In Halo 3, most weapons were projectile. That Includes the Battle Rifle and Carbine. This meant that most shots fired were inconsistent, especially at range. The Sniper/Beam Rifle and Spartan Laser were hitscan, but those are power weapons.
I know I'm probably one of the only 4, maybe 5 people who actually like bloom as a mechanic. But I've got to say that TU Reach handled it much better than vanilla Reach. Base bloom was just way too much. The tuning made it almost perfect. You still have to pace your shots when shooting someone on the other side of Blood Gultch, but at the same time your reticle doesn't take up the whole screen after two shots from a magnum.But there's still an element of randomness, which is objectively a bad thing...
But every Halo after that (Halo 3) has had neither.
^a referral to bloom & projectile-based weapons^
Halo 2, Reach, Halo 4, Halo 2: Anniversary, and Halo 5: Guardians all have some projectile based weapons, but they also feature hit-scan weapons too. Halo 3 and Halo: Combat Evolved had no hit-scan weapons; only projectile.
Halo 4 had a fairly pronounced bloom effect on its precision Magnum, a fairly small bloom effect on its precision DMR, an obvious bloom effect on the auto AR and I believe all full auto weapons.
Halo 5 has a very small bloom effect on the precision gunfighterMagnum and obvious bloom effects on most of the full auto weapons.
Also, other means to curb effectiveness at range is by way of a static random cone-of-fire, static recoil, and recoil drift.
Actually, as I said "all"
weapons in Halo 3 are projectile based. This includes the UNSC Sniper, the Beam Rifle, and Spartan Laser. Your confusion is because their particle (aka bullet) travel velocity is very high which makes it feel more like a hit-scan weapon, but even the snipers require minute leading adjustments at very long-ranges.
Halo 3 incorporating projectile based weapons throughout its sandbox certainly meant having to compensate for every weapon's projectile velocity. For the vast majority of weapons this obviously lessened their effectiveness at range, but other means to lessen effectiveness were also incorporated into the game.
For instance, the Halo 3 Battle Rifle which possesses a slow bullet travel speed, thus requiring players to noticeably lead their aim when firing at even medium distances, also has a random horizontal bullet spread combined with a small amount of static recoil. While the speed of the bullet travel clearly has a dramatic impact on the weapon's effectiveness at range it's also very much the inconsistent cone-of-fire that's created from the random spread and static recoil that causes the Halo 3 Battle Rifle to be, arguably, the least effective and consistent Battle Rifle within the entire Halo franchise. Potentially poor networking conditions just make everything all that much worse.
This, of course, was all by design (minus the networking conditions), but there's an argument to be had regarding the need to curb effectiveness to such a degree and about the role of introducing random elements to a game's gun-play when it has competitive arena roots and inspirations.
Quote:The same principle applies to Reach, just with bloom in place of projectile. The DMR and Needler Rifle both had it. Projectile weapons were still there, like on the plasma weapons, but players could still use hitscan non-power weapons.
With Reach, Bungie essentially doubled down on injecting elements of randomness into their game's primary gun-play as the means to curb weapon effectiveness. Bloom on precision weapons wasn't exactly a new concept to the Halo franchise since the M6D Pistol possessed it in Halo: Combat Evolved, but visibly highlighting it within the reticle and having noticeably lengthier optimal TTKs in comparison to the M6D Pistol not only dragged out the effect, but brought a lot more attention to it.
Not to mention, with the franchise having become an eSports FPS leader during Halo 2's primary life-span and carrying over into Halo 3's life-cycle elements of randomness were much less welcomed as they inherently detract from player skill. This was the primary motivation behind the ZBNS update for Reach. This is also one of the reasons why many modern LAN competitions for Combat Evolved tend to use the Neutral Host Edition (NHE v1.0) which removes the random elements from its precision weapons.
Reach returning a good percentage of Halo's sandbox to being hit-scan and featuring single shot precision weapons instead of bringing back the burst-fire Battle Rifle were likely why they choose to incorporate a significant amount of bloom. I didn't agree with the amount of bloom, but I understood its reasoning. And the reason to return to hit-scan weapons in the sandbox was because they're a lot less sensitive to networking conditions which had proved to be a major quality annoyance for Halo 3.
Quote:Then Halo 4 comes and most of the common/loadout weapons don't have projectile or bloom.
DMR = hit-scan w/ bloom
BR = hit-scan w/ random static bullet spread, vertical recoil, & vertical drift/climb
M6H Magnum = hit-scan w/ bloom
AR = hit-scan w/ bloom
Carbine = hit-scan w/ mostly random static bullet spread, but potentially a tiny amount of bloom
Storm Rifle = projectile-based w/ bloom
PP = projectile-based w/ bloom when not charged
LR = both hit-scan & projectile-based w/ random static bullet spread | hit-scan when scoped | projectile-based when hip-fired
Suppressor = projectile-based w/ bloom
Boltshot = both hit-scan & projectile-based w/ bloom when not charged | hit-scan when not charged | projectile-based when charged
Quote:The DMR had bloom, but it was so minuscule that it had no effect on game-play.
It was minuscule in comparison to Reach, but it's utter nonsense to suggest or claim that it had "no" effect on game-play.
Quote:The bottom line is that in Halo 3, the majority of weapons were projectile.
Again, "all" were projectile-based.
Quote:And then in Reach, most non-power weapons had bloom. Which is why in both games, both features (or problems, depending on who you ask) are so noticeable/invasive in game-play.
"Problem" is how I perceived the degree of bloom in Reach. I think randomness should be limited as much as possible; particularly, on precision weapons, as it takes away from player control.
Quote:While they technically exist in Halo 4 and beyond, there are so many other weapons that don't have them, so they're not noted as prominent parts of the game.
BR = hit-scan w/ essentially no bullet spread | H2C did have a ranged cut-off for bullet damage
M6C Magnum = hit-scan w/ bloom
(H2A) AR = hit-scan w/ bloom
SMG = hit-scan w/ bloom
(H2A) Silenced SMG = hit-scan w/ bloom
Sniper Rifle = hit-scan w/ random static bullet spread when hip-fired
Beam Rifle = hit-scan w/ random static bullet spread when hip-fired
Carbine = hit-scan w/ random static bullet spread
Sentinel Beam = hit-scan w/ perfect accuracy
Every additional weapon in Halo 2 is projectile-based.
In Halo 5, a title that's also got a mix of hit-scan and projectile-based weapons, they were able to remove or vastly curb the majority of randomness from the precision gun-play. And the successful aspect of the weapon tuning that occurred later in its life-cycle was that weapon role effectiveness for non-Warzone environments were able to get reigned-in quite appropriately for many of the weapons (w/ a few exceptions) without resorting to the addition of obnoxious levels of randomness.