Here for review, is perhaps the worst example of the random hand cannon bullets in PvP. Watch the video closely, and you will see that, for no explicable reason, the second shot fired from my beloved First Curse, missed. We could argue that it was bloom, but the sad truth is that it was just RNG.
Out of the four shots fired, the first and second shots were paced perfectly, but the second shot missed the target completely, despite the fact that the sights were perfectly placed for precision. What makes this even more ridiculous, is that the third and fourth shots looked less precise than the second, and were fired with an increasing tempo, but they were both precision hits. The truth is, there is no bloom cone that affects hand cannon accuracy, the game decides randomly which bullets will, and will not hit, based on external information.
The guardian I eventually killed, could not have been any less precise, and yet he somehow managed to kill me. I fired four rounds from my First Curse precisely at his head, he did not deserve even one point added to his score from that encounter, he was bested four times over. Every shot I fired was accurate, and I was punished, the majority of the shots he fired were inaccurate, and he was rewarded. Is this how things work in Destiny now?
You have to fix this BUNGIE, RNG bullets are demoralising, and you are taking skill out of the game. Please respond.
English
#feedback
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The damage from the second shot was delayed, but it's there. Third shot missed.
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You had three red bars on the other team. Looks like the second shot hit, lagged until the third which looked like an almost miss them the fourth follow up killed. Looks like the jacko you're fighting was red barred, which won't help either. I just love these p2p networks.... Cheap to operate, hell to use. If like to see what bungie's dedicated personal servers play like
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Bearbeitet von kendallhollo2012: 4/19/2016 1:58:40 AMThat second shot should of definitely hit. The third shot looked like a miss, but it was a hit. These phantom billets dropped my handcannon precision kill ration from 66% to 63% and dropping.
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I made a post about this a long time ago but I couldn't really put into words what I was seeing. But you have done a great job. I didn't call it RNG I called it bullet cancelling. And it's basically what you saw. When you're in a firefight against a higher rate of fire weapon (I. E. Handcannon v auto) the higher rate of fire weapon cancels your shot sometimes. Like you saw. I've had the same happen to me all the time with low rof pulse rifles. If I'm against a higher rof weapon sometimes full pulses won't even register. I'm glad you posted this video because now I know I'm not crazy lol
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Bumpity bump.
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They fixed the chaperone RNG bullets that was caused by the nerf to shotguns! Headshots are now head shots but can still oddly be counted as body shots but no more RNG bullets going threw targets!
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Unfortunately..... This is more on the dumbass P2P connection quality. It's lazy, cheap, and stupid to implement P2P connection and call it competitive. Because you can't compete with a red bar. It's lame getting punished for having good internet. The kill trade/delay kill was the give away here.
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1 AntwortenThe guy you were shooting at was red bar and looked more like hit detection issues due to lag than phantom bullets.
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3 AntwortenSecond shot hit, but didn't register right away due to lag (the dude is clearly red-barred like crazy). The third shot misses, which is obvious if you look at the dust cloud it puts up over his shoulder. The confusion is due to the timing of the hit markers caused by latency.
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Bearbeitet von a strange coin: 4/18/2016 4:37:38 PMFirst 2 bullets hit dummy third clearly missed
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No that was horrible lag is what happened.
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1 AntwortenThere is a thrall farming spot i used to go to on the cosmodrome I think where the thrall would just stand still. About 1 or 2 shots per mag will randomly miss a stationary enemy even with perfect aim when using a handcannon.
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Lag the 4 th shoot took so long to hit you should of gotten away with that.
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Bearbeitet von FreakingElite09: 4/17/2016 3:53:38 PMOh my gosh. So glad Im not going crazy. This happens to me a lot as well. This HC archtype is already the most inferior without firing blanks. And every round counts with any HC, but especially with low fire rate HCs.
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Bearbeitet von The Loathsome Dung Eater: 4/17/2016 4:05:07 PMThat is beyond stupid and why hand cannons are probably the least used for each activity by a margin. Ammo in mag nerf, ammo capacity nerf (somewhat made up for), and now phantom bullets when the reticle is clearly on target. At least they update bugs in game often, every 6 months or so.
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First curse has been my favorite gun for the past month or two and now after the patch I'm noticing constant phantom bullets. It was the reason I loved this gun because every shot landed where you aimed and now I'm having cases where I die to phantom bullets. If they nerfed its accuracy secretly and buffed hawkmoon, it wasn't necessary. It's the slowest firing hand cannon archetype and requires forethought to use properly and accuracy to be effective. What gives? I want my favorite gun back the way it was.
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Not RNG. Just lag. Enemy bro was red-barring like a true asshat. Destiny has a broken P2P network system. Best solution: Stop playing a broken asshat game.
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A good way to test this may be to use fatebringer w explosive rounds and just shoot at a wall in patrol...if no explosion, proof of blanks. Or if shooting at enemies you should be able to see where the shot lands if it doesn't hit them
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The second shot hit. The Titan clearly recoils from it, just no damage registered. Diagnosis: Lag or glitch.
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You just summed up almost everything that is wrong with destiny and bungie as developers.
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1 AntwortenThat was lag. 1st shot hit. 2nd hit. 3rd missed. 4th hit.
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1 AntwortenI primarily use hand cannons over any other weapon in both pvp and pve. I have hundreds of thousands of hand cannon kills and would attest that this is true and truly unnecessary. It happens to me all of the time. I don't have the sophisticated video equipment to record and play back in slow-mo, so I don't record it every time it happens (would be a shit ton though). When you have a weapon that only shoots ONE bullet at a LOW RATE of fire, each and EVERY BULLET counts. There should never, ever be an instance where rng decides what bullets will hit the target and which ones become (magic bullets). It is completely unacceptable. This was the ONLY FIX I was really hoping we could get with the new update, but no sir, we get more bullets to replace the disappearing ones. Thanks for implementing such a ridiculous nerf (action) to any weapon. Much less one that needs every bullet to hit its mark. Thanks Jon. Way to work it out in the sandbox.
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I used to really like hand-cannons, but for the past couple of months have been loaded with both blanks and live rounds. I'm not sure if my ghost thinks it's funny or the universe just loves to devour outgoing rounds...
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Not even close. You have to take into account the strafing it definitely missed.
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Bearbeitet von Tektrix: 4/16/2016 8:32:38 PM1st= hit 2nd=hit ( you can see his head bounce from getting hit) 3rd= miss 4th= hit Looked like lag too me, as it took a brief moment for the 1st shot to register.
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1 AntwortenThere's not even a bullet flight path on the second one. You literally shot a blank.