Reticle bloom is more than just the way the reticle expands when the player shoots. What we actually have done is take control over the maximum radius of the cone of error that expands as the player fires. The actual UI bloom is just a representation of a feature that has been in Halo since the beginning. The colloquial BR Spread from Halo 3 was this same set of variables, just implemented differently. The same goes for the Halo CE magnum, where holding the trigger down resulted in less accuracy than pulling the trigger rapidly.
What makes Reachs implementation different from previous games is that it was applied to medium range headshot weapons with the goal of enforcing a cadence. Cadence here refers to the pacing and pattern in which the player is expected to fire the weapon to maintain accuracy. For the Needle Rifle, for example, the optimal cadence is to hold down the trigger for three shots, then let go and hold it again for three more shots, then deliver the seventh shot to the head.
Ultimately, bloom and cadence (among other features) were specifically designed to give Reach a slower pace than previous titles. However, a couple of notable features have arisen from this decision: for starters, cadence is easily interrupted in Reach. In fact, many of the Armor Abilities are almost explicitly designed to do that and waiting for that fifth DMR shot to be ready can be really frustrating when you lose the race against your opponents Armor Lock energy recovery. Second, shooting to cadence is really only a valid tactic at range; the closer you get to your opponent, the less cadence applies, and players both casual and competitive can attest to how spamming the trigger actually becomes the more reliable option here. So, ultimately while the goal was to make the weapons feel more sophisticated and add a layer of skill required to use them, the net result has been that medium range weapons such as the DMR feel unreliable at their intended range, and trigger spam has not been discouraged.
What we can do is adjust the maximum cone of error on all headshot weapons (except sniper rifles) for any gametype based on a percentage of its default value. The obvious example that we used at Halo Fest is 0% bloom, which guarantees that the DMR, Needle Rifle, and Magnum are going to shoot exactly where you point them, every time. We could, if we wanted to, raise the bloom to 300%, making it so that said weapons become even less accurate over sustained fire, and take longer to recover their accuracy. Not that wed do that. Especially not to the MLG playlist on April Fools. Why are you looking at me that way?
Anyway, this is a powerful tool that we plan to use in very controlled instances. Our primary goal is not to simply strip away bloom from all gametypes. What weve found is keeping some bloom actually allows the headshot weapons to feel more rewarding and reliable without overpowering them. In fact, the number were currently sweet on is 85%. At a 15% reduction, the DMR feels a lot better, without the Needle Rifle becoming Dolphin Gun, Destroyer of Worlds. In that way, we may find ourselves with a happy medium. Thats not to say that Zero Bloom doesnt have its place in this new world order. It certainly does, but trust us: with zero bloom in place, the Needle Rifle becomes (and should be treated like) a power weapon. As such any implementation of zero bloom will be in a place where we dont likely expect players to necessarily want to pick up anything other than what they start with. Unfortunately, we cant make this user-facing, so players will not be able to experiment with bloom themselves, but we plan to release multiple gametypes with varying bloom settings.