Off Topic: The Flood
This topic has moved here: Subject: So... how is bloom supposed to be helping noobs?
  • Subject: So... how is bloom supposed to be helping noobs?
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We all wear masks and the time comes when we cannot remove them without removing our own skin.

How do you guys not understand? Oblivious, the lot of you.

  • 11.29.2012 5:45 PM PDT

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Posted by: burritosenior
Its purpose is to balance the sandbox so there isn't one, all powerful weapon. In Halo: CE it was obviously the pistol. In Halo 2 and then Halo 3, the BR.Halo: Reach introduced Bloom so we could have a long/mid-range weapon, but not have it dominate at every single range.

It was an incredibly sound concept, it just wasn't implemented correctly. Unfortunately, this distinction is lost on most of the Reach haters.


This.

  • 11.29.2012 5:46 PM PDT


Posted by: MadGiggy

Posted by: slayer2142

Posted by: MadGiggy

Posted by: slayer2142
It turns a shooter into a coinflip. Heads I get 4 accurate shots and 1 misses tails all 5 shots hit from the same exact encounter.


An FPS is never a game of chance. If it were, we actually would be flipping coins.

With random bloom it is.


That's like saying I can aim anywhere on my screen, and not even be facing the enemy. As long as I pull the trigger, then at least 4 out of 5 shots will hit the person.

No, I am saying that if you are aiming directly at the person you have a change to miss 20% of the time the result is random.

  • 11.29.2012 5:48 PM PDT

Posted by: Hylebos
Burrito, I'm curious. How is Bloom supposed to theoretically balance out the sandbox? Because the way I see things, it only enables weapons like the DMR to dominate close range weapons.
The DMR dominating the sandbox has nothing to do with Bloom. If Bloom were not in the game, it would dominate MORE. Isn't the complaint about Bloom how it's 'random' and you don't hit all your shots? Surely you're not suggesting that being guaranteed to hit all your shots at all ranges would make the weapon weaker. Since the close range weapons aren't affected at the range they are supposed to be used at.

Bloom means you can pace your shots and get kills at longer ranges- or use it as a suppression weapon. However, at close range if you just spam the trigger you will miss shots. This means the DMR is effective at longer ranges, but will be killed by close range weapons at those ranges since they are more powerful.

Unfortunately, it was not done correctly so this is not the case.

  • 11.29.2012 5:51 PM PDT

Signatures are for little kids.


Posted by: brandorobot
Gamers complain about everything

/thread
So true.

Sounds like a bunch of kids who have nothing more serious to complain about.

  • 11.29.2012 5:51 PM PDT

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.

  • 11.29.2012 5:56 PM PDT

Posted by: MadGiggy
From that useful response, it says at the end that bloom was implemented incorrectly.
What's the correct way to implement bloom then?

  • 11.29.2012 6:00 PM PDT

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Posted by: Hylebos

This is why I love your posts and am willing to look passed your profuse misuse of the it's and its :p

But yea, a capped rate of fire, as well as lower aim assist and smaller reticle size are ways to make a precision weapon such as the DMR useful at certain ranges but unfavorable in others. All this can be done without the random and inconsistent bloom mechanic - no matter how 'tweaked' or 'adjusted' it may be.

Just get rid of it and go back to systems that make sense. I never understood this fascination with randomness and unpredictability. Everything you do should be predictable. How other players react is what you shouldn't be able to predict, which is what separates dynamic multiplayer players from static AI bots.

[Edited on 11.29.2012 6:03 PM PST]

  • 11.29.2012 6:02 PM PDT

Posted by: A 3 Legged Goat
This is why I love your posts and am willing to look passed your profuse misuse of the it's and its :p
Maybe someday I'll take it off the list of grammatical / spelling errors I purposely do because it bothers people.

But yea, a capped rate of fire, as well as lower aim assist and smaller reticle size are ways to make a precision weapon such as the DMR useful at certain ranges but unfavorable in others. All this can be done without the random and inconsistent bloom mechanic - no matter how 'tweaked' or 'adjusted' it may be.

Just get rid of it and go back to systems that make sense. I never understood this fascination with randomness and unpredictability. Everything you do should be predictable. How it affects other players is what should be unpredictable.
Randomness is a powerful tool in game design, but it should never be abused. Using it in a way that affects the consistancy of a player's actions is almost always a terrible idea, good job on hitting the nail on the head.

  • 11.29.2012 6:08 PM PDT

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