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No that's not better. I never said the bloom in Reach was perfect. Bungie could definitely tweak the settings to make random shots less likely.
That said, the 'hammer out four shots to center mass, breathe, line up the headshot' method typically works well for me. But I'm not an Onyx player so...
Nutter said:
Let me guess you like Reach more than any other Halo game (talking about MP here)
Yeah. I've put hundreds of hours into every Halo game, liked every one more than the last.
K/D (1.5), W/L (65% or so), and Rank (40s, or Gold) have been consistent across all three of the online games, so it's not a matter of me liking the games better cause I'm better at them. I just like the evolution of the Halo sandbox.
I'll never claim to be an amazing Halo player, BTW. And I've always admitted that the game may play entirely differently once you reach a certain 'elite' level where every issue or exploit is magnified 10fold.
Kuroyume said:
Where did I say there shouldn't be different weapons in the game?
Btw, what is up with this argument? It's always taken to the extremes. You're not the first person I've seen on here to write something similar to that. Oh, if the DMR didn't have bloom no one would pick up any of the other weapons. No, wrong that is absolutely incorrect. Pistol, DMR, NR, Sniper etc. I use them all the time. You're kidding yourself by suggesting no one would ever pick up a sniper or a set of rockets if they had a DMR/BR at their hands without any drawbacks.
I just want to see them stop shoehorning weapons like the AR and Plasma rifles into the game. Nerfing other weapons like the pistol to accomodate the AR is bullshit.
So basically the only weapons they'd put the overpowered DMR down for are POWER weapons designed to turn the flow of battle? Yay.
I prefer more combat variety (more weapons, tactics, environmental variability) to less (few weapons, same battles repeated, large open areas).
I'd rather see more weapons in play than fewer. Obviously there's a breaking point where weapons start overlapping roles in the sandbox, but that's not the case with Reach. Every weapon has a purpose and is effective at that purpose.
How else would you define skill in an FPS? Isn't that the basic fucking gameplay mechanics of the genre?[/QUOTE]
It's a key component of skill, but it's only the mechanical part. You can train a monkey to aim at something and push a button quickly.
There are other components to skill:
Skill is adapting to a changing battlefield on the fly.
Skill is choosing the right weapon for the job, and using it effectively.
Skill is knowing when to engage, when to retreat and reacquire.
Skill is using the environment and equipment (grenades, AAs, whatever) to maneuver the battle into the range/situation that benefits your weapon(s).
Skill to be is having somebody get the drop on you and being able to win the exchange regardless.
Skill is decision making - weighing the advantages and disadvantages of each AA for example, and choosing the right one for your play-style, your role on the team, or to counter the AAs being used by opponents.
Skill is communicating and coordinating with a team.
If skill were purely and entirely a matter of shooting the other guy in the face before he shoots you, then the only FPS that tests skill would be one where 1v1 battles were fought with a single weapon in a large, white, cubic room.