Blah.. Idk what to think. it was fun in halo 2. Maybe in reach too, but I just got used to the bloom and overall gameplay of Reach..
Blah.. Idk what to think. it was fun in halo 2. Maybe in reach too, but I just got used to the bloom and overall gameplay of Reach..
I just wanna point out that, no matter how fast you shoot a gun, no matter how little control you have over where the barrel is facing, the bullet will ALWAYS go EXACTLY where the barrel is facing. It just gets harder to control where the barrel is facing the faster you shoot. With bloom, if you're shooting fast, the bullet only goes in the general direction of where the barrel's pointing. Not very realistic.
If I had things my way, we'd have recoil, not bloom. A DMR with no bloom and little recoil is asking for trouble to me.
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# of BLUE'S KILLED: 1174 - First REDD member to 1000 kills.
# of DEATHS VS BLUE: --
KILL TO DEATH RATIO VS BLUE: --
VBD RECORD: 19-1
That isn't blooms fault, that "luck" is coming from the hitscan system.
Hitscan:
You have a circle (DMR Crosshair)
Within that circle based, on how much of that circle your target covers. Gives a percentage of how likely you will hit your target. COD uses a hitscan system for all weapons. Halo: Reach uses it for only a few weapons.
Now if you take away bloom then you lose the skill of being able to time shots at distanced and the DMR basically becomes a less powerful sniper rifle that fires faster and will be slightly less accurate.
For hitscan the bullets you see come out of your weapon aren't physical. The second you pull that trigger is the second the bullet hits it's target. Meaning that the if their is no bloom that at a range the DMR is far to accurate and becomes more Over Powered then the BR in Halo 3......
I said "at full bloom" meaning that you've been spamming your DMR so much that the bloom is full, meaning you are insanely inaccurate. Having a real gun and shooting from the hip (assuming it is automatic) for 2 seconds, and the likelihood you will hit the target is about 5% per shot. Being spammed can be very irritating indeed. However, they only get the kill about 5% of the time. The other 95% of the time, pacing the shots gets you the kill. The small factor of randomness helps to keep the game interesting. You have the option to take the 100% shot. If you want, you let the bloom reduce and then shoot. However, if you want to take a risk for a lower hit %, then you are able to do it. As I said before, it allows it to be versatile. Being able to choose how likely you want your shots to be versus the time between shots makes it complicated to use.
You may not think it's fun, but I find it to make the game twice as interesting. A degree in randomness is always a good thing as I see it, otherwise you'll be like "crap he got the first shot, there is no way I can come back" instead of "crap he got the first shot, I'll need to take some risky shots to have a chance to win". That makes the game interesting. If they are just options, then I fully support it. However, if it is an overall change that effects everything, then it is bad in my opinion. Bloom represents recoil. In my opinion, bloom is better than having your weapon swinging around your screen constantly so you can't see anything...
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am i the only one here who actually likes bloom?
most of these changes make no sense... bleed through was something that was only in previous games cause of engine limitations.... halo 1 - ODST all used the same engine but just upgraded as they went along.... Reach used a completely new engine which allowed them to do it the way it was meant to be and its not like Bleed through on beat downs will make a difference.... 1 melee does just enough damage to kill some one with no shields (as you can't get a melee headshot) when you have no shields your health is the same (or just a little weaker but not a super significant amount) to everything but headshots, headshots do more damage with no shields... notice it still takes 4 more shots to the body to kill someone with no shields? so if some one bum rushes you to do a double melee, you would still have to take out his shields and melee him before he gets close enough to do the same... which is what you do now.
AL nurf makes no sense... why would nades take you out of it? it would make more sense for maybe a overcharged plasma pistol or concussion rifle (bouncing the person off the ground and out of AL)... the only thing they need to fix with AL is the splash over on spartans... which they kind of did as its only DMRs, Pistols, snipers (both) & NR that can't hurt some one or stop their shields coming up.... AR stop shields from recharging when some one comes out of AL
and weapon bloom wouldn't be an option... it would give some players an advantage over others.... and the only problem with the current bloom is when spamming the bullets never fly out more to the size of the reticle, they are more often still fairly accurate... if they would increase blooms effects it would be much better... not remove it only for DMR as that would be stupid.... and if my AR didn't have bloom you can be a lot more people are going to be fucked up by it and my K/D spread is going to go way up
Whats your zombie plan?
There are two kinds of people in this world; those that have a plan prepared for when the zombies take over the Earth, and those who don't.
We call those last people DINNER
If you are so much more skilled then they are, don't fall for it. I find it easy to beat them, either by putting the 4th shot and finishing them off with a melee simultaneous to their first melee, or just 5-shotting them.
I find being double-beatdowned an extremely rare thing, so I don't really know what you are complaining about... I find random 'nades to be more irritating. Someone didn't read the thread... xD
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