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#feedback

4/16/2015 2:17:00 PM
1

Gungame Mode with Exotic Weapons!!

Anyone here who's played Counter Strike has experienced at some point or another the 'Gungame mode.' To me, it was one of the most enjoyable aspects of the game, and I was hooked from the second I tried it. For those who are unclear, 'Gungame' is a multiplayer mode (typically team deathmatch-style, which discourages boosting attempts more than free-for-all), where each person spawns into a round with the same gun. Getting a certain number of kills with that gun (typically 1-3) will immediately and automatically equip a new gun, and the process must be repeated, until a certain list of weapons (usually a preset list) has been cycled through. The first person to get the last required kill with the last gun on the list is the winner. Simple as that. But now let's dig a little deeper into why this mode is such a smart idea: 1) A Diverse Firefight - By the very nature of the game mode, while everyone will start off with the same weapon, different skill levels dictate that the bulk of the game will be fought using a range of weapons and strategies. 2) Everyone Isn't Running Around With The Same Gun - Yeah, no more whining about 'Thorn Supremacy' or 'Felwankers' or stuff like that. Everybody gets an equal shot at every gun... as long as you have the skills to get there! 3) People are Forced to Experiment With a Diverse Loadout - I'm pretty sure one of the most under-appreciated reasons for lack of weapon diversity in the Crucible is, people already know what guns will wreck in PvP, even before they've played a single match. But maybe a certain gun they've never bothered to level up is a hidden gem, waiting to be picked up and shot? This would force people to experiment with a wide range of weapons, under a variety of PvP conditions. 4) Firsthand Experience with Exotics You Don't Have - So much whining about the Gjallarhorn, and how people feel like they've never had it. Toss them a bone, make the Gjallarhorn the last weapon on the list! Give everybody a chance to test it out... as long as they're good enough to get to the last gun before the match is over! :D (Note: semisrs) 5) Developing Different Playstyles Outside Of Your Comfort Zone - Let me just say, I'm one of those people who never even gives a second thought to picking up a sniper rifle for PvP purposes. Why not? Well, because I know it wouldn't bring me any advantages, given my playstyle and strategies. But if I knew that the game mode would force EVERYONE at some point or another to pick one up, in order to win... well, I wouldn't have such a big problem with it. Other Notes: - Unlimited Ammo is an absolute requirement. No ammo drops, no ammo at all, except a single clip on the weapon - And every time the weapon is reloaded, the clip simply refills. Depending on balancing (bearing in mind that Counter Strike is NOT Destiny, so mechanics may have to be tweaked a little), there might have to be a cooldown on rocket reloading, if rocket-spam seems too unfair. But ammo drops must be completely eliminated, or else ammunition must be given on receipt of a new weapon in such quantity that it will realistically never be depleted before receiving the next weapon. Anything else would destroy the flow of the game. I cannot emphasize this enough. Gungame will not work with ammo drops. - All guns should be received in fully-upgraded form, with all perks and maximum damage. For the 3-choice perk tiers, selection should be either A) preprogrammed, or B) something pre-selected by the player prior to entering a match. - Supers should be disabled, or should not count towards weapon kills. Same thing with grenades and melee kills. I'm actually totally fine with them being left in, as a form of defensive measures (i.e. kill the opponent before he can kill you), but in no way should it count towards the weapon kill requirements to advance to the next gun. - In traditional Counter Strike gungame, scoring a melee kill usually advances you automatically to the next weapon, and being melee killed conversely drops you down to the previous weapon. However, Counter Strike had a single 'type of melee', i.e. melee range, TTK and damage was the same for all players across the board. In addition, all players had the same amount of health, and there were no 'over-shields', etc. So I would recommend removing this mechanic in a Destiny version of gungame, since the 'playing-field' isn't level like it is in Counter Strike. Suggestions: - Ideally, I think it would make the most sense to just temporarily 'remove' all skill upgrades from the player's subclass upon entering a gungame match. This would basically eliminate all supers, grenades, jump perks, etc., and essentially level the playing field almost completely. For this type of game mode, I believe this to be the simplest and easiest solution to the differences in balancing between Counter Strike and Destiny. - This needs to be 6v6, at the very least! 3v3 wouldn't create the hectic and fast-paced gameplay that is gungame's hallmark. So, this is my first serious suggestion to the feedback forum. I've been impressed recently with DeeJ's efforts to repair the damage done to Bungie's credibility, and enjoyed listening to him on the recent PlanetDestiny podcast. Honestly, a few weeks ago I wouldn't have bothered to type this out, but I have renewed hope that maybe some semblance of this might land on the dev team's discussion board for future consideration. Call me naive, call me crazy, but hey, if my idea sounds good to you, please give it a bump and a like! Truth is usually stranger than fiction, so you never know :3 Also, if you feel the urge, post what you think is the most ideal list of exotics for a gungame mode! I'd love to see what people think :D

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