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May 17, 2010 Link to this post

Bloomin' Pistols
One of the bigger complaints that proponents of 'skill-based' Halo play have with the Reach Beta centers around reticle bloom. For the first time (in a Halo game), Reach gives you visible feedback about how much spread you might expect from the precision weapon you're using, based on the rate of fire. Some believe that this makes gameplay more luck-based; you can clearly see when a shot that ISN'T aimed at your target kills your target anyway... and players that pay attention to the bloom and space their shots in order to maximize effectiveness can be killed by lucky shots from 'trigger-spammers'. FyreWulff pointed out, however, that shot spread has ALWAYS existed in Halo (Halo and Halo 2 evidence in this post, Halo 3 evidence in this one) - the difference is that without a visible indication of bloom, those with the goal of higher accuracy might have participated in the same trigger-spamming that they're lamenting in Reach (with success, even). So before you cry that Bungie is leveling the playing field for less-good players, and favoring luck over skill... remember that the biggest thing that's changed is how much feedback you're getting about your inaccuracy. Update: a number of people have commented that the Halo 1 spread shown by FyreWulff only happens on full auto; if you pulse the trigger, you get a much tighter spread (and it doesn't increase over time). (Louis Wu 12:13:18 UTC)




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