I do see where you're coming from, concerning the sandbox. With the TU, the majority of the sandbox becomes even more useless. However, I just cannot stand 100% bloom. I'd rather not use the Needle Rifle than to miss shots because the mechanics are so bad.
I think it is a problem of much wider scope than just the DMR and Needle Rifle, but I understand how some players would rather take 85% bloom and the sandbox hit if it meant the weapon
they use the most would be
just that much more consistent.
I just don't feel like the DMR, at the range
that I use it most, is that much better with a %15 reduction in bloom and I really don't like what it does to player movement and the sandbox, especially in BTB maps.
I tend to avoid combat at the far end of my weapon's range and play more defensively. Hence why I still play vanilla a good chunk of the time.
I like MLG, it is pretty fun with no-bloom because it fits with the rest of the limited sandbox
they already have. That includes the small maps with lots of cover.
I
don't think that Bloom is a great way to limit weapon range. It does sometimes slow down the combat.
At the least it is not as good a way to limit weapon range as something like Halo 3's BR fanning 3-shot burst.
I
love the ability to have the first shot hit targets out of your range, like how you could ping a sniper out of their scope,
but not kill him when he is out of range.
But of course, their networking combined with the non-hitscan nature of the weapon were an issue sometimes.
I wonder what a non-hitscan BR would be like with perfect networking?
I never lanned BTB in Halo 3, I would be curious.
Anyway, those are my two cents on bloom in Reach.
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Halo 4 on the other hand looks very promising with their Hitscan BR.
I just don't understand one thing, does it fan out like the Halo 3 one, or does it just drive your reticule upward? I have heard conflicting descriptions.
I also wanna hear about the Bloom changes on the DMR.
Next week?