theb0xmIke said:
yeah not because Cod did it.
Halo pretty much introduced me pretty much to FPS gaming. After this event i got into BF2/2142 for a few years and while gaming on the PC i realised i wished how Halo would have something like bloom and bigger battles like PC gaming. I don't want to argue with anybody but it's honestly how i feel.
Bloom makes you pace your shots and makes you think about the situation. 2142 made this very apparent to me and gave you a massive skill advantage when used in the right situation.
(Krylov FTW)
Dude you can't really compare it to any type of "realistic" shooters. Where precision doesn't matter as much as sqeezing off those 3-5 full auto bullets into someone before they do it to you.
Halo has ALLLLLLWWAAAAAYYYYS been about precision gameplay. I would say similar to Quake but that's not true because in Quake you generally don't aim for the head, just aim for their fast as fuck bodies.
Halo is one of the only shooters where headshots make all the difference. And with mechanics like bloom, it makes everything inconsistent. I'lll give my reasoning later in this post.
Tashi0106 said:
So is it fair to say that because you mostly play shit gametypes that it has skewed your perception of bloom?
I play standard reach matchmaking in various playlists, not just one
Nah, but I'll give my reasoning behind bloom is bad. Maybe you can explain what makes it so skilfull and good.
soldat7 said:
HaloGAF has been complaining about the effects of lag and host for years. Complaining about bloom on the DMR is akin to complaining about the BR, melee, and sweep sniping of yore.
You said bloom = skill before right? Alright, let me try and explain the anti-bloom point of view.
I'm a pretty good Halo player. Better than the vast majority of the Reach player base. I tend to pace more than I spam. and I win DMR battles more often than lose. Anti-Bloom users complain about not being able to land a final killing blow because of bloom. People say to Pace. It's more complicated than that.
At a far enough range, a pacer will ALWAYS win.
At a close enough range, a spammer will ALWAYS win.
But it's not that black and white. There's this sketchy gray area in the mid range where if you simulate spammer vs pacer fights it could go either way. And even if its skewed more to one side than to the other, it turns into a probability match. And that's terrible design.
If it happens only once per match (and it happens MUTLIPLE times per match...) its bad enough. The fact that I can have better aim, dexterity, pacing, and someone can win by getting a lucky spam is a terrible design choice.
The other problem is at the DMR's optimal pacing it fairs painstakingly slow. Spammers will be able to strip shields like crazy. What this does is nerf the individual. In the previous Halo's I felt I could take on 2 mediocre players at the same time given perfect aim by me. I can't do that in reach. One firefight will leave you too crippled to continue fighting until you wait for that long ass recharge time. This has a lot to do with the movement speed and sluggishness (inertia) of the spartans, but bloom is a contributing factor as well. Only time I've survived 2 on 1's is by getting lucky spams off.
In summary, DMR battles have a gray mid range area where the line between spamming and pacing is blurred, leading to frustrating and inconsistent experiences. And bloom cause the individual to be gimped in any battle.