If you want to "fight over a controlled location" [b]play control[/b].
Beyond that, your whole premise makes zero sense. You're complaining that it's disappointing to only briefly have heavy ammo and also complaining that it creates some kind of kill spike.
First, how disappointing (and stupid) would it be when one team camps heavy all game?
Second, you're still going to have a bunch of heavy kills, but it would just be one team slaughtering the other.
All in all, I completely disagree with your post.
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+1 you said it, now I don't have to.
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Really, it's just a logical way to model Crucible's ammo delivery system in the way that multiplayer shooters have done with power weapons for decades. IMO, it's far more interesting for the reasons I outlined in my OP. I think your concerns would be unfounded because this model already works, and it has worked for a very long time.
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It works in games like Halo that have generic weapon loadouts where we pick up random generic weapons throughout a match. And in Halo, one person was getting the heavy weapon, not an entire team. Destiny isn't other shooters and everyone trying to make it fit some CoD or Halo model are just killing what it could be, should be and is.
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I dunno. I don't see these changes [i]harming[/i] what it could be, should be, and is. Per se, anyway. The intent isn't to make Destiny like other games. The intent is to look to and seek inspiration from what works in other games and could work in this game and use it to rectify what isn't working well and to create more depth in gameplay. I suppose where we differ is, in my opinion, the current Crucible model is flawed, offering extremely static and unengaging gameplay. As it is, I regard it as what Michael Bay might create if he designed a video game. I [i]am[/i] interested in hearing about what your experience is like, though.