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7/29/2014 7:07:27 AM
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Great post, I thoroughly enjoy reading well informed posts. Just want to throw in my 2 cents: The rate at which you build supers should be decreased by roughly 25% to 33% - I've read tons of complaints about the 1 shot kill nature of this game (I think that claim is greatly exaggerated) and the get out of jail free thing. So maybe if the rate was reduced people would need to be more selective. Secondly make it so we can see if a teammate/opponent has a stored super (in the same way we can see their health, gamertag/psn id) - this removes the random factor from encounters and allows well co-ordinated teams and smart players to plan accordingly (1 of the aspects dt put halo in a league of it's own) in addition to giving added intel for those scouting the terrain Reduce the height of the killbox from the titan and warlock super - self explanatory, but this ties into my previous points. If you've been able to predict when your opponent has, or is about to use, a super you should be able to almost 'bait it out' and dodge it when at a certain height. This may help with the whole 'get outta jail free' thing also Slightly increase kill time for non headshots - this one is not as big a priority for the competitive future of the game, I think the killtimes as they are work well. But anything that encourages and rewards headshots and steady aim are welcome (I'm an OG goldeneye, perfect dark, timesplitters and unreal dude also). Buff the pulse rifle and hand cannon - I think my previous suggestion may aid in this as these are designed to be precision weapons, no? Headshots need to matter more with these (esp with the pulse). I'm not even gonna lie and claim to have all the answers but buffs are in order based on the general feedback. Maybe make pulse rifle hip fire more viable and consistent so you can be more mobile whilst shooting (not to dissimilar to the halo BR/carbine). By mobile I'm referring to strafing and jumping, not double jumping or gliding.
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  • Because I was too conservative in using my super, I never got to measure how exceedingly easy gaining a super was. I think I only managed to get two Super Charges a game, but I do remember that getting the second Super Charge was relatively easy after my first, using them both within the last 2 minutes of a match. I agree that we should know whether an incoming enemy stores a Super Charge; you can already tell when your teammate has one, but it absolutely sucks when you can't respond immediately when some Warlock or Titan instantly throws an AoE attack. (Hunters' super are easier to recognize as they both glow and must go through a sequenced animation to activate Golden Gun). I'm also in accordance with buffing the hand cannons and pulse rifles. Pulse rifles are so inaccurate and weak it made me wonder it's use in PvE or PvP. And we all know how ridiculously weak the hand cannons are in comparison to auto and scout rifles.

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