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Posted by: Someguy798
If you don't have the mental capacity to read a lot, hit the back button. It's fairly complex, as I wanted to make sure all aspects of the BR functionality are taken into consideration.
Ok, so I know there are a TON of BR Threads floating around, and many offering some suggestions for a “fix. However, I don't think anyone has thought of this particular solution. I feel that this would be a very well rounded solution. It would get rid of the random-esque nature of the spread, keep the BR's role in the sandbox the same, and still allow newer players to pick up the controller and get some kills.
What I propose is, instead of having the spread of each bullet calculated within a certain range, make each bullet in a 3 shot burst have the SAME degree of error(All 1st bullets have same spread, all 2nd bullets have the same spread, etc) with the positioning AROUND the crosshair with that degree of error random.
Here's very simplistic drawing of how the spread works right show. Go MS paint!
Current System
Keep in mind the picture is just a rough idea of how each bullet's margin of error is calculated. With this system, one shot could have all bullets hit, and the same shot in the same position could have only 1-2 bullets hit. In competitive gaming, this can mean the difference between winning or losing a championship game worth lots of money.
Proposed System
With this type of spread system, the shots are CONSISTENTLY accurate or inaccurate. At a certain range, a bullet will stop hitting consistently. The amount the bullets are off from the center should make it so once the reticule turns from red to grey, the third bullet will consistently miss its target, and anything a few World Units or so away from that, will make the second stop hitting as well. This would make the battle rifle have the best accuracy at the edge of its effective range and inward. At very close ranges, weapons like the SMG and AR would beat the BR, as it should. At any distance between that and the edge of the effective range, the BR will win if aimed correctly, as it should.
After the reticule turns gray, things begin to change. The BR can still hurt quite a bit, but the third bullet misses consistently. This still prevents the BR from demolishing a person before having any chance to get away, but make it possible to get a kill in 5-6 (well aimed) shots. Think of Bungie's example of the Br system with a person at snipe 2 and gold for this scenario. At this point, leading your shots is something you need to do, also like the current system. With a BR to BR fight, it will take more shots to take down an opponent, but victory goes to the better aim, not the better spread.
At a certain distance away from the Effective Range (Whatever Bungie would deem fit), the second bullet fired would start to miss as well. Again, this still prevents a BR wielder from picking off a person from a long distance with ease. It would take 10-12 (well aimed) bursts to kill, more than enough time to find cover. As the first bullet is almost a sure fire hit, it will still be able to ping snipers at this long range.
When scoping in, the same rules apply, but since the reticule is red from a further distance, your shots would be slightly more accurate at a longer range. Since in a firefight you get scoped out, this would only apply to uninterrupted shots, where you have better aim anyways.
As for where in its ring each bullet would land, I think the system Bungie uses now to make sure all 3 bullet don't cluster in a corner would suffice.
For those who are reluctant to accept this idea, realize that even though its a different system of calculating the BR's spread, it would have near identical effects to the current BR. The BR wouldn't have any extra advantages over the way it is now, other than consistency. For example, say you were shooting a target slightly out of the BR effective range. Assume perfect aim. In the old system, you would get something like 3-1-1-2-3-2 for the kill. In this system, the same number of shots would down the person, but it would be a consistent 2-2-2-2-2-2 for the kill.
Now take a competitive gaming situation, same range, both have perfect aim. In the current situation
you might get these 2 shootouts.
3-1-2-1-3-2 – 11 bullets
2-1-1-3-1-2 – 10 bullets
Both had perfect aim, but the first person gets an extra bullet from the spread calculations, which would mean player 1 wins the shootout.
In this new setup:
2-2-2-2-2 :10 bullets
2-2-2-2-2 :10 bullets
Now both players are on par, as it should be.
Please tell me what you guys think of this system; If I explained myself carefully enough, have any holes in my logic, or should add anything. Keep in mind that this system doesn't get rid of the random aspect entirely, but enough so it would consistent for the competitive players, and
has the same end result so the casual player doesn't feel slighted.
Number Crunch
Long Range (70 world units):
Even though the first bullet would not hit the exact center of the reticule, it would be so close that the functions of pinging a sniper at long range would remain intact.
Say the first bullet's M.O.E was 0.075, and the target was 70 world units away ( almost 4 times snipe 2 to gold 2 distance, pretty far away)
The actual margin of error comes to .091 world units, which is just within the range of a spartan's HEAD, let alone the body, which is a good deal wider. Therefore, no problems with pinging a sniper with the first bullet.
Now take the second bullet. Give it a M.O.E of 0.19 ( right between the current system's range's min and max)
It would come to .23 world units, which would miss the head or body.
.If you tried to deliberately aim off to the side at this range ( to try to get both bullets to hit), you would make the first bullet miss, if aiming for the head, and sometimes miss if aiming for the body. Randomness is still present, but to a lesser extent than before.Aiming in the center is still critical.
The third bullet, if we gave it an M.O.E of 0.38, would clearly miss the body (0.46 world units actual margin of error). Trying to get this bullet to hit by deliberately mis aiming would definitely throw off the first bullet no matter what, so we're not going there ( Also my head hurts).
So the BR's bullet calculations, while different, give the same end result as before, but with consistency. You get the first bullet, enough to ping, but makes a kill difficult.
Mid Range (20 world units):
Using the same constant bullet M.O.E as in the previous example:
First bullet: 0.026 world units of error: definite headshot if aimed right.
Second bullet: 0.066 world units of error: again, headshot if aimed right.
Third bullet. 0.132 world units of error. If aimed at head, it's a miss.
To move the third bullet so you might get a headshot, you would need to move to the left or right at least 0.048 world units. Keeping in mind the 3 bullets would spread evenly throughout the crosshair, it would still miss most of the time This would throw the second bullet off as well. Therefore, aiming in the center is better off that aiming to the side, and retains the aim beats luck factor.
Here is a well put together solution to the problem at hand, that I think should be agreeable on both sides. This is actually all I've been asking for all along, but it's a more succinct view of things.