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This topic has moved here: Subject: Damage Modifying Binary Bloom
  • Subject: Damage Modifying Binary Bloom
Subject: Damage Modifying Binary Bloom

Spamming makes your shots less powerful, not less accurate.
There are only two damage values. There are high damage shots and there are low damage shots.
A color indicator would show if your shot would be low damage, your reticle is red, or high damage, your reticle is blue.
Spamming loses to pacing if both players are 100% accurate.
One low damage headshot would still kill a deshielded enemy so the correct time to spam is on your last two shots.

Thoughts?

  • 01.10.2012 4:15 PM PDT
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Meh, better than what Reach has, but it seems kind of pointless to me.

  • 01.10.2012 4:24 PM PDT

More consistent, but still -blam!-s with the kill times too much. A bloomless 5sk DMR is fine, IMO.

  • 01.10.2012 4:50 PM PDT


Posted by: So Slick
Meh, better than what Reach has, but it seems kind of pointless to me.



The purpose of bloom was to add a skill layer of cadence on top of aiming. The problem with bloom is that it was not a black or white issue. Your reticle could be fully bloomed, half bloomed or not bloomed at all. When your reticle is half bloomed you may or may not land a shot even if aimed perfectly. This introduces randomness to fire fights where the player is not sure if his shot will, or will not, land on target. By turning bloom into a damage modifying system your shots always land where you aimed. By creating a binary damage system, high damage or low damage, there is no grey area between fully bloomed and fully reset. The moment your reticle turns blue is the ideal time to fire. Players can learn this and perform it consistently.

  • 01.10.2012 6:10 PM PDT
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Posted by: MajorGroove
Spamming makes your shots less powerful, not less accurate.
There are only two damage values. There are high damage shots and there are low damage shots.
A color indicator would show if your shot would be low damage, your reticle is red, or high damage, your reticle is blue.
Spamming loses to pacing if both players are 100% accurate.
One low damage headshot would still kill a deshielded enemy so the correct time to spam is on your last two shots.

Thoughts?

I do NOT like the idea of my bullets getting weaker. That's just asking for people to complain. If they removed bullet spread all-together then spamming wouldn't work that well because you would have to aim.

  • 01.10.2012 6:18 PM PDT
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I personally don't like it. Too much to think about for the average gamer.

[Edited on 01.10.2012 6:19 PM PST]

  • 01.10.2012 6:19 PM PDT

Since when does shooting rapid succession make bullets go slower? Less accurate I can understand, but for a bullet to go slower because you didn't take your time doesn't make sense to me.

  • 01.10.2012 6:20 PM PDT

@AAN2

In order to enforce a cadence there must be punishments for firing too fast. A reduction in accuracy is too random. Two damage levels with a clear indicator of when you will deal low or high damage is easier for the player to understand and predict.

[Edited on 01.10.2012 6:24 PM PST]

  • 01.10.2012 6:21 PM PDT

i like a zero bloom 4 shot kill

  • 01.10.2012 6:21 PM PDT
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Posted by: Red Puegeot
i like a zero bloom 4 shot kill

I prefer zero bloom 5 shot kill. The kill times are just too damn fast. Half the time you die before you have time to react.

  • 01.10.2012 6:22 PM PDT


Posted by: LordMonkey
Since when does shooting rapid succession make bullets go slower? Less accurate I can understand, but for a bullet to go slower because you didn't take your time doesn't make sense to me.


Halo 3 had damage reduction when dual weirding. How did that make sense? Also it could be on a Forerunner/Covy weapon that doesn't use bullets.

  • 01.10.2012 6:23 PM PDT
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*wonders how New Clan Recruitment For Shadow Pack thread gets 55 replies*

*reads "Hi I'm Ashley. . ." *

[Question Answered]

*proceeds to read on, shakes head, and gently laughs*

Seems like it would do more harm than good.

  • 01.10.2012 6:23 PM PDT
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Posted by: MajorGroove
@AAN2

In order to enforce a cadence there must be punishments for firing too fast. A reduction in accuracy is too random. Two damage levels with a clear indicator of when you will deal low or high damage is easier for the player to understand and predict.

The punishment for spamming with a perfect accuracy weapon is missing, giving away your position, and having to reload before your opponent does, which will result in a death. Hard to come up with a bigger punishment than that.

  • 01.10.2012 6:27 PM PDT


Posted by: AAN2

Posted by: MajorGroove
@AAN2

In order to enforce a cadence there must be punishments for firing too fast. A reduction in accuracy is too random. Two damage levels with a clear indicator of when you will deal low or high damage is easier for the player to understand and predict.

The punishment for spamming with a perfect accuracy weapon is missing, giving away your position, and having to reload before your opponent does, which will result in a death. Hard to come up with a bigger punishment than that.


The clip size on the ZBDMR is large enough and the rate of fire is fast enough that missed shots are not punished.

  • 01.10.2012 6:31 PM PDT


Posted by: Killer VVhale
I personally don't like it. Too much to think about for the average gamer.


I can respect that. What if it was only on one precision weapon which is not the utility weapon?

  • 01.10.2012 9:51 PM PDT