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.