Halo: Reach Forum
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Subject: Bloom
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Posted by: Kira Onime

Posted by: NinjaLord77
Who is this Beirut guy


The leader of the retards.

Also, everybody using "Beirutarded" has to give me 10¢ each time.
I'm trademarking that -blam!- lol.


Dammit. You'll be getting it in Canadian though. Haha! Exchange rate.

But seriously, "Beruimentallyhandicapped" or "Beruimommyfelldownthestairsbeforeshehadme" just doesn't have that .... ring to it.

  • 12.23.2011 11:41 AM PDT

Posted by: Tom T
Prolonged exposure to this forum is bad for your health.


Posted by: aBIueBooksheIf
because I like pen­is.

source


Posted by: FaxMeApplejuice

Posted by: Kira Onime

Posted by: NinjaLord77
Who is this Beirut guy


The leader of the retards.

Also, everybody using "Beirutarded" has to give me 10¢ each time.
I'm trademarking that -blam!- lol.


Dammit. You'll be getting it in Canadian though. Haha! Exchange rate.

But seriously, "Beruimentallyhandicapped" or "Beruimommyfelldownthestairsbeforeshehadme" just doesn't have that .... ring to it.


Beirutarded is a word actually based off the user "Beirut" which was truly the retard of the retards.

  • 12.23.2011 11:45 AM PDT
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Posted by: Kira Onime


Oh I am well aware. I saw his sad excuse for an "In the Lab" a few nights back.

Though this reminds me. What ever happened to The List? Can we put chesney on there twice? And before you get to it, I'm calling him Ches-nuts and copyrighting that -blam!- :P Kinda got that holiday spirit.

  • 12.23.2011 11:50 AM PDT

Posted by: Tom T
Prolonged exposure to this forum is bad for your health.


Posted by: aBIueBooksheIf
because I like pen­is.

source


Posted by: FaxMeApplejuice
Though this reminds me. What ever happened to The List? Can we put chesney on there twice? And before you get to it, I'm calling him Ches-nuts and copyrighting that -blam!- :P Kinda got that holiday spirit.


Probably still lurking around.

  • 12.23.2011 11:53 AM PDT

RUGGED SAVIOR

I see Bloom as a great feature in the Halo Series (Especially in SWAT). Weapon accuracy, based on the constant rapid fire, should reduce. This is applied to most other FPS games, and it's also more realistic and balanced.

I think people are upset, because the Bloom system forces the player to pace themselves. Or, people hate it, because their skill in SWAT isn't as solid, because spraying and praying doesn't offer complete success as it used to.

~RUGGED SAVIOR


http://www.youtube.com/ruggedsavior

  • 01.14.2012 1:11 AM PDT

*Sigh

  • 01.14.2012 1:18 AM PDT
  • gamertag: MR E0S
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Halo: Reach is the beginning of a new age for gaming.
It proves that developers can get away with punishing their players instead of fixing their game....and yet the fanboys will still sing praises to them.

-blam!- all of you fanboys!

So, I've seen a few videos of dumbasses trying to prove why bloom is bad. But every one of those videos was RETARDED! It proved absolutely nothing except that you're a loser taking up space on youtube.

To put it to bed once and for all...

Someone needs a make a video to these specifications.

Spammed shots:

Get the bloom reticule to its max and have an opponent step just inside the circle (Put the shoulder in and nothing else). Then count how many bullets it takes to kill them, and the time span that it takes to kill them, and if any bullets randomly hit the head (even though the head should not be in the bloom reticule)

Repeat - Only this time have the target stand dead center of the bloom reticule with the head at least somewhere inside the upper half of the reticule. Track the # of bullets needed, time span that it took, and how many bullets managed to be headshots.

Repeat - Only this time, shoot at a blank wall and track the spread of bullets.

Repeat this procedure at least 5 times for variances in the randomness that bloom might present as far as # of bullets required.

Paced shots:
Repeat
Repeat
Repeat

Then you will have a video with solid evidence.

But if you don't track the # of bullets vs the time it took to spit those bullets out, then it means NOTHING!

If I can spam the required amount of bullets to kill someone, to your body (with the occasional random headshot) In the same amount of time it takes you to pace for accurate headshots. Then WTF is the problem? YOU. Not knowing what the situation called for. That's the problem. And you need to realize that your opponent is part of that situation and you have to adjust to what your opponent is doing. If they are spamming and you're pacing. If they win, obviously the situation called for spam not pace... DUH! And if you were spamming along with the spammer and he still won. You know what you did wrong? You didn't bring help with you. Because the easiest way to win a 1v1 is to make it 2v1.
DUH!

Oh and just a minor question to all of you.

What do you think it should be
Quantity > Quality
Quantity = Quality
Quantity < Quality

Because that's what bloom comes down to...your personal preference of what should take priority. Which means you're all wrong, and you're all right. But mostly wrong.



You know what I think it is?
I think you dumbasses got it in your heads that, just because you pace your shots, those shots should do more damage. And someone who spams, well..their bullets should do less damage.
Don't lie. I know that's exactly what your twisted logic is thinking.


Remember...
EVERYONE was at the same disadvantage as you were...
and it was easily overcome by ....TEAMWORK.
And in your infinite adaptability you decided not to adapt to it and instead have it removed because you couldn't handle the idea of how it works.


Because honestly, at what point do you think that the spammer should keep up with the pacer.
How many shots does that spammer have to shoot you with before You consider it fair against your paced shots?
20 spammed = 4 paced?
Is that a fair matchup to you?

[Edited on 01.14.2012 8:03 PM PST]

  • 01.14.2012 7:17 PM PDT
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Actually if its okay ill take the covers off the bed and tuck this one in one last time. The recoil heightens a "noob's" percent of success in completing their kill due to the minimal range of distance after each shot between each segment of range in the recoil. A "noob" or for professionalism's sake, lets call them a beginner. On average one shoots frantically when a desperate situation calls for it, as it should for someone not so experienced in that field. Now, during that sequence of fire the beginner will have shot predominantly at the base of the oppenent's body or the top due to the beginner's natural perception of range of the hitbox of the entire opponent staying consistently high as opposed to a more experienced player whose notion of the hitbox of the player is potentially as low as the players body allowing for a higher success rate of a kill, but here again we are talking about the recoil and inadvertantly ill add in a segment of how the bloom would have contributed to a beginner succeeding over experienced players in a short while. Now, if the beginner were to shoot from top or bottom, because of their notion of a larger scaled hitbox is cause for failure in this particular kill, they will most likely overestimate or underestimate the range and rate in which to line their crosshairs up, either blistfully shooting them upwards out of the players hitbox into the roof or vice-versa. The previous statement should entail an example without recoil. Now with recoil present one could say if the crosshairs were lined up at the base of the player and shot conecutively at regularly paced intervals, the opposing player getting shot at would be without shiled due to the recoils amount of distance covered within each shot after four shots, and concordinantly the crosshairs would be lined up directly above or somewhere on the head after said shots were implemented. It takes one shot after shields are down in the head to finish a kill. Now with that information lets compare that implementation of shots with an experienced player, considering the player is using whatever means necessary to finish the kill. The experienced player shoots carefully and accurately at the opposing player's head and shoots four consistent shots getting the shields down bracing the last shot in the opposing player's head for the kill. Now it took that experienced player expercience consisting of time and training to land each shot on that opposing player's head while the beginner only had to simutaneously shoot from the ground up, can also be considered spamming ONLY WITHOUT EVEN USING SKILL TO LINE UP THE CROSSHAIRS on the opposing player's head, and simply shoot, shoot, shoot, shoot, followed a slight twitch to the head, shoot, and a successful kill has been granted to this beginner who will now probably crouch repeatedly over the opposing players body to represent the only dominance he or she has ever had in their lifetime, which if you look at it in terms like this then we should be thanking bungie for decreasing the suicide rate for these losers that are severely lacking in the confidence department.
Now this also points to an important aspect of the game i noticed bungie incorporated quite impressively. The reasoning behind the bloom is to single out players with no skill versus skill. What they did was simply incorporate real world logistics behind the gaming mechanics of a gun, except due to this being a virtual world and not a real one the rules had to be scaled down somewhat to make the game actually enjoyable, balanced, and fair for all you apparently useful and thankful players contributing nothing but your ignorance to online forums and comment boxes. Consider a player's shield. What is it? It is just that a shield, which is used to give the player protection compared to other games such as call of duty or gears of war whereas they only have their flesh and blood to protect them. Shooting the player's shield in various places; the arm, the chest, or the head, will not affect the human being inside of it at all. The amount of shots required from the dmr to take down that shield are four. Now, with the shields down and the human body exposed, the whole physical state of the body is at risk of being injured or killed with the next shot from the opposing player. Taking into consideration that the normal physical attributes and ailments to the human body's physical state still apply to the human being inside the shield that was taken down are still in affect, it is evident one shot will kill them in the head and several shots in various places all over the rest of the body will finish them off. Now take for example the minimal amount of shots it takes to kill a player in halo reach. The amount is five shots. Four shots will be used to take the shield down and one shot in the head to complete the kill. Now lets consider taking their shields downs but instead of finishing them off with that one last and ever-rewarding headshot, we'll shoot them several times in the other parts of the body purposely avoiding the head or if your a beginner you dont have to avoid the head. It can take two to three shots depending on the trajectory and angle of whatever body part was hit. Now with those shots the kill is completed. Comparing the two obviously the five shot is faster. Now thats where bungie could have ended the skill gap but they took things a bit further with the bloom. The bloom is a simplistic design which incorporates real-world gun mechanics into the halo reach world. Whether long range, mid-range, or short range when the trigger is pulled and bullets begin flying out of the dmr, depending on the pace of the shots, every shot aside from the first shot will spread bullets out in random sequences within the confines of the bloom. The more rapid the shots the more inconsistent and random the bulletspread will be for the player meaning lack of control in precision for shot accuracy for that player. Although if this tactic was used to its fullest potential according to real world principles hardly anyone would be playing halo reach due to the hard recoil, no crosshairs, and uncontrollable bulletspread. Although bungie made it tailorable to the player who has the oppurtunity to limit this bulletspread by pacing those shots and control the confines of the bloom to create their own individual outcome in each battle at the reach of their fingertips(sorry couldnt resist). The bloom after the first shot can spread your bullets in a completely random sequence or exactly where you want depending on the pace. If the shots were rapid and shot consecutively ten times at an opposing player in the hands of a beginner the likelihood of the opposing player dying would be very high considering those shots were accurate or not due to the large bulletspread. Now from an experienced players point of view the odds of the opposing player dying would be very high as well. With this scenario both types of players have an almost equal chance of killing each other. The bloom can be used to actually determine the speed in which you kill the opposing player. Taking into consideration the bulletspread inconsistentcy rate at which you pace your shots becomes more horrid the more rapid your pacing is, the less controll you will have in where the bullets land, however; remember that the bullets are confined to within the bloom. The first most important breaking point in determining who gets a kill in halo is the moment a player's shields have been taken. The second uses the player's skill before the shields are down and afterwards when it comes to determining who's better. Comparing a beginner and an experienced player again with the previous scenario would end up in the same result ,however; with bulletspread staying in the confines of the bloom we can surmise that with an experienced players' skill, if he or she were to fixate the crosshairs on a certain point of the body, ie the chest or whatever may be the most apparent largest portion of the opposing player from the players perspective it would hit. Shooting rapidly at that fixated spot, those shields would go down no matter what situation, allowing for one last PATIENT AND WELL-PACED shot to the head. An experienced player's skill would come in handy to designate from said fixated spot to shiedless head as opposed to a beginner who sprays endlessly at that opposing player not allowing aim, pace, and precision to come in hand. Shooting rapidly seems to be a detrimental factor when it comes to speed in killing the opponent, although you'll need precision alongside it to combine it into an equally devastating tactic especially when dealing with one versus one encounters. To add balance and fairness amongst players, Bungie allowed for a game with an even playing field where everyone can execute a kill to at least some extent while subtley but effectively not taking away the certain skill sets desired and required to distinguish ones self from a beginner. By implementing the bloom beginners have an almost advantageous delivery in their shots if the barrel is at least somewhere near the opposing player's hitbox increasing the success of each shot's contact while still implementing a method for experienced players to hone their skills by positioning and pacing their shots, executing their kills more swiftly allowing to show who's the more skilled player in each game. With the battle types long range, mid range, short range, tactical stragetics used with grenades, and meleeing used in halo one has to take into consideration that these tactics have to be well-groomed into the player allowing for a successfully executed display of pure skill to present itself in the form of a simple bloom. The pertinent factor in all this is speed and dealing with stress when the moment calls for it. Using precision and the bloom to ones adavantage can make one distinct from the rest.

  • 01.28.2012 7:54 PM PDT

doesn't afraid of anything

Bloom has been in place since Halo 1. Reach just visualized it.

  • 01.28.2012 7:57 PM PDT

doesn't afraid of anything


Posted by: Distint


Tl;DR
I really want to try to read this. If you had indented appropriately, I might have.

  • 01.28.2012 7:58 PM PDT


Posted by: Distint

No one is ever going to read that.

  • 01.28.2012 8:06 PM PDT

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