- Hylebos
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- Fabled Mythic Member
Here are my thoughts:
Let's say we have two hypothetical versions of the DMR: DMR A, and DMR B. DMR A has Bloom, DMR B does not have bloom, but has a capped firing rate. A player that is pacing his shots with DMR A is firing at the maximum rate that a player could fire DMR B.
So, the idea is that Bloom exists to prevent the medium ranged skill weapon from dominating long and close range. Let's take a look at that right?
At long range, a player using DMR A will want to pace his shots to keep his accuracy at it's highest, so he can repeatedly ping the sniper out of his scope (I guess we can't do that anymore in Halo 4 though right?). At this range, he's firing at the same rate as DMR B can, so the two behave exactly the same. So how is the bloomless DMR supposed to overpower long range when it behaves the same way as the DMR with Bloom?
At close range, a player will want to fire as fast as possible as it's easier to hit bullets up close, so a player using DMR A will want to spam his shots a little bit to kill his opponent the fastest. However, the player with DMR B cannot spam shots, and is stuck with firing the same strength bullets at a slow and methodical rate. So how is the bloomless DMR supposed to overpower close range weapons at this range with the DMR with bloom is better suited for close range combat?
Keep in mind that I've been far too busy at College to play Halo 4 Multiplayer, so I don't have anything to back up whatever opinion I form on the overpoweredness of the Halo 4 DMR. I'm just diagreeing with the idea that Bloom is neccessary to balance the sandbox, if anything, giving players the option to sacrifice accuracy to gain an increased rate of fire powers up the weapon in close quarter combat.