EazyB said:
For the new page:
In the name of science I conducted a few controlled experiments with the reticule bloom to test the extent of the randomness it produces, specifically it landing hits when the reticule is not on the player.
Here's the films of the 4 games I played, no one should bother rendering them as they're long and the purpose is to see the reticule, furthermore it's much easier to see where each shot lands by viewing it in theater and slowing it down.
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Here's a pic of what I'm talking about. This is the shot that kills the player:
The reason it did so is because the bloomed reticule made the bullet land in a random location within this greater radius:
This bloom adds too much randomness in the gunplay for my liking and adds more frustration than fun or skill.
So I watched two of the vids this morning (Only two actually Downloaded to my xbox for some reason)
Those random headshots happened in about 1/70 shots, and getting a random luck body shot. I didn't do a full tally, but it seemed like you'd get a lucky headshot about every one in 10 kills, and in those one in ten, it took an average of a magazine and a half to get it. I'm saying 1/70 because I'm dropping 2 shots from the start of each kill to account for the starting accuracy, but not from the second magazine because it doesn't reset your bloom when you reload.
About 6 out of 10 kills you would get 3 body shots to get the kill while the reticle didn't cover the person. These would also take an average of a magazine and a half to maybe 2 full magazines, and in about a 1/4 of those situations you would have to strip shields repeatedly to get a total of 3 body shots.
The Other 3 out of 10 kills were the most interesting, they came from when you would get Red Reticule at some point during the shooting, I'm guessing due to the random kick of the magazine? Once you achieved Red Reticule, standard and headshots landed much more consistently. In those situations you would generally kill within a single magazine. often in 2/3 of the magazine. In one of the vids on sword base, you can see a time where you don't hit a single shot with the reticule off the player, then when the reticule moves just a bit to the left, on the shoulder of the other spartan, and turns red, you hit roughly 3/5 shots.
So it seems the game anchors the spread of your shots to the quality of your aim in some way. I'd love to see some more testing on this stuff, but it will probably have to wait till the fall, as I'm sure this will all be tweaked.
What I did see though, was a system that fundamentally rewarded accuracy and timing. Bad aim and spamming the trigger would require between 3-5 full magazines, each taking nearly a second and a half to pull off to get a single kill. in the meantime, a sure shot pistoler, who keeps their bloom in control should be able to get the kill in about 2 seconds. At the ranges you demonstrated, the player who has better aim, and knowledge of firing rhythm is going to win that fight almost every time. In fact, I'd say they are going to win that fight far more often than they would against AR charges in Halo 3 or against Dual Wielders in Halo 2.
You don't like the feeling of randomness, and no statistical argument is going to change that, but your images also suggest another issue you have with the game, that scrubs (like me) can pull off kills by spamming with poor aim, and I think your vids show pretty well how rare it is to get gift headshots, and difficult it would be to get gift kills against an opponent with any knowledge of how to play.