Bungie says that they don't seperate PvP from PvE in the sandbox so that your guardian will feel the same in both modes.
Then explain why there is a noticable sniper flinch when shot in PvE and not nearly as affective of a flinch in PvP?
Bungie needs to reverse the ammo economy nerf and rework the sniping mechanic in PvP altogether. Several things can be done that bungie doesn't do.
Nerf the tar out of aim assist, or remove it flat out.
Add sway and hold breath to steady aim. Lose breath on hit and over a period of time.
Descope when hit (at least descope on crit and each hit during crit).
If none of these then carpet nerf RoF on the entire class.
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Edited by IKronostitan: 7/15/2016 12:38:51 PMDon't forget that the damage on weapons is completely different in PvP from Pve. So its obviously 2 different algorithms in use. Meaning 2 separate sandboxes.
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Edited by PhraustStryke: 7/16/2016 4:07:54 AMI had no idea how to collect the data especially now that light is on everything. Idk how to find a solid baseline given the rng of perk rolls. So idk about two algorithms. I mean Bungie preaches that the sandbox affects pvp and pve equally. Yet we see two different damage factors. That is explained if you scroll through enough weapon tuning updates. They give certain weapons a buff against enemies of the darkness. That is why I think we see two different damage outputs. For instance in 1.1.1 on 2/25/15 weapon tuning[quote]Shotguns Increased damage against all non-Guardian combatants by 2x (100% increase)[/quote] On Nov 25 I think it was they buffed fusions for December.[quote]Increased base damage against AI combatants to 1.25x (was 1.15x)[/quote]This and other buffs like this would make us see two different outputs from pvp and pve.
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That's a good point. There is a lot of disruption while under fire scoped in in pve.
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[quote]Add sway and hold breath to steady aim. Lose breath on hit and over a period of time.[/quote]That doesn't feel like something that belongs in the Destiny universe to me. Too realistic maybe?
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I wasn't aware that reanimated dead people had breath.
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Edited by PhraustStryke: 7/16/2016 3:13:14 AM[quote]I wasn't aware that reanimated dead people had breath.[/quote] Because bungie logic on reanimated corpses proceed as follows... [quote]I wasn't aware that reanimated dead people had a heartbeat.[/quote] Then why is there one when critical? [quote]I wasn't aware that reanimated dead people could fatigue.[/quote] Then why is there a sprint delay? [quote]I wasn't aware that reanimated dead people could feel pain.[/quote] Then why does your guardian cry out on critical? [quote]I wasn't aware that reanimated dead people could bleed.[/quote] Then why does the screen simulate bloodshot eyes during critical? Finally[quote]I wasn't aware that reanimated dead people had breath.[/quote] Then how do Guardians speak at all?