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Destiny 2

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Edited by Sliq: 12/4/2018 2:43:51 PM
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Sliq

Code of the Missile - Ridiculously In-Depth PvP Guide

Video guide can be found here: https://www.youtube.com/watch?v=6y5MP1XeNnU&feature=youtu.be I have an absolutely massive write-up that LITERALLY will not fit here. To see the entire write-up, go here: https://www.reddit.com/r/DestinyTheGame/comments/a2plic/code_of_the_missile_ridiculously_in_depth_pvp/ I will post an abridged version write-up here for those who don't want to parlay over to the Destiny subreddit. [u][b]Ballistic Slam[/b][/u] * Ballistic Slam always deals 130 damage. * Ballistic Slam's greatest asset is the element of surprise, so use cover to approach with it. * Always use Ballistic Slam from maximum jump height for maximum slam range. * A melee is the fastest, most efficient follow up to landing a Ballistic Slam [u][b]Impact Conversion[/b][/u] * Hitting an enemy with Ballistic Slam grants 5% super energy * Hitting multiple opponents grants 5% super energy per target (5% x 6 = 30% max in PvP) [u][b]Inertia Override[/b][/u] * When you pick up an ammo brick while sliding, you get a 20% bonus to damage on ALL weapons for 3.5 seconds (same as 2 stacks of Rampage) * Ammo type and equipped weapon are irrelevant; you can mix and match weapon and ammo type and get the buff. * The buff comes from picking up the ammo, not reloading the weapon. * You need to run a special weapon because primary ammo drop rate is only 10% in PvP (special ammo drop rate is 100%, assuming they have special ammo) [u][b]Thundercrash[/b][/u] * Always jump before activating Thundercrash to avoid the weird "launch" animation from the grounded version. * Use Thundercrash to shut down roaming supers (don't solo slam someone you dink). * You can cancel Ballistic Slam into Thundercrash, so use Ballistic Slam to essentially double the range of your Thundercrash (Ballistic Crash is what I call this combo) [u][b]Armor Perks[/b][/u] * Run high Mobility and Resilience as the added jump height from mobility increase the range of Ballistic Slam, and the class is inherently reckless, so more Resilience will give you more time to "cause a ruckus." * The best perks for Code of the Missile are Hands On, Pump Action, Impact Induction, Momentum Transfer, Traction, Outreach, Invigoration, Recuperation, and Better Already. * Always run 2 Scavenger perks for your equipped weapons (Gauntlets and Mark) in order to get 3 ammo per green brick instead of 1 (e.g. Shotgun Scavenger). [u][b]Mods[/b][/u] * Run at least 3 Melee mods, but honestly I run 5 because Ballistic Slam is awesome and has amazing exotic armor synergy (3 mods = 42 second cooldown; 5 mods = 33 second cooldown). * Run Grenade or Mobility mods if you don't run all melee mods (Mobility increase range of Ballistic Slam) * Super mods are unnecessary because of Impact Conversion. * Paragon mods are shit for Titans what's wrong with you? Don't run them you 4Head. [u][b]Exotic Armor[/b][/u] * Dunemarchers are the best because Linear Actuators + Ballistic Slam = kill huge groups of enemies aka miniature super on a half minute cooldown. Also, the enhanced slide pairs well with Inertia Override and shotguns, which are great for Code of the Missile. * Mk44 Stand Asides generate a shield while sprinting which buys you more time to Ballistic Slam, and damaging an opponent with Ballistic Slam will give you back half of your melee charge, doubling the amount of time you can use Ballistic Slam and doubling the amount of super energy gained by Impact Conversion. Also good with shotguns because of the overshield. * Synthoceps can one shot a group of 3 or more guardians with its perk Biotic Enhancement, but the main reason to use them is because they enhance melee range and the best follow up to a Ballistic Slam is a melee. * Anteus Ward could be good but I don't have them so -blam!- me and -blam!- you too. [u][b]Weapons[/b][/u] * Aggressive frame hand cannons and slug/shotguns are the best choices for Code of the Missile. Aggressive hand cannons can 2 tap for a .53s TTK with Inertia Override, and the aggressive style of play suits shotguns well. * Adaptive pulse rifles are also nuts with Inertia Override and are already pretty meta because of how easy they are to use. With Inertia Override active, adaptive pulses can 2 burst with 4 headshots and 2 bodyshots, reducing the optimal time to kill from .93s to .77s. Furthermore, you kill in 3 bursts with all bodyshots, reducing your time to kill from 1.4s to 1.13s. * Ace of Spades can 2 tap with Memento Mori and Inertia Override, which is a .43s TTK, which is -blam!-ing disgusting. * Whisper of the Worm and Marksman Scope Queenbreaker can one shot to the body with Inertia Override. * Auto Rifles are decent with Inertia Override, but they aren't very good without it. * Aggressive frame special snipers can one shot to the body against a 3 Resilience guardian or below (189 damage). * Aggressive frame Fusion Rifles with Backup Plan are great with Code of the Missile because Backup Plan allows you to play aggressively and Inertia Override reduces bolts to kill to 4 on all Resilience guardians. * Trace Rifles are OK because the reload from Inertia Override helps them a lot, as does the damage, but they overlap most primary effective range and aren't as good in CQC (which is vital because of Ballistic Slam). * The meta is always the meta, so use what's best, I just thought it would be worth mentioning when Inertia Override makes the most impact on TTK.

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