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Jul 23 2011 01:19am
Quote (Breathless @ Jul 23 2011 02:11am)
The H3 BR wasn't overpowered...

Edit: and it would be weaker because it's a single shot gun, none of that 2/3 bullets hitting, you either hit or miss.


I didn't say the H3 BR was overpowered, I said that the DMR that is a 4sk and has a RoF of the H3 BR would be overpowered. The DMR is incredibly accurate, and the entire game would just become hiding because you'd be able to kill very easily at any range. People wouldn't even bother going for the sniper anymore, because, really, what's the point? Unless you're fucking terrible, the DMR would be a 4sk every time, which renders the sniper obsolete. Why use a sniper rifle when kill speeds are that short?
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Jul 23 2011 06:18am
Quote (Panic_Fails_at_Diablo @ Jul 23 2011 12:19am)
I didn't say the H3 BR was overpowered, I said that the DMR that is a 4sk and has a RoF of the H3 BR would be overpowered. The DMR is incredibly accurate, and the entire game would just become hiding because you'd be able to kill very easily at any range. People wouldn't even bother going for the sniper anymore, because, really, what's the point? Unless you're fucking terrible, the DMR would be a 4sk every time, which renders the sniper obsolete. Why use a sniper rifle when kill speeds are that short?


The H3 BR had spread but for the most part hit where you aimed, it wouldn't play any differently. You said in an earlier post that the CE Pistol made the game balanced, well guess what, that was a 3 shot kill and people didn't need to hide.
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Jul 23 2011 06:20am
Quote (Breathless @ Jul 23 2011 07:18am)
The H3 BR had spread but for the most part hit where you aimed, it wouldn't play any differently. You said in an earlier post that the CE Pistol made the game balanced, well guess what, that was a 3 shot kill and people didn't need to hide.


Because the pistol was much harder to use than the DMR is. The two guns aren't even remotely similar.

/e And the H3 BR spread was ridiculous, what are you talking about? Even street-to-street on Onslaught it had a huge impact on accuracy.

This post was edited by Panic_Fails_at_Diablo on Jul 23 2011 06:21am
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Jul 23 2011 07:29am
Bloom is horrible, as it load outs, as our the maps, as is ect...Putting these items in Halo took away from the individuality of the game. Reach may not be terrible if you step back and view it as another game, but as an installment of the Halo franchise, it's a joke. And really Pistola/Lunchboxx or any other professional Halo player shouldn't be quoted as if they obtained wisdom of thee entire video gaming community. "A GOOD PLAYER BLAHBLAHBLAH, BUT A GREAT PLAYER BLAHBLAHBLAH", Wow why didn't I think of that?
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Jul 23 2011 07:57am
Quote (Panic_Fails_at_Diablo @ Jul 23 2011 05:20am)
Because the pistol was much harder to use than the DMR is. The two guns aren't even remotely similar.

/e And the H3 BR spread was ridiculous, what are you talking about? Even street-to-street on Onslaught it had a huge impact on accuracy.


Have you played Halo CE recently? It's point and shoot, just like the DMR would be without bloom. Sure there might be slightly less aim assist but it doesn't make a huge difference. It's harder to land 4 consecutive shots than 3. Point is, it wouldn't break the game. It didn't break Halo 2 or 3, or even CE.
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Jul 23 2011 07:58am
imo they need to fix the bloom thats all
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Jul 23 2011 08:07am
Quote (Breathless @ Jul 23 2011 08:57am)
Have you played Halo CE recently? It's point and shoot, just like the DMR would be without bloom. Sure there might be slightly less aim assist but it doesn't make a huge difference. It's harder to land 4 consecutive shots than 3. Point is, it wouldn't break the game. It didn't break Halo 2 or 3, or even CE.


CE has much less auto aim(Don't say slightly less, that's ridiculous), smaller hitboxes, and faster move speed. All of these make landing shots in CE much harder than landing shots in Reach.
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Jul 23 2011 09:31am
Quote (Panic_Fails_at_Diablo @ Jul 23 2011 12:13am)
Not really. In CE, the 3sk accurate pistol took a ton of skill to use, and the game had the AR and PR to rely on at close range. The game was incredibly balanced. The H2 BR, however, was bad. There was so much auto-aim in H2 that I'm not sure why people think this is a good weapon. The only saving grace for H2 was button glitches(And, to a certain extent, the maps and overall physics of the game). Reach has no saving grace. You can't just take the bloom out of the game completely without changing the DMR dramatically. As cdillion said, if you just took the bloom out completely, the DMR would turn into a miniature sniper rifle. Regardless of the RoF that the new DMR would have, it would be overpowered at long range(Unless they made the RoF very slow, which would just slow kill speeds down way too much). The DMR can be fixed very easily; just copy Shadowrun's bloom. Make it so the reticule expands and contracts very quickly, and make the reticule much larger than it is now. It would punish spammers very well, but it would still allow those great comebacks(i.e. you're no shields and your opponent is half shield and you win by spamming) that are so common now because people can just spam their hearts out.



Nothing you claim holds any water. Nor do any of your points correlate at all, so your support for your argument is pretty loose.

I love the usage of vague reasoning, "the 3sk accurate pistol took a tone of skill to use, and the game had the AR and PR to rely on at close range." This is completely subjective, and not only that, but you don't even elaborate on your point. At the same time, it does not disprove my point one bit. I am claiming that a good competitive game requires a very skillful, semi-powerful, balanced starting weapon so power weapons are not so overpowering that they become a set of free kills, but rather if used properly (skillfully), can be an advantage for the player. In halo 1 if you had rockets, you could still easily die if you did not have good awareness and if the other player was very skilled. In halo 2 if you had rockets but you got teamshot you instantly died. In halo reach rockets become a set of skill-less, free kills because of how long the kill time for the DMR is- the gun must be upgraded in order to preserve the games competitiveness.

The H2 BR was an incredibly good asset to the game was because of how amazing of a weapon it was. Because of it's accuracy, it welcomed precision and punished lack luster game play. Adding on to that was the kill time for it, it was slower than the h1 pistol to make team shooting very important, but just fast enough to keep the games pace at a high rate. Because of this, getting teamshot in H2 almost meant instant death, bringing a whole new element of team skill that was not nearly as present in H1. This BR is what made H2 the perfect medium; a perfect marriage between individual skill and teamwork.

Again, none of your points disprove or even relate to my point, so in the context of this argument, most of your statements are null.
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Jul 23 2011 09:37am
Quote (Panic_Fails_at_Diablo @ Jul 23 2011 09:07am)
CE has much less auto aim(Don't say slightly less, that's ridiculous), smaller hitboxes, and faster move speed. All of these make landing shots in CE much harder than landing shots in Reach.


False. Halo reach has about 1/3 of the auto aim that CE is. In a purely aiming perspective, it is harder to aim in Reach. If you dragged your reticule across the screen and the reticule hit a player, it would drag for about a quarter of a second because of how much auto-aim was in CE. Halo 2 had a little less, then halo 3 had a less less than halo 2, and now in reach its been reduced even more. In bungie's eyes, they see that even though they add skill-less concepts to the game, they compensate by making it harder to aim. However, they also counteract that by adding a shit ton of bullet magnetism. Bullet magnetism is the curving your bullets do to hit somebody. In halo 3 or halo reach, if you had half your reticule covering somebody's head, then your bullets will only go in that half of the reticule (off host, on host you have halo 1 style bullet magnetism). Halo 1 took so much skill to shoot is because of a couple aspects: 1) player models are much smaller, 2) you had much less strafing momentum, making strafing a huge asset as well as making players be able to move generally faster, and 3) there was no bullet magnetism. If you had half your reticule covering a guy's head in H1, the bullet would still go in the center; this made H1 such a skill game because of the amount of precision you had to have in your shot.
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Jul 23 2011 10:04am
Quote (xx0ur3n @ Jul 23 2011 10:31am)
Nothing you claim holds any water. Nor do any of your points correlate at all, so your support for your argument is pretty loose.

I love the usage of vague reasoning, "the 3sk accurate pistol took a tone of skill to use, and the game had the AR and PR to rely on at close range." This is completely subjective, and not only that, but you don't even elaborate on your point. At the same time, it does not disprove my point one bit. I am claiming that a good competitive game requires a very skillful, semi-powerful, balanced starting weapon so power weapons are not so overpowering that they become a set of free kills, but rather if used properly (skillfully), can be an advantage for the player. In halo 1 if you had rockets, you could still easily die if you did not have good awareness and if the other player was very skilled. In halo 2 if you had rockets but you got teamshot you instantly died. In halo reach rockets become a set of skill-less, free kills because of how long the kill time for the DMR is- the gun must be upgraded in order to preserve the games competitiveness.

The H2 BR was an incredibly good asset to the game was because of how amazing of a weapon it was. Because of it's accuracy, it welcomed precision and punished lack luster game play. Adding on to that was the kill time for it, it was slower than the h1 pistol to make team shooting very important, but just fast enough to keep the games pace at a high rate. Because of this, getting teamshot in H2 almost meant instant death, bringing a whole new element of team skill that was not nearly as present in H1. This BR is what made H2 the perfect medium; a perfect marriage between individual skill and teamwork.

Again, none of your points disprove or even relate to my point, so in the context of this argument, most of your statements are null.


Quote (xx0ur3n @ Jul 23 2011 10:37am)
False. Halo reach has about 1/3 of the auto aim that CE is. In a purely aiming perspective, it is harder to aim in Reach. If you dragged your reticule across the screen and the reticule hit a player, it would drag for about a quarter of a second because of how much auto-aim was in CE. Halo 2 had a little less, then halo 3 had a less less than halo 2, and now in reach its been reduced even more. In bungie's eyes, they see that even though they add skill-less concepts to the game, they compensate by making it harder to aim. However, they also counteract that by adding a shit ton of bullet magnetism. Bullet magnetism is the curving your bullets do to hit somebody. In halo 3 or halo reach, if you had half your reticule covering somebody's head, then your bullets will only go in that half of the reticule (off host, on host you have halo 1 style bullet magnetism). Halo 1 took so much skill to shoot is because of a couple aspects: 1) player models are much smaller, 2) you had much less strafing momentum, making strafing a huge asset as well as making players be able to move generally faster, and 3) there was no bullet magnetism. If you had half your reticule covering a guy's head in H1, the bullet would still go in the center; this made H1 such a skill game because of the amount of precision you had to have in your shot.


Not sure if troll or completely brain dead.
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