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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
1/4/2019 12:01:23 AM
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Pinnacle Weapons for Every Archetype (Perk Concepts)

If you ever thought, "I love this weapon, but it doesn't feel strong enough to use in crucible." This is the post you'll want to contribute your ideas to. Here are a list of MY pinnacle weapon ideas, but I am in no way saying these are the best versions of the weapon nor that Bungie should use these, but I would like for the community to pick apart what they like and do not like about these pinnacle weapons and contribute their own ideas for Powerful, yet Balanced weapons. Also, this has a primary focus on Crucible, some weapon perks will bleed over somewhat to PvE, but as a primarily Competitive player, my perks will be a little one sided. Scout Rifles: Rapid Fire (260 RPM) like the Veist Scout Rifles are some of my favorite, yet underwhelming to use scouts. They have a pretty good feel to them, but lack the damage per second to keep up with longer range harder hitting scouts. What pinnacle perk would I give it? Spinning up. That's right, the Suros Regime perk. With Spinning Up on the full auto scouts it would make it so that after firing a few rounds, the damage would be more in line with higher damage scouts. Full pinnacle/curated role? Polygonal Rifling, Steady Rounds, Spinning Up, with a Range Masterwork High Impact Frame (150 RPM) like the BrayTech RWP MK.II have been buffed recently to kill on three precision hits and I believe that it is a good baseline for other scouts to come up to their time to kill. That being said how does one create a pinnacle perk that doesn't make them too powerful? My idea is to give them a pinnacle perk that fulfills a certain style of play, Suppressing Fire. Suppression Rounds would work like this, when you are shooting an enemy the bullets have a suppression field around them, as they impact or pass a target it causes the enemy to be slightly disoriented, like getting hit by High Caliber Rounds causing a slight flinch. Nothing that will shake the screen and might only be slightly better than High Caliber Rounds, but what is important is that it doesn't just affect the player being hit by it, instead it will hit anyone within the radius of the Suppression Field. In other words, when one player is standing next to someone being shot at by Suppression Rounds both players will be hit with flinch. Note: Getting hit with the Suppression Field does not cause damage, only a mild HUD shake and flinch. Pinnacle/Curated Role: Fluted Barrel, Suppression Rounds, Moving Target, Opening Shot Lightweight (200 RPM) and Precision (180 RPM): I am going to leave this one blank for now, I haven't thought of what a good pinnacle perk would be for either and I don't want to just list a random one to fill the slot. Hand Cannons: Aggressive Frame (110 RPM) are in a strange spot right now. They have been granted rampage and kill clip perks that allow them to two shot, but the problem I have with them is consistency. 140 RPM Hand Cannons do their job better and 110's are only powerful after the first kill so that they can get their damage buff. So, let's talk how to make it more consistent. The perk is Unstoppable Force, when landing damage on a target, both range and stability increase until a miss. Sounds pretty simple, but with an Aggressive Frame would be perfect. Precision hits would grant more range and stability than a body shot, and it would stack until you miss a shot. So this way you could get a roll that didn't have the best perks and still have fun. You would get a kill and have a more reliable time fighting that second opponent. Pinnacle/Curated Roll: Crossfire HCS, Unstoppable Force, Rampage I have one more idea for Aggressive Frame HCs The way I see most players use 110's right now is the maximize range and swap to it after doing damage with something like fighting lion or a bow. So for this alternate 110 pinnacle perk it would double down on that play style. The perk would be called Magnetized Holster, after landing damage on an enemy with this weapon holstered, the Magnet Supercharges, ready to swap polarity for a short time, allowing for incredible ready speed. So when you damage an enemy with an energy or heavy weapon, your screen will have a buff that says "Magnet Supercharged 0:03" and start to countdown. Readying your Kinetic Hand Cannon will draw it extremely fast, enabling the player to finish off the kill easier. Pinnacle/Curated Roll: Crossfire HCS, Opening Shot, Magnetized Holster Adaptive Frame (140 RPM) and Lightweight Frame (150 RPM) I am still working on ideas for these, stay tuned for edits Precision Frame (180 RPM) We already have Luna's Howl and Not Forgotten, both of which are probably the best you can make them. If I think of anything that would suit a play style I will list it here Auto Rifles: I would like to start this with introducing what would be the first Lightweight Frame and possibly only Lightweight Auto Rifle. Lightweight Auto Rifle (720 RPM) Lightweight (Superb handling. Move faster with this weapon equipped): Isn't 720 RPM a Rapid Fire Frame type? Yes. Bare with me a moment. Part of the problem with Rapid Fire Frames is that due to balancing the weapon it is very powerful close range, but lacks somewhat in the mid range for damage and due to the fact that you have to slow down and fight in most cases it becomes a mid range fight. So instead of trying to balance Rapid Fire to increase viability in the mid range fight, let's explore what it would be like if they incentivized close range fights. Perk: Front Lines Yes I am bringing it back, but with a twist. Front Lines will increase handling and stability when enemies are close, but instead of a rate of fire increase, the weapon can be fired from hip while sprinting. Note: Sprinting greatly increases bullet spread, but is affected by Front Lines and the more enemies that surround you, the more stable your hip fire wile sprinting will be. This allows the player to always be on the move and close the gap easier. Pinnacle/Curated Roll: Polygonal Rifling, Ricochet Rounds, Front Lines Note: I thought about Polygonal Rifling, Surrounded, Front Lines, but would this be too powerful? Precision Frame (450 RPM): We already have the Breakneck and it is great, I may or may not come up with an alternative, but for now I will leave this blank High-Impact Frame (360 RPM): I'm not really sure what these are good for. The range on them are ridiculous for an Auto Rifle, and yet it doesn't feel very powerful. I would say apply the Suppression Rounds to this gun as well, but in that case it might be better than the High Impact Scout, because this would be firing twice as fast and would make it so that the scout is obsolete. So what should we go for? My best guess would be to reward multiple shots landed. Similar to how Malfeasance stacks a damage counter and when that counter hits its limit (Five Shots) it causes a burst of extra damage. I also like from the new perks, Disruption Break. When you break the enemy shields with this weapon they take more kinetic damage. How to apply that here? The Perk: Broken Morale, Breaking an opponent's shield with this weapon releases a burst of energy making enemies within range of their shield break to take more kinetic damage for a short time. I know that the damage buff on Disruption Break is high, so to balance this the enemies that surround the opponent that lost their shield take different percentages of damage based on if they have their shield or not. If they have their shield when Broken Morale procs the damage percentage is half as much as having no shield at all. In other words, Full shield the debuff is 25%, but no shields is 50%. Pinnacle/Curated Roll: Corkscrew Rifling, Lightmag, HIgh Caliber Rounds, Broken Morale Adaptive Frame (600 RPM) Still coming up with a pinnacle for this, please stand by Bows: Precision Frame (780 Draw Time) To be quite clear, Bows are my favorite weapon in the game so far. The Precision frame especially has a great feel to it. Now what would I do to bows to make them pinnacle? So glad you asked. Perk: Corrupted String, After fully drawn the bow builds energy, when fully charged, greatly increases precision damage and over-penetrates targets. This one is more difficult to explain so bare with me. Normally when you draw a bow, it hits a point of max damage and then if held too long the damage goes down. In this case, the full draw must be held past the phase of max normal damage and into near breaking point of the string. If fired before the string breaks, then a precision hit will be a one shot kill 10 resilience, but if you miss and hit the body it will be the reduced damage amount, or if the string breaks and fires, the precision damage will be the reduced amount. Timing is crucial to getting the powerful shot. Pinnacle/Curated Roll: High Tension String, Fiberglass Arrow Shaft, Snapshot, Corrupted String Lightweight Frame (660 Draw Time) This one is much easier to explain. Perk: Master's Tempo, Draw time decreases after every precision hit. Upon a precision kill, draw time is greatly reduced. After a precision kill, "Master's Tempo" will temporarily appear. The draw time is reduced to the being able to fire two fully drawn arrows in about the same time as one normally. After the time runs out, (Two arrows worth) it will reset the draw time. The idea is to master the bow. It rewards those who hit their shots similar to how Luna's Howl does, but because of it being a lightweight frame, it requires two head shots to kill, if you were to get Master's Tempo and hit one head, one body, you would be almost wasting the perk, because it wouldn't kill the target. Sidearms: Going to work on these, please stand by Precision Frame: Adaptive Frame: Lightweight Frame: Rapid-Fire Frame: Submachine Guns: Please Stand By Lightweight Frame: Adaptive Frame: Precision Frame: Running out of room on this thread, will have to make a post or comment for other weapons.

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