- I RaveN I
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- Honorable Member
Last member of the i4Ni clan.
I'll post some of my gameplay on youtube later... I'm good. :D
However, you really have no idea. BR has a set RoF. As long as we're both good enough to headshot every time, whoever sees the person first wins.
As for this is strictly about utility weapons, that's your opinion. The title of this thread is not "DMR Bloom sucks". It's bloom sucks.
I've been playing Halo CE for the past (almost) 5 years, and h2 for 2 years. I know how the games played, and I've started reach recently and bloom is a huge benefit.
h1 had enough weapon diversity that you could at least pick up any weapon, and in the right situation it was the best. Not one or two god guns that were superpowered and destroyed everything. Reach's bloom on the DMR tries to counter that god gun; if you're shooting at someone mid range, you cant just keep pressing down the trigger like the BR and hope to hit the max RoF to kill them first. You have to pace your shots, which will mean death unless you use cover, grenades, or teamwork.
Reach's weapon diversity sucks ass, but bloom is a visual representation of spread, unlike what the OP said. That is what I was arguing. However, @ your DMR bloom, it puts some weapon diversity and a weakness into the god gun that has been lacking in recent halos.
Most games deliberately complicate matters with low ROF, fast movement, limited ammo, or weapon inaccuracy.
Halo does none of these
Games before Halo did though, back when having a learning curve and actual challenge in gameplay was considered fun. Now games just inflate entertainment value with lots of explosions, pretty graphics, and ranking systems.
It's the truth that Halo revolutionized gaming, it just wasn't in a good way.
You want a real competitive game? Go and play Starcraft II. Go play Red Orchestra. Reach, JKII, Call of Duty, and even Battlefield are little more than glory-hounding games where a single player can just skew results because of "skill." That "skill" is actually just knowing the game's mechanics and how to abuse them in such a way that it lets you do unholy things, things that were never even dreamed of during the game's development. I'm willing to wager that half of the stuff in Quake III is outside of the game's original design/gameplay parameters.
Real skill is knowing how to handily beat your opponent without abusing any mechanics, on a consistent basis. That's knowing what units to build early on in a game and how to organize your defense. That's knowing the distance to the target based on experience and how much you need to angle your shot to make that kill. That's knowing when to rush and when to turtle. That's knowing when to flank or when to throw that grenade and mop up. If we want to use games that you think are skillful (or not), that's knowing when to pull the trigger with your DMR, when to parry with your light-saber rather than thrust, or when to circumnavigate the map with your tank because experience tells you that all the other routes are an ambush in given conditions. THAT is skill.