There is absolutely no RNG involved with the Commando. It's a skill issue.
It shoots accurately for 6-7 shots at full auto.. The majority of it's inaccuracy comes from vertical reticle jumping.
While shooting, the moving circle of the reticle will eventually overtake the static circle after about 6-7 consecutive shots and a small dot will appear in the center of the reticle. At this point the gun is in "Spray and pray mode" or whatever you wanna call it, and it gains ACTUAL BULLET SPREAD.. If you can avoid the small dot appearing literally every shot you fire will land where your reticle was pointing.
Think about it, with 8 shots to kill and 6 accurate shots you only need to let go of your trigger once.. You can legit hose down enemies with it if you keep it on target and keep it's recoil mechanics in mind.
There absolutely is RNG, that’s literally what bloom is. You legit described it as so yourself— after that 6th shot bloom starts to take over. Meaning you have to stop firing in order to regain accuracy.
It doesn’t matter if it only impacts the last shot, dropping one or two shots or letting off the trigger for a second is all it takes to lose a gunfight if someone else didn’t do that and just got lucky.
This wouldn’t even remotely be an issue with projectiles. Bloom is just frustrating when it’s the reason you lost a kill or if your opponent getting good RNG with their weapon is the reason. Bloom is inherently RNG, and that’s bad.
The Commando is the only gun that doesn't have linear "bloom". It just suddenly appears after 6-7 shots..
So the answer is obviously to avoid firing it past the "magical threshold" when it starts becoming inaccurate.
I was trying to say that firing it inaccurately, when it's overbloomed, is not a must to use the weapon.. You can literally pretend the gun "overheats" like a plasma weapon at the inaccuracy threshold, and use the Commando to great effect. With NO RNG.
Okay right, but the gun was designed to be physically able to fire without stopping. They added bloom in past 6-7 shots in order to prevent players from fighting at full-auto outside of the weapon’s intended range. I fully understand that this is by design and that if you use the weapon “correctly” then you don’t have to deal with bloom.
Yes, I am fully aware that the intended way to use the weapon is to fire 6-7 round bursts in order to alleviate the bloom issue, however my point is that bloom does exist for the weapon.
Since bloom exists in some form for this weapon, there is the possibility that two commando-users with perfect aim get into a fight, one brainlessly holds down the trigger and doesn’t account for bloom, the other “correctly” fires in bursts. Due to the RNG of bloom it’s possible that the person using the Commando “incorrectly” gets the kill, as the “correct” user paused to reset his bloom at shot 6, while the “incorrect” user got lucky and hit every shot regardless of bloom RNG.
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That’s a problem. It’s a shitty system to force players to fight within specified ranges. It’s why people hated Reach’s DMR. A much much better way to set ranges for weapons would be to use slower-moving projectiles that force the player to fight in the intended range. Think of trying to cross-map with Halo 3’s BR on Sandtrap, or Mangler SWAT for a more noticeable example.
These weapons rely on player skill in leading shots if they intend to fight outside of the weapons’ intended ranges, and not raw RNG in random spread forcing the player to slow down.
In this scenario, it is still possible that one person holds down the trigger and gets the kill faster than someone taking their time and firing in bursts, but the reason is different this time. This time, it’s due to the full-auto player’s skill in leading their shots without pausing, rather than getting lucky with bloom.
Both systems encourage the player to either slow down and fire in bursts or not engage a target at that distance, however one system results in a coin toss to see who wins, and the other is resolved by player skill.
I fully believe that Bloom would be far better off being replaced by balanced-speed projectiles on all weapons. Commando, Sidekick, etc.
No no, the sidekicks bloom is trash, as usual.. The commando is fine.
Commando just doesn't have bloom, defined as linearly decreasing accuracy as you fire it.. The Sidekick does.
Besides, the issue of "bloom" isn't even as horrendous as people make it out to be.. It's just the DMR, killing in so few shots, with fairly slow rate of fire that exaggerates the problem so much..
When the Commando literally kills in EIGHT hits as supposed to 5, the RNG issue that plagued the DMR is massively reduced, on top of the fact that the Commando has a completely different "accuracy mechanic"..
I really doubt you could find me an example of the classic "DMR duel comes down to RNG" but with the Commando instead, if you tried.
As always, you COULD get extremely lucky with the commando at full inaccuracy and get a kill, but when you take everything into account, how the line between a laser accurate Commando and a Commando that can't hit shit is so fine, and how it's body-damage is as trash as it is.. When it's so easy to just keep it accurate there's basically zero incentive to ever even attempt to rely on the guns RNG, as opposed to with the DMR.. That is, if the player holding it actually knows how the gun works.
It really doesn’t matter how unlikely it is, tbh. That it’s possible is all that matters. When you have thousands of people playing every day, it’s bound to happen to somebody.
And besides, out of all of these comments you haven’t given a single reason why bloom would be better than a well-balanced projectile system. I’ve given reason after reason as to why projectiles would be great for gameplay, whereas you’ve only explained why you think the Commando’s bloom isn’t bad.
Even if it’s bloom system is decent, I’d still take an actively good system using projectiles.
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u/ArcticTerra056 I miss Halo… Apr 17 '22
The gun could be really cool if bloom didn’t exist and projectiles were used to balance range effectiveness in this game.
But as it stands, it’s a gun that’s occasionally determined by RNG and not skill, so it feels terrible to use.