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12/25/2019 6:03:18 AM
2
Yeah... It's been uneasy since the TTK update (speaking from a PC perspective). Hand Cannons have been dominant on PC since Destiny's inception on the platform due to ease of use, which was made even easier by the lack of recoil and animation update. 150 RPM models have been power crept to -blam!-, as well, since a lot of them start with 10-13 bullets in the mag, on top of sheer ease of use. Last Word also breaks the game wide open (almost like it completely broke D1 and Bungie learned nothing from that). [spoiler]And hurr durr, you've summoned yourself. I really don't care.[/spoiler] Non-360 ARs and sidearms feel terrible to use, both for having a lot of visual noise when shooting, and ARs for still having a comical lack of lethality, on top of being overall harder to use than HCs with omnidirectional recoil that's just woeful to compensate for, even on KB+M. The issue with shotguns is more of a symptom of a bigger problem, the slide mechanic. Sliding is incredibly janky in terms of hitboxes and player speed, which combined with sliding in any FPS benefitting shotguns immensely, makes for a bad time. If sliding wasn't so powerful, all shotguns outside of LoW and Slugs would likely fall out of viability, it's that janky of a mechanic (I'll compare it to, Phantom hits in Melee, for those who know what I'm talking about). Arbalest is simply because of the quest, it isn't really an [b][i]Amazing[/i][/b] gun otherwise, viable enough, but generally falls out of favor when things like Revoker and Beloved are brought to the table, since both are less sluggish in general. And another massive issue is the range stat having way too much importance, to the point of making or breaking most weapon classes, especially due to being tied directly to spread, this causes most FRs that aren't built for Max range to fall to the wayside in terms of consistency and overall viability (even Loaded Question has consistency issues within it's 63 damage range). All in all, ARs that aren't 360s need a lethality buff, 140/50 HCs need a reduction to their ease of use, 180/110 HCs need to be reverted in terms of that range nerf (maybe, not sure how 110s would play out if [i] completely[/i] reversed). Shooting while sliding needs to be ditched, pellet shotguns need a damage buff for PvP, as well as de-randomizing their spread and I'll take a range nerf in return for that, since they're nowhere near consistent enough to be viable without abusing the jank behind the slide mechanic. FRs also need de-randomized spread, as an aside, to Budd the lower impact models.
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