So the Halo 1 pistol had bloom. Gotcha.
lol, you guys got baited into arguing with Noobs AND Fyrewulff?
No. No no. NONONONO!The Halo 1 pistol has bloom exactly like how Reach's bloom works. It just wasn't represented in the HUD.
No. No no. NONONONO!
http://www.youtube.com/watch?v=1MVYAMgdRLc
Tapping trigger is a constant spread, holding trigger is when it goes instantly spastic. Nothing like Reach's.
You say this like it would have been a good thing...People would have had to actually treat a handgun as a sidearm?
lol, you guys got baited into arguing with Noobs AND Fyrewulff?
So the Halo 1 pistol had bloom. Gotcha.
Why would you ever hold down the trigger of the pistol in CE?
Recoil in Halo 2 was stupid. It did nothing to make the sniper harder to use in 3, either.
Don't make us prove it to you again. The Sniper in 3 is much harder to use than the one in Reach.
Sometimes I feel like this thread is on repeat.
Sometimes I feel like this thread is on repeat.
Sometimes I feel like this thread is on repeat.
The Halo 1 pistol has bloom exactly like how Reach's bloom works. It just wasn't represented in the HUD.
Recoil in Halo 2 was stupid. It did nothing to make the sniper harder to use in 3, either.
As the gun continues to fire automatically, the area in which the bullets land increases. As the guns in Reach fire continously, the area in whch the bullets can land increases. Please explain to me how these mechanics are different. The Halo 1 pistol and the Halo 3 carbine both have bloom. You can cancel the H1 pistol's bloom due to a bug that cancels the increase when you mash the trigger. This bug is replicated in the Reach Anniversary 3K pistol.
Sometimes I feel like this thread is on repeat.
As the days without Halo 4 news increase, the retarded conversations and arguments rise in HaloGAF.
Reach is a step back from the trilogy but it''s definitely not a bad game. I can't think of another 360 shooter outside of Gears 3 and Halo 3 I'd say is better.
Lately, the more I go back and play Halo 3 the more I like Reach. The netcode in Halo 3 is beyond terrible after playing Reach all this time. I'm one of those people that adapted to bloom and AA's in Reach. I just want my teammates and the other team to have solid connections at this point.
I will honestly say that if Halo did not have the pistol like it was, I would not have cared about its multiplayer.People would have had to actually treat a handgun as a sidearm? Halo 1 was more than the pistol.
The pistol was being shot as fast as possible and all the shots landed within the static crosshair. That's not like Reach's. Even the AR works like that in CE, spam trigger, shots are inside the crosshair. Hold trigger, shots then go outside the crosshair. The actual pacing isn't affecting it.Still works like Reach's. You're not even at pacing range in Reach terms. You only pace in Reach when your intended target < size of the reticule.
Lately, the more I go back and play Halo 3 the more I like Reach. The netcode in Halo 3 is beyond terrible after playing Reach all this time. I'm one of those people that adapted to bloom and AA's in Reach. I just want my teammates and the other team to have solid connections at this point.
edit: Actually, know what? Not even sure why I'm going around in circles again after both developers have confirmed bloom already existed as a mechanic in previous Halos. Every gun in Halo 4 should work like the Halo 2 BR - spreadless and bloomless. Nobody will be inconvienced with having to actually learn a weapon.
Guys, I don't know why you hate Armor Lock so much. It has existed in every Halo game, it just worked differently and was called Overshield.
Guys, I don't know why you hate Armor Lock so much. It has existed in every Halo game, it just worked differently and was called Overshield.
Guys, I don't know why you hate Armor Lock so much. It has existed in every Halo game, it just worked differently and was called Overshield.
.It's been explained to you countless times that the implementation was very different and more pervasive in Reach; it's well established that bloom existed in the previous games. Just because it existed in limited form does not make it the same thing. Specifically, its application to precision weapons is very much new to the series (and enormously detrimental). This topic only goes around in circles because you can't seem to realize this.
and [URL="http://www.walmart.com/ip/Halo-Reach-Legendary-Edition-Xbox-360-Xbox-360/14262195?dest=9999999997&sourceid=19071467853271221086&wmlspartner=aB8BeTfRgb8?wmlspartner=FKSJxY2VJAk&sourceid=21606798221316268225"]Halo Reach Legendary Edition for $50 at Walmart.[/URL][/QUOTE]
Of course. And they were saying Reach was going to be even more limited than the Halo 3 LE which was supposed to be extremely limited as well.
Sometimes I feel like this thread is on repeat.
All I'm hearing is...
Vanilla bloom bad.
TU Bloom Tolerable
Game designed around zero bloom best.
Make it so Frankles and Ellis.
1.2: Fix headshot bleedthrough. Keep melee bleedthrough. Fix the damn vehicles. Reach becomes fun for the first time in its life.
For real. Next time someone makes a HaloGAF cycle pic they should add arguing about the TU.
But I think bleedthrough should probably be axed except for the Anniversary gametypes. Reach had excellent damage feedback and even though I have way more fun playing TU games because of reduced bloom, I still get pretty annoyed when I get head shotted when I still have shields.
[snip]
Regarding bloom, I prefer no bloom in my Halo games but 85% feels right for Reach's sandbox, except the Needle Rifle. In fact, it feels like it should have been 85% from the start, it just plays so much better. How does it break the sandbox exactly? The junk weapons like the Plasma Repeater are still junk, nerfing precision weapons isn't going to change that and shouldn't be the method of making these weapons more effective. The AR's effectiveness at mid-range is reduced and that's a good thing for a weapon that's full-auto, has a huge reticule, ridiculous bullet magnetism and is just an all around easy to use weapon. The Needle Rifle got a buff but it hasn't been proven powerful enough to change the meta even if it is a bit silly. If they can add bloom back to it without affecting the DMR and Pistol then whatever, that's fine with me.
Master Chief has to learn each weapon. His targeting systems aid him in doing this. The enemy is hmm, mid range, I guess I should use... god. Fuck is this hard. Cortana, what nondescript peashooter is optimal for this range?
1.2: Patch out bleedthrough, make the pistol strip shields on the 4th shot. Reach becomes playable again.
Fabulous, Flawless, Diva :3saikundancinghalvenaked.jpg
For real. Next time someone makes a HaloGAF cycle pic they should add arguing about the TU.Sometimes I feel like this thread is on repeat.
1.2: Patch out bleedthrough, make the pistol strip shields on the 4th shot. Reach becomes playable again.
Rehost .gif please.For me, the sniper in Halo 3 is by far the hardest one to use in the series.
It is
NEEDZ MOAR EMILIA
Sometimes I feel like this thread is on repeat.
The thread is on repeat because there's literally no news. We haven't had anything new to talk about besides the occasional MLG thing.
What movie and context is that? I wanna say J. Edgar, but I only saw glimpses of that at work.
Get rid of melee bleedthrough as well, since it makes the AR overpowered at close range. The only way you can keep melee bleedthrough is if the rest of the sandbox is retweaked. Since 343 is not going to do that, all bleedthrough goes away. Also delete banshees from every map as long as they're not going to patch that vehicle either. The only place it can stay is on Classic Headlong and Boneyard Invasion. Bleedthrough in all it's glory can remain in Anniversary Classic.
It's the HaloGAF cycle for a reason.The thread is on repeat because there's literally no news. We haven't had anything new to talk about besides the occasional MLG thing.
Yes yes yes yes.[good ideas]