-style bloom) is in Halo 5, I won’t buy it. I feel that strongly. NOTHING about Reach frustrated me more than this terrible, flawed mechanic. “Lrn 2 pase shots tho” doesn’t work when I just out-DMR’d somebody and their 1-shot teammate is sprinting away back in to the base.

As far as descope goes, I want it back in. I absolutely can’t stand staying scoped while being hit. It’s something that’s been programmed in me from Halo, and it’s something I have extreme trouble adapting to in other FPS games, let alone Halo itself.