It's funny that you're all talking about bloom now, because I just started playing Squad for the jackpot and was thinking about how much bloom annoys me.
What was its original purpose, anyway? to add a risk/reward mechanic?
To stop weapons being CRAZY strong at distance. Having to pace shots to kill at range made weapons like the sniper much more effective its a way to balance the sandbox.
However alot of the community misunderstood it and always paced or always spammed and it added a horrible random element to the game because obviously at medium range you could spam and have a percentage of every shot hitting while another guy paces and gets donged on.
Its a good idea in theory but for a game like halo it wasnt a perfect fit on all weapons. Looks like it might work better in Halo 4.
BR no bloom
AR Bloom
DMR bloom
is where we sit currently i think,
AR no bloom limits it to close range essentially the chance of hitting the needed amount of shots to kill at anything but close range must be VERY low
DMR with bloom makes it a better distance weapon but still usable up close if inaccurate when spammed.
BR no bloom is the sweet spot, i doubt it will have DMR range but its going to be the go to mid range weapon i think.
I hope to god that something is done about the needler, in reach TU its horrible (in normal reach its horrible) seems like the hardest gun to balance if thats the case id rather it was just cut.
And while im talking about weapons. Frankie grab the SMG tags from halo 3 and slip them into halo 4 code pls