Community probably wont react much because its not a global change; its going to be specific to certain playlists.
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perhaps a bad choice of words on my part
I predict the amount of relevant frustration had while playing CEA in comparison to standard Reach probably won't be much less, if any at all.
Make more sense?
No, it really doesn't and I don't know why people think that. If anything bloom increases the amount of spam in specific situations while leaving it the same overall.
You're welcome to your opinion but if you honestly find Reach's mechanics fun I don't know how you can consider yourself a 'profag'. Reach is a game specifically designed so any moron can wade in, get kills, and have fun. It does this by including lots of random elements like bloom and gameplay crutches like the melee lunge. It's fine if all you want to do is goof off online, but there's a reason MLG didn't want to move to it.
The problem with the NR and DMR isn't that they have bloom, but that their default accuracy is 100%, and that they are the default spawn weapons. Ideally, default starting weapon would be a specifically medium-range weapon like the BR or carbine, with the DMR and NR as specialty pick-up weapons. At least on larger maps.
Here's an idea:
Increase Bloom, Remove bullet magnetism all together.
That way, any stray shots stay stray and any aimed shots are rewarded.
You'll still get that random headshot but by the time that happens you should have aimed your shots well enough to beat the odds.
despite what you may believe I'm not a profag and I actually hate the MLG community, the idea of being a professional gamer as a career and source of income is laughable. I play games to chill the fuck out, I leave the stress for my job. That doesn't mean I don't enjoy competitive gameplay and won't do what I can to win.
And that they have practically infinite range, and instant hits.
I'd take this over the current system.
You called yourself that, I didn't. Like I said, Reach is fine as a casual FPS but trying to defend it as a serious competitive shooter is ridiculous.
I suppose my sarcasm wasn't blatant enough.
What's different than two competetive players spamming the DMR at each other than two MLG COD players hip-firing their sniper rifles at each other and calling hitting random headshots skill?
this is the same shit.
by this logic it sounds to me like the only game worthy of being called competetive would be instagib in Quake. no bloom, no random hits, no bullshit. Everyone has the same weapon, and has equal opportunities. best aim wins. sure it might get boring after the fifteenth thousand kill but who gives a shit right, it's pure skill. wait, what? Leading? oh, unreal instagib then.
You want a game that caters to noobs? Go play Mario Kart Wii. You'd gladly take reach over that anyday.
I'm not saying the spread doesn't add randomization to the game. But honestly, there are always going to be random aspects to any game you play. I've personally never had a problem with the DMR, no moreso than the fact that I might get matched up with idiots, no moreso than people spamming nades up a lift, no moreso than people sweeping their BR reticules over my head hoping one of their three shots will be a headshot.
Wait, what randomization is there to a weapon that has Hit-scan?
Because at point blank range you can spam it to get some lucky kills.
Reposting this for the benefit of people who don't read. In fact I might as well sig my entire opinion on the DMR since I keep having to re-state it so much.
Quote:
teekup: the reticule bloom is pointless because the gun is fucking hitscan
YEAH LET'S PLAY JEDI KNIGHT 2: all the reticle bloom does is add a little more randomness at point blank range
YEAH LET'S PLAY JEDI KNIGHT 2: that's not even the main complaint I have with the DMR, which I've highlighted at least 10 times, but for some reason everyone just harps on the bloom thing
...
You realize that at point blank you could spam ANY weapon to get lucky kills.
What you're looking for here is a weapon that makes the bullets go around the enemy at point blank rather than heading straight and true.
Honestly, this argument is getting more stupid the further it goes, I would spam the AR at point blank range and "get a lucky" kill because of how close i am.
The only solution here that would be approved by either side is to ramp the bloom to stupid proportions, remove the bullet magnetism and make the bloom move quicker so it takes the same time to get your aim right again whilst at the same time any trigger press faster than a timed shot would stray off else where.
As it stands, all I'm hearing right now is bawww bloom adds randomness baww.
In all the previous games there was always randomness to any shot besides a select few, it's just now it is being shown.
Pistol in Halo 1 had bloom. Automatic weapons in the series have always had bloom. BR has spread and fires three bursts which adds a random factor.
that's def bloom
damn, funny how halo 1 was MLG's favorite
EDIT: Clearly, the "bloom" under rapid semi-auto is close to negligible. I'd also like to see a test shooting at an actual target, because I believe there's a bit of a homing effect that might further reduce any potential pistol error. Maybe that was confined to the Xbox version, though.
A better question here is, how many people noticed and were disappointed to find that the magnum in Halo 2 did not fire full auto?
_o/
regardless, method 2 in that video had noticeable inaccuracy compared to method 3. Method 2 adds the randomization factor. "YOUR SHOTS MAY OR MAY NOT HIT." The strategy is nearly identical to reach. Fire faster up close, pace at a distance. There is spread, randomization, and the chance that the shot may not connect.
If you hold the trigger down too long between shots, sure. I've tested this stuff before and my accuracy was much better than in the video. Negligible difference.
EDIT: If you were paying attention to method 3 in the video, "YOUR SHOTS MAY OR MAY NOT HIT" regardless of how fast you pull the trigger. There is already bullet spread.
You're an idiot. A precision, headshot capable weapon is not the same as an AR.
Singling this part out in particular. Have you read any of this thread at all? At what point did I ever say more inaccuracy would be a good thing?Quote:
What you're looking for here is a weapon that makes the bullets go around the enemy at point blank rather than heading straight and true.
Exactly, it has always been in place that shots may or may not hit, and it has always been a game mechanic that causes randomness. You can get out-pistoled by someone because of the way the spread works. I don't get why it's such a huge deal in Reach. To me it sounds like splitting cut hairs.
In the AR's defense, if you use short-controlled bursts it's an excellent crowd-control weapon. And guess what? I use Reticle Bloom to use it so effectively and properly.
You're just being obstinate if you claim that the bullet spread of the Halo 1 pistol is at all proportional to the bloom in the Reach magnum. There's a huge, fundamental difference in how the two weapons work that has a significant effect on how the two weapons handle.
the reach magnum is not what I'm comparing the pistol to.
For the last time people, nobody here is complaining about bloom on automatic weapons. To clarify, when people complain about bloom they're complaining about the addition of increasing spread to precision weapons. Nothing else.
As I've said many times before, the Pistol's spread is constant and unchanging which makes it not a random factor but a predictable one. Yes, you can increase it by holding down the trigger but nobody with half a brain cell ever does that and I can't believe anyone would make such a stupid argument.
pointless
whatever
you win
Let me get this straight pooky, You're complaining that a precision weapon has bloom because it adds "randomness" to your shots and might make your shots veer off your target whilst at the same time complaining that people who spam said weapons "might" get a lucky shot?
Had there not been any bloom at all, the spammers would be an even bigger issue.
"hay guiz we're gettin spammed and we dun leik bloom so plz remov bloom so we can spam back k thnx bai!"
Your issue is not with bloom, it's with the ridiculous amounts of auto aim, sit in a revenant passenger with a sniper and see just how many head shots you get and you'll see what I mean.
The issue is not the bloom, if you honestly believe it is you are extremely vain.
Jesus christ I can't believe I have to repeat this yet again
Yes, in my opinion bloom is annoying and dumb. But it's NOT the main problem with the DMR NOR is it the main problem with Reach multiplayer in general.Quote:
teekup: the reticule bloom is pointless because the gun is fucking hitscan
YEAH LET'S PLAY JEDI KNIGHT 2: all the reticle bloom does is add a little more randomness at point blank range
YEAH LET'S PLAY JEDI KNIGHT 2: that's not even the main complaint I have with the DMR, which I've highlighted at least 10 times, but for some reason everyone just harps on the bloom thing
AM I GETTING THROUGH YET?Quote:
The difference between the Pistol and the DMR is where the Pistol has a clearly limited maximum range, the DMR does not (within the bounds of any of the official maps). Also while the Pistol requires actual aim to use at close range, with the DMR you can just spam and follow up with an auto aiming super lunging homing melee attack.
This is my complaint with the DMR/NR. The DMR's retarded range prevents open maps from having any sort of flow, while its spammability up close makes it not only obnoxious but less skilled to use compared to previous mid-range weapons in the series. Note that 'spam' doesn't have to mean firing as fast as possible. Just firing slightly faster than normal is enough to make it annoying. A lot of Reach proponents claim to hate the BR from Halo 3. Imagine how much more obnoxious it would be with unlimited range and the ability to fire FASTER at close range.
So basicly, your complaint is that gameplay over rules realism?
If you want weapons with no spread go play CoD, don't shit up Halo with your need for everything to be "realistic".
You really are vain, Seriously, if your complaint with the DMR is that someone may get a lucky shot [which judging by your bitching has never happened to you before] then WOW.
With or without bloom, there would still be lucky shots.
ITT: pooky rages
Not my fault some people are so amazingly stupid they can't comprehend plain English. How exactly does one translate
toQuote:
Removing bloom would be good
Quote:
NEEDS MORE SPREAD
Not my fault you get trashed by casuals and cannot comprehend the possibility of adapting to the situation.
Yeah, because I said anything to that effect.
It's not like I record every game I play, but ask teekup, mech, ducky, or any other people I've played Halo with in the past. My skill is definitely not the issue.
I never said your skill was, I said your ability to adapt was.
Clearly not, since I won or did well in most of the games I played. The ability to win games doesn't automatically make it fun. JK2 is the hardest multiplayer game ever and I do get raped most of the time but it's still far more fun to me than Reach ever will be.
http://www.bungie.net/Stats/Reach/Ca...r=friedmetroid
so pooky, what iv gathered from your posts is that your compliant about the dmr is that it's range reaches all the way across any stock map, so people cant move around without getting shot all the way across the map, and its magnetism combined with the boom makes it so you can fire it faster than its intended speed (and the resulting loss of accuracy due to bloom isnt an issue because of magnetism), and then a lunge melee will kill after 3 shots are landed. the issue is that they allow the dmr to fire faster by "compensating" with bloom, whereas they could just remove the bloom and slow it down.
is this right?
Yeah pretty much. My theoretical list of changes to the DMR/NR would be
1. Lock both of them in at their slowest accurate ROF
2. Change the spread to be a constant, slightly smaller than the size of the DMR reticule itself (or in other words, about as much as the Halo 2 BR)
3. Put a hard cap on the range, a distance about 2/3 of the way across hemorrhage
4. Remove increasing bloom
edit:5. Perhaps add back ballistics to the bullet weapons as well. I dunno what Bungie was thinking, but Halo 1, 2, and 3 got by just fine without resorting to Quake 1 era hit detection methods.
Basically like a slightly toned down H1 pistol, or a mix between the Pistol and Battle Rifle
I have nothing against the Halo: Reach AR. It's one of the few things they actually got right.
Updates out and there's a lot of people unable to update because they have games on demand or got the dash beta preview disk.
It's out. No bloom on pistol, dmr, needle rifle, pistol's a 4sk
Did I misunderstand something? I thought they were removing the RETICULE bloom, NOT the actual bullet bloom/spread. I can spam Warlord across the entire map of Reflection and kill him in 4 shots.
Someone get online so we can test this more.
TeeKup add the gamertag.
Um, what do you think bloom is? lol
Wow was I not clear enough?
Fires way too fast.
Hey pooky.
I hope you're happy:
http://www.youtube.com/watch?v=61n6wSJw2Yc
That's laughable. Now the DMR is even more of an OP weapon than it was to begin with.
Not really, that's not what I asked for at all. But since you can't read I guess you wouldn't know that.
Get the stick out of your butt.
Nowhere did Pooky say anything drastically negative, or positive for that matter, about bloom/accuracy decay. The issues with the weapons in Reach have always been about maximum range, maximum rate of fire, and damage to vehicles (which is a whole other chapter in the book of what Bungie did wrong).
It's like arguing with a creationist...
So let me repeat myself yet again since you show this amazing ability to not actually read what I post
This.
When they said they were removing bloom on weapons like the DMR I assumed they were at least smart enough to lower the rate of fire as well. Clearly they weren't.
Just FWI. Those of us that were part of the Beta program clear back and got a free copy of Reach, and it wasn't capable of being updated, you received a free games on demand code in your email.
Quote:
Earlier this year, you participated in the Xbox LIVE Public Preview program and were provided a copy of Halo: Reach as part of your participation. Unfortunately, this Halo: Reach “preview disc” cannot be updated with a conventional Title Update, causing the game to be unplayable after the recent Halo: Reach Title Update on September 21, 2011. We apologize for any inconvenience this may have caused.
To get you back online with Halo: Reach, below is a code for the Games on Demand version of the game. Once the code is redeemed and your copy of Halo: Reach is downloaded, the game will work as usual, including the features added by the title update. All of your Halo Reach game saves will work normally as well. You may then discard the disc from the Public Preview program.
Please note that this Games on Demand version of Halo: Reach will require you to have some storage on your Xbox 360 – a hard drive or USB of at least 6.6 gigabytes.
Yeah, saw that earlier. The interesting thing will be how long those stay valid. I have the genuine Reach disk, as well as the beta program disk. However, aren't games-on-demand playable on a single console? If so, then I plan on waiting until I know which xbox I want it on before downloading/entering the code.
Fake edit: Though I could download it for my xbox, then use the genuine Reach disk as a backup. That could work to utilize both.
Have certain playlists been updated too yet?
Not sure if people've seen the Headlong remake yet. Here it is:
Why is there a Falcon crashed into the building if the map takes place in New Mombassa? Just wondering.
For the same reason there's a - wow... A FALCON CRASHED INTO YOUR HOUSE!!!
No seriously are they area specific vehicles or something?
More importantly, where's my golden warthog?
Played a few custom games with Teekup and Sever using the no bloom settings earlier. Once you get past the shock of how fast the pistol kills now, I actually thought it played a lot better than standard Reach.
It's amazing how big a difference it makes having a primary weapon that performs reliably and consistently. Teekup noted how we found ourselves bringing back old tactics like strafe dodging because with the pistol's lack of wide-arc spammability you actually have to aim it properly. Furthermore, despite the buff to melee damage rush-double punching was no longer a viable tactic because of the pistol's extreme stopping power.
It could probably use a bit of toning down, but we had so much fun using the pistol on eachother I'd be perfectly fine if it wasn't. Some might think such a change would make all the other weapons useless, but we were still using weapons such as the rocket launcher and shotgun to great effect. What really needs to happen now is for all the mediocre weapons to get a buff to make them more competitive.
Will be very interested to see what happens when Anniversary multiplayer comes along.
Pistol should be a 4SK. That would make sense to me considering it doesn't bleed through shields.
Also, the AR was a reliable starting weapon, but people refuse to believe it anything more than a spray-and-pray. That really saddens me because it prevents people from thinking it could be used more as a starting weapon than the DMR.
It is 4 shot in the gametype. The 3 shot video was from a custom game with damage set up.
Played a few more customs today. Where the skill gap in Reach was almost nonexistent before, I can already see it starting to come back. I definitely like this a lot better.
So, uh, how does this update work? I looked in the custom game settings and I can't find any new features? Have I not updated properly? Is it megalo hooking so we can't use it ect?
Are you really saying that what has happened is in any way appropriate to what "problems" were "plaguing" Reach?
I didn't think anyone could be this stupid but you've just proved me wrong.
you really are stupid if you think the current changes are in any way a good thing, the needle rifle can now hit anyone in the map no matter the distance and kill them which removes the beam rifle and sniper rifles range and the magnum completely destroys the assault rifle even if the person with the assault rifle has a few seconds head start.
I must say, I am glad these changes are not going to be universal, the changes that have been made have just made the entire trigger spam an even worse issue.
I'm glad 343 did this though; it takes all of the bitchy Halo 1/Halo 2 profags out of Halo Reach's actual gameplay. Sorry for those who like Halo 1 PC Multiplayer, it's just that I prefer Halo Reach to actually be its own game.
@Pooky: Not sure where you were. There were easily skill gaps in Halo Reach. Notice how I said gaps.
Huh. Halo 1 had everyone starting with an uber-3sk-god-pistol that took no skill to use. Halo 2 featured noob combos, button glitches, and a god-like-battle rifle. Halo 3 is beside itself (it was ruined by playerbase, not schematics and was the best of all until the profags messed up the playlist/map settings and spawns). Halo Reach actually has me picking up more than one weapon because I feel like the weapon would come in handy, not because I have to use it since everyone else is using it. Glad to know people here still group games' gameplay worth based on franchise.
So explain to me again why Halo 1's gameplay is superior to Reach's?
Everything you said regarding Halo 3 and Reach was generally opinion or skill-based.
Not good with the Plasma Repeater?
Some people are.
Thought Halo 3 was overbalanced? I thought Halo 3 was unbalanced compared to overbalanced and that was due to how much the Battle Rifle was used. But that's my opinion, so I guess that makes this argument, just like yours, obsolete in the end, I realize.
Oh and if that faggot by that rock on Red Base is causing you issues, then you're a bad player. I shouldn't even have to tell you why since you're a bad player. Though I'd just let you know. And I've played Reach extensively as well and have a very decent K/D as well, so there are my qualifications. In fact here:
http://www.bungie.net/Stats/Reach/Default.aspx?player=DarkHalo003&sg=0
And I want to make sure that I'm not seeming like I am supporting the DMR with that last argument. I hate that thing like it is now and what it was like after the Beta. Once again a stupid playerbase ruined a balanced weapon. Now you know how I felt during Halo 3 half of the time.
The general point of my argument is to show how it can be used to match your argument. In other words, if the only argument/point-in-case you have is that I'm a terrible player or that "Hurf Durf is of any importance, then please by all means keep posting arguments like that.
.
EDIT: In fact that player is rather good with the repeater, I wouldn't mind playing a game or two with him on a good map like Severs.
EDIT 2: I guess I'm one of those bitchy Halo 1/Halo 2 profags you keep mentioning. Don't worry I'll be doing just that and staying in the classic playlist so I don't have to listen to your incoherent babble. If you feel the further need to continue this please PM me or something, this is making the thread stale.
dark halo did you watch that montage? almost every kill he either had a friend to distract the guy he was shooting, the enemy was spraying all over the place, he caught the enemy guy off guard, or he got a "reload this" medal on a guy coming out of combat. most of the kills he got were from him knowing how to move around, and im not faulting him for that. that video was a terrible way to defend the plasma repeater. go play invasion. tell me the repeater works better than the dmr. not saying it doesnt have its uses, but that video hardly convinces me that ill get kills if i take a repeater against a dmr at anything outside melee range.
i just wrote a bit about this in a paper on game balance: halo 1's weapon set is so enjoyable because theres not duplicates of weapons (eg: battle rifle and carbine, needle rifle and dmr), and while every weapon has a role it works best in, they can almost all be used effectively in other roles. the very best example is the shotgun. in halo 1 the shotgun is deadly up close, and effective at medium range. the damage from far away is negligible, BUT ITS THERE. in halo 2 and on, the shotgun is deadly like 80% of the time in close range, and at medium range its damage is non-existent, as if the pellets literally disappear.
as for your argument on the halo 1 pistol being a starting weapon, look at halo 2's starters: smg and magnum. look at halo 3's starter: assault rifle. your chances of getting any real kills are low until you manage to get a BR of your own. in halo 1, yes the rape cannon is a spawn weapon. take pooky's example on blood gulch: a red guy makes his way to blue, gets on top of blue base, and starts spawn killing blue with the rape cannon pistol. blues spawn with the pistol too, so they can fight back. put that situation in halo 2, and now you have a bunch of people throwing negligent damage at the red guy from magnums and smgs, and the only reason they kill the guy is because enough of them managed to widdle down his shields and health.
so to bring this back full circle, halo 3's is unbalanced because its OVER BALANCED. instead of giving weapons a loose role like halo 1, but making them effective outside of that role, weapons in halo 3, and reach to an extent, are rigidly constrained to that one role. not to mention that theres more of them. would anybody have been upset if maps just stuck to either the battle rifle or the carbine as the precision weapon in halo 3 instead of using both?
side note: the flaming is not helping anybody's argument. the whole "terrible player" thing is a straight up fucking insult. attack the argument, not the person making it.
They've just added some more developer options to the megalo data (read: game variants). These new options/settings won't be something you can tweak with the game.
The only megalo options that are ever editable from the variant options screen are a select set of exposed user options, which reflect the underlying megalo script's execution. Every game variant defines all the UI data needed for the game to create an editor for the user options, which is how they're able to do the "<variant-name> options" menu.
The only place you are currently able to see is in the Zero Bloom Slayer gametype.
That and future gametypes will be available on the Waypoint fileshare http://www.bungie.net/Stats/Reach/De...oWaypoint&sg=0
Hoo boy, I don't even know where to begin with this clusterfuck.
The pistol is better the way it is now. It doesn't need a nerf. Other weapons need a buff. Trigger spam isn't and never was a problem with Halo, it's a symptom. But I'll elaborate on that further down. I can't comment on the DMR or NR on long distance maps since we didn't play any of those. But long distance maps were already horrible in Reach due to the hitscan, infinite range DMR and retarded vehicle damage system so who cares.
Maybe you should actually read my post where I said the DMR/NR should get a base accuracy penalty to compensate for the lack of bloom. Since you continue to ignore my actual argument and flame me over things I never even said, I'll quote myself for at least the 20th time on this subject.
Spoilered for the benefit of people who actually can read and don't need things recited over and over again.
If you actually believe that, you're probably better off with Reach. I don't think I need to repeat things that have already been explained hundreds of times over.
Alright then,
Now that I've had some time to think about the games we played, I think I understand why it was so much more fun with zero bloom. It's not necessarily because of the accuracy of the killing, it's because of the speed of the killing. That's what Reach and to a lesser extent Halo 3 are missing.
Think back to Halo 1. Remember how fast you could kill someone with 3 shots from the Pistol? Now think Halo: Reach. Notice how it takes WAY longer to kill someone with DMR headshots. The inability to swiftly take out enemies means every engagement is drawn out and leaves ample opportunity for outside interference. One of the most frustrating aspects of Reach multiplayer is that it's so often impossible to engage a given enemy and take him out before having another enemy come up behind you.
Going back to Halo 1 again, in that game I would often take on a large group of enemies by myself without hesitation. On maps like Damnation I'd just weave my way through, taking out enemies gracefully and efficiently with every move. In Reach I wouldn't dream of taking on more than 2 enemies by myself without vastly superior equipment.
The Pistol may have been harsh, but it was fair. Everyone spawned with it, and the sheer speed with which you could take out enemies (especially when combined with grenades) is what gave a lone player a fighting chance against multiple enemies. Since you didn't have to spend so much time pumping shots into a single opponent, you could use smart tactics to get out of any situation.
In fact, now that I think of it, I realize that this has been nearly the entire problem with Halo multiplayer ever since 3. As we've already discussed in Halo 3 Bungie nerfed the damage of everything so dramatically that the Battle Rifle, the general purpose weapon of the game, was nearly as effective as any other weapon in any given situation. That's what lead to the perception of it being overpowered, when really it wasn't. It was underpowered. The whole game was underpowered.
With this realization also comes one that 343 and their title update have an opportunity to change Halo multiplayer for the better for the first time in years. As before, I'll be very interested to see what happens when Anniversary multiplayer comes along.
Yeah Pooky, it's totally opposite for me in Halo Reach. I run in with an AR and take on at least groups of two. I guess that's just how the games end up playing for me.
Keep in mind that trueskill rankings still exist and are in full effect, they're just not visible. The game gets dumber the more you win and move up. Not trying to be rude, but I sincerely doubt you've taken on a group of 3 intelligent players by yourself with just the AR and won (on standard Slayer settings).
I do have to say I look forward to the gametypes. A game being capable of such a different feel is a good thing.
I used shitloads of names on Halo CE, usually a new one per day. Never signed up for any forums, never played on any one server for too long, and didn't really know anyone from the community. I stuck with the name "Pooky" after I joined FBI, which was also pretty much the last days of my serious Halo playing.
What names did you use? If I recognize you I might be able to tell you some names you saw me by.
Not that being good at a game lends analytical credibility in and of itself. Observations are more important than individual performance. It just so happens that people who are good play the most and thus observe more. But the thought of a game designed by MLG makes me chuckle.
Yeah, I tried MLG's playlist on Reach recently. Only played one game. Even though I was leading almost the whole round and came in second overall, it was the single most boring experience I've ever had in the Halo series.
At least the BR was a fun weapon to use.
e: Incidentally, though I didn't know most people here at the time I played CE, I found it funny when I joined H2V and saw a whole shitload of names of people who'd accused me of botting. I've been accused by almost every longtime community member xD
I only joined FBI briefly before I stopped playing CE.
At any rate I never claimed to be the best player out there, but I was definitely good enough to compete with the likes of HIV.
beta hopper's out
Zero Bloom quite awesome if I do say so myself. The game just feels so much faster paced. I'm not sure how I'll go back to default Reach after this.
I'd be able to judge this a lot better if I actually got a game that wasn't slayer dmr's on a poorly designed forge map for fucking once...
Fuck ZB slayer dmrs. It turns into nothing but a herp-derpin' pistol fest.
Wait....you mean like Halo 1, and Halo 2 and 3 was a BR herp-derping fest, and how Halo: Reach is a herp-derping DMR fest?