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1/10/2015 11:55:34 PM
94

The Real Issue With Fusion Rifles in Pvp.

Now I know what you're thinking. "Another scrub whining about Fusion Rifles", while that is going to be partially true, I'll be explaining why Fusion Rifles in the current state of the game are unhealthy for both the long term competitive health of Pvp and your own skill level. While I may be new to Destiny, I am not new to FPSes, I've played since the days of Doom, having played (but not limited to) games like Quake II and III, Unreal Tourney, Counter Strike, Team Fortress 1 & 2, Cod and Battlefield series' (up to MW2 & BF2). So it's safe to say I've been around a while, mostly played Pc until recently (so excuse my Kda still getting used to playing with a controller). So why Do I feel the Fusion Rifle is such a problem? Quite simple really, two reasons. Hitbox trailing. Aim Assist. What is Hitbox trailing and what does it have to do with the Fusion Rifles? Hitbox trailing is the delay of you moving to the server picking it up and moving the wire mesh frame that composes your hitbox. While you can move immediately, your hitbox tends to slightly lag behind. In some games like TF2 they have Hitbox snapping which seeks to decrease this disconnect of your hitbox not being attached to your character model. What surprised me is that Bungee have not used this tech so your hitbox depending on the Quality of your connection can trail a good distance behind you. Ever wondered how a guy killed you round a corner? Your hitbox was still in their line of sight so you were still taking damage. Now Fusion Rifles are supposed to reward patience and skilled play and skilled players can out strathe those whose aim isn't true... Or rather that's how it's supposed to work in theory. In practice because your hitbox trails while strathing, they have a MUCH higher chance of landing all shots than they should thus giving them an edge in combat. The only way this can be improved is Netcode fixes on behalf of Bungee and adding tech which is both costly and time consuming. So onto our next point. Aim Assist. While this is a somewhat necessary evil for smooth gameplay on controllers (if you're using the mouse mod hardware, shame on you by the way as you are effectively making aim assist an aimbot, but that's another discussion for another time) with some weapons it's downright unfair and takes all the skill out of the weapon. Fusion Rifles are that weapon thar benefit too well from aim assist, since aiming in the general direction makes the gun the equivalent of the MW2 dual 1887's, let it rip and get easy kills for minimal effort and skill investment. Which brings me to why it's bad in the current state of the game. Fusion Rifles are not difficult to use due to the above issues eliminating many obstacles that the weapon should stumble into, this in turn makes Fusion Rifles a "Go To" when under performing or you just outright want to stomp. What I'd propose. A Pvp damage nerf that emphasises the User should be patient and true of aim. 2 shots to kill a target. However if you land 3 of the Fusion pellets in the head...It'd still be a one shot. This means in skilled hands the weapon is mostly unchanged and actually feels rewarding instead of cheap while giving others an opportunity to respond and fight back against corner campers and spammers Thanks for reading and sorry for the long windedness but hopefully This post opens a few eyes to the true issues of Fusion Rifles.

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  • Edited by Darches: 1/23/2015 9:41:24 PM
    Fusion rifle is just a more accurate, longer range shotgun. Besides the initial charge up, the effective rate of fire is only a bit slower. It's OP by fundamental design. But because of the initial charge, [b]they're horrible panic weapons, therefore they excel at mid range, as intended.[/b] They're a bit OP but I don't know how Bungie could fix this. You need to strafe and charge the FR users, forcing the undesirable panic situation. Of course, Titans are slow for both strafing and charging.

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