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Destiny

Discuss all things Destiny.
Edited by mark445: 3/31/2015 7:43:55 AM
5

Bungie I'm going to kick your ass for this heavy ammo change

Bungie I understand you wanted to lower the heavy like 95% of destiny players and I'm on that same boat. However I disagree with the way you addressed this problem. I'm going to talk about some of the problems and my ideas how to fix it. First off why can't I pick up the heavy from my enemies after I kill them? This rule protects the team that gets both heavies. Before if this happened I could super someone reload the truth and take them out. Do you know how long a machine guns can last if there's no rockets to end the? Its a complete monopoly with even higher barriers than before. and I'll talk about how to blance the heavy time out later down the thread. I always looked at MGs and rockets as a risk/reward type of deal. You'll get more kills with the MGs because of the ammo... but first you gotta make it past the rockets. And rockets can only get you some many kills. But it's harder to die before you waste 4 rockets. I love this system and it would work out great if someone couldn't pick up heavy 1.5 mins later... this is really what makes heavy last forever. When my friend and I pull out jolder's hammer a minute and half after heavy spawns. to make sure they don't over power with heavies we whip out our supers. Even 1 kill each will help a lot. Oh yeah, and you can bet we mow them right down for another minute and half till the next heavy drops spawns and be ready to pick up they're heavy. Now my team has a full monopoly of heavy and 90 bullets in my jolder's hammer.... good luck. Some people will say machine guns won't stand a chance if we force them to pick up our heavies right away , not true. It'll come down to team work. 3 people with rockets rush and protect the other 3 with machines guns. The team will have to work together even more now. And lastly and I'm not sure how this didn't pop up in the office maybe it's to simple? Why not just lower the heavy ammo in crates or lower the amount of times heavy spawns? 3 rockets? 2 rockets? But I think the better way would be to just have it spawn 2 times instead of 3 (control/clash). Instead of relaying on tactics that go against the "people aren't chess pieces" just Lowe it from the source. You gotten my point by now but this for people who are a little more interested. The way ammo should be picked up. I think everyone should get ammo directly to the clip. You shouldn't be able to leave it on the floor because I don't trust bungie with a heavy pick up timer. But I under stand sometimes a blink nova bomb is coming and it would really suck if you whole team had to die with heavy on them. So to avoid being all clumped up together increases the drop range by 2 times. And cancel the vacuum perk to avoid people going so far they can pick up heavy walk 5 feet and rocket they're heavy spawn. BUT DON'T SCREW ME OVER BUNGIE I WANT THAT PERK REPLACED IN MY "ONE WAY TICKET 000" lol. This will allow teams to watch doors and move a bit instead of being siting ducks. Also maybe a slight damage boost for MGs is in order. I'm in the top 1% on dtr and when you give me someone who is in the top 50% with a jolder's hammer...sadly I'll most likely lay them out. The jolder's hammer does 73 to the head but the last word does 77. And a last word can land head shots easier that thing. well maybe that's an option but it shouldn't come down to that. I should see a clear diffrent between a jolder's hammer and a last word. The rates of fire are the same. It should be a 2 shot with jolder's in the head considering the recoil. And 4 in the body but I think it already is. Leave any comments as to why bungie should hire me not the post... lol just kidding rip me a new one if you want lol Ps bungie I would never kick ass. Thank you for halo

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  • I say one heavy spawn a game, and only in one location, but make heavy ammo drop able.

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    • I must admit I do too hang around the heavy ammo box, close enough for me to see it drop but not recieve it only to save it for when the rockets die out and whip out the Thunderlord usually uncontested.

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    • I am torn about this because I do like being able to kill people and watch them drop heavy for me, but I like how it is now that you really have to pay attention to when Heavy drops or you can get screwed. I can't tell you how many games I have stolen a team's heavy only to see them run for it together a few seconds later and discover its gone and turn around to see a rocket in their face. Very satisfying, and it rewards the savvy player. Also, I don't deal with the rocket/LMG dilemma. I just stand near the heavy and wait for someone to pull it and save it for later. I play with randoms 90% of the time and rarely have an instance where there isn't someone that comes to get heavy a few seconds after I've been waiting for it. If I see red, I'm pulling. Idk man I agree with some of your points but also kind of like how it is now. I hate having that pressure that if I die holding heavy I give them points and give them more heavy.

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    • Agreed. Bungie took the wrong approach here. People would kill to get the heavy drop....then LEAVE IT LAYING THERE, and come back to get it later. So they could game the system in a way that they could have heavy ammo for essentially the entire match. What Bungie should have done is that eliminate the drop...but instead put it on a timer. Give you like 30-60 secs, to pick up the ammo....or its gone. If you get killed before you come back to get it....its gone. Which, imo, would make for a much more interesting game than the game of "heavy ammo denial" which has sprung up since Bungie made the change. Where teams have someone with a active super rush the other teams heavy ammo, in an effort to just take it out of the game entirely. Thus leaving their side with an insurmountable advantage until the next heavy drop.

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    • Just let us pick up enemy heavy only if they have it equipped, i mean isnt that how it was before? At least back then we had a fighting chance to get some justice, now if you and others miss a drop you basically have to bend over and spead em for the other team

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