So what is Bloom?

EDarienPosted 1/27/2013 4:10:16 PM
Phoenixmon2 posted...
That1Guyy posted...

It takes 5 shots minimum to kill with the DMR in Reach. You and another player started firing at each other at the same time and at the same rate of fire. Suppose that after firing 4 shots, the reticle has bloomed to the point where the bullet will land at the center of your screen (where the other player's head is) only 20% of the time. Now, you can wait for the reticle to settle to gain 100% accuracy, but if the other player decides not to wait and fires immediately, he has a 20% chance of killing you. 1/5 is a big amount. It is big enough to make people afraid that waiting will get them killed due to the other player making that 1/5 shot, and thus they will not wait, perpetuating the problem that no one ever paces his shot for fear of losing a battle 1/5 times because of it.

Now that no one paces his shot out of fear, we have two players firing at each other with a 20% chance of hitting the other. Thus, the battle has reduced itself to a game of luck. Bloom introduced a factor of randomness into the game that made the game less enjoyable both to play and to watch.

Thanks to Derive for coming up with this explanation in an easy way to understand.


This would probably be a better explanation if you weren't pulling percentages out of your ass. There's no way to know what the chance of a hit is when the reticle is bloomed to a certain point. That's just impossible to know.

It is not any different from the way weapons have worked in tons of other FPSes, including the Halo series. When you are firing your assault rifle full auto at another guy, there is a chance that at the last moment, your bullets will not hit and his will, because of the way the weapon was programmed.

The DMR in Reach became very inaccurate, too quickly. That is the problem in a nutshell.


No, it's not impossible. You take an area measurement. The % of the area where the enemy's head is is the % of a kill, the % of area the enemy's body is + the % of area where there is no section of enemy in it is the % of time the bullet will not kill the enemy.

The bullet has an equal chance of hitting any specific point within the area. So it's really just a simple percentage of enemy head vs everything else for 5th shot kill vs 6+ shot kill.

Regardless, bloom is a lighting effect that this game is rife with because 343 likely saw Abrams's Star Trek too many times and thought lens flare was super cool. This is the original definition for bloom in a video game. The bloom of the reticle is a visual representation of what has already been in games, known as bullet spread.
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TorqueForkPosted 1/27/2013 4:36:42 PM
And bullet spread is in fact a real life "thing".
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EDarienPosted 1/27/2013 4:39:05 PM
TorqueFork posted...
And bullet spread is in fact a real life "thing".


True story, but careful. The posters here like to say "gameplay > realism/story/anything you think should be important" and will fight the very idea of a game with aliens having any "realism" to it, despite simultaneously complaining about "bounce physics" of the spartans ... they're a convoluted lot.
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gsninjaPosted 1/27/2013 4:46:30 PM
EDarien posted...
True story, but careful. The posters here like to say "gameplay > realism/story/anything you think should be important" and will fight the very idea of a game with aliens having any "realism" to it, despite simultaneously complaining about "bounce physics" of the spartans ... they're a convoluted lot.

It goes either way for any shooter.
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That1GuyyPosted 1/27/2013 4:47:54 PM
Phoenixmon2 posted...
This would probably be a better explanation if you weren't pulling percentages out of your ass. There's no way to know what the chance of a hit is when the reticle is bloomed to a certain point. That's just impossible to know.


Knowing the actual percentage doesn't matter though. What does matter is that whatever the percentage is, it is high enough that the given explanation holds true. And you can measure it if you want. Like another poster has said, you could get a freeze frame of the game, and measure the size of the other player's head compared to the size of the reticle.

It is not any different from the way weapons have worked in tons of other FPSes, including the Halo series. When you are firing your assault rifle full auto at another guy, there is a chance that at the last moment, your bullets will not hit and his will, because of the way the weapon was programmed.


What other games do with their guns has nothing to do with how Halo programs its guns. I don't understand why you're trying to bring them up here. What matters is that the people who didn't like the bloom wanted a return to Halo CE and Halo 2, where there was no bloom, nor was there spread. The Magnum and the BR in both those games always shot the dead center of the screen, regardless of fire rate.

The argument against bloom is valid, and there isn't much else to say about it.
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Phoenixmon2Posted 1/27/2013 4:53:11 PM
That1Guyy posted...
What other games do with their guns has nothing to do with how Halo programs its guns. I don't understand why you're trying to bring them up here. What matters is that the people who didn't like the bloom wanted a return to Halo CE and Halo 2, where there was no bloom, nor was there spread. The Magnum and the BR in both those games always shot the dead center of the screen, regardless of fire rate.

The argument against bloom is valid, and there isn't much else to say about it.


http://www.youtube.com/watch?v=OilVqh0lhNY

There sure as hell was spread. Just like every FPS ever.
ShadowMaster684Posted 1/27/2013 4:53:48 PM
From: Jakobs_Fodder | #003
Lmao (at first response).

Bloom is the widening of the reticule when using the dmr as you rapid fire.

...If I recall correctly.

http://dictionary.reference.com/browse/reticule

http://dictionary.reference.com/browse/reticle
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TorqueForkPosted 1/27/2013 4:55:14 PM
Oh I'm careful but I do not have a problem with them implementing real life elements into a sci fi game that seems to strive for a certain level of realism. I am having a hard time remembering a newer gen game, I have played, that doesn't use a degree of bullet spread.

Maybe part of it is I (and many others) don't need to pull off the perfect shot every time to pat my ego on the back. I like being off on occasion because whenever I become perfect or have nothing to strive for, in game, I'll lose interest.
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jats605Posted 1/27/2013 4:58:57 PM
From: TorqueFork | #012
And bullet spread is in fact a real life "thing".

If you have a firearm that can fire rounds at 45 degree angles whenever it feels like it, it should be melted down and sold as scrap because it's a safety hazard.
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SahdukPosted 1/27/2013 4:59:34 PM
This thread has almost all the worst posters in it. blite were u @
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