[u]Bloom[/u]
[b]Attempts to:[/b]
-Force players to shoot at a certain 'cadence' that corresponds directly to their range. More commonly known as "pacing."
[b]Succeeds:[/b]
-Sometimes; inconsistently
[u]Recoil[/u]
[b]Attempts to:[/b]
-Force players to shoot at a certain 'cadence' that corresponds directly to their range. More commonly known as "pacing."
[b]Succeeds:[/b]
-[u][i]Always[/i][/u]; it is impossible to exploit recoil.
Any ideas as to why the atrocity was put into Reach as opposed to consistent recoil? Don't get me wrong, I'm all for letting individual skill flourish as much as it possibly can, but if you're going to limit the player, do it right.
-
[quote][b]Posted by:[/b] MATCLAN [quote][b]Posted by:[/b] burritosenior [quote][b]Posted by:[/b] The CH1MP [quote][b]Posted by:[/b] burritosenior So the DMR would be effective at long range and mid range, but fail in close range.[/quote] Take this and reverse everything and you have your answer[/quote]...That makes absolutely no logical sense whatsoever. :/[/quote] His point is that it works in the opposite direction as intended - because of bloom only mid-long range kills are slowed down. At close range you just fire as fast as possible and will still land your shots.[/quote]That can't possibly be his point. This thread is about why the concept of Bloom was put into Halo: Reach, regardless of how well it fulfilled that purpose. So he's saying that reticule Bloom is there specifically so the DMR can dominate close range. That is stupid. :/