S.A.A.
SAAKILLER is pronounced: S.A.A.KILLER
With's Reach's current mechanics, zero bloom is bad. Here's why:
1. Massive Aim Assist- People say that bloom adds a random/luck factor to this game. The person should win through aiming and dodging in gunfights. Aiming takes skill, bloom doesn't. This is true. However, in Reach, we have a massive aim assist. There really is no real effort and skill needed to aim.
Solution: Tone down Reach's aim assist to Halo 3's aim assist or even less. Tone down or remove bullet magnetism.
2. The Dmr will overpower most other weapons in all scenarios. The current Dmr always overpowers Halo's iconic weapon, the AR. This happens even without bloom. Even at close range, most of the AR's shots will not hit even if you're a good aimer. I shouldn't have to burst at an enemy when he's two in front of me just so MOST of my bullets could hit.
Solution: Make the reticule size smaller AND Give AR 60 bullets per clip.
(It takes 5 Dmr shots to kill. It takes 18 AR shots to kill. The Current Dmr can kill 3 Fully Shielded Spartans per clip. The Current AR can only kill 1 Fully shielded Spartan and Fataly injure another. That's only if all the bullets hit. So making the clip size 60 will allow an AR user to kill 3 enemies per clip with 6 bullets left. Remember, some bullets will miss, so this is fair.)
These changes will improve default Reach and they will make Zero Bloom Gametypes better and take more skill.
Thoughts?
[Edited on 12.12.2011 6:35 PM PST]