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Destiny

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10/24/2016 4:48:30 PM
236

Shotguns aren't the issue...

Okay people, let's get real. We survived Felwinter's Lie. The shottys back in year one were noticeably stronger than the shottys in year three, but then why are they more prevalent now than back then? Well simply this... the only way to counter a shotgun, is well, another shotgun. Primaries just don't do the job quick enough and TLW is inconsistent as hell. The fact that a player can close a gap on you before you can kill him with a primary is not your fault. The frustration probably leads you to run a shotgun, and boom you have the meta. I personally don't use a shotgun because I get no satisfaction from killing someone with it because after all, we should be playing this game for the fun of it. Recently I've been growing tired of getting rushed by shotguns all the time and not having a consistent counter besides flux gernades... anybody have certain things they do to counter shotguns affectively?

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  • Edited by Enochua: 10/25/2016 1:44:36 AM
    I USE PLAN C...... To achieve the optimal weapon balancing in Destiny you have to look at the gun types and the individual archetypes. What is a auto, scout and pulse rifle? They are all assault rifles. So what Destiny has is 11 types of assault rifles. That's 4 scout, 4 pulse and 3 auto rifle archetypes. Each archetype needs to be consolidated. 2 scouts, 2 pulses, and autos remain at 3. Scouts: Distant star, Mida multi tool combined with Hero formula, Inward lamp. Giving this new archetype 52 RoF and 38 impact. Burning eye, Cryptic dragon combined with Chaos dogma, Colovance's Duty. Giving this new archetype 37 RoF and 61 impact Pulses: Nirwen's Mercy, Hopscotch Pilgrim w/ spare change.25, Parthian having RoF 66 and impact 30 Grasp of malok, Clever dragon w/ Outbreak prime, Hawksaw having RoF 77 and 7 impact. But as the pulses are concerned a tweek to the actual damage that the higher impact archetype does needs to be adjusted so that 2 burst kills are more reliable. Autos: Staying with in the archetypes they are currently in but adding buffs to range and stability to the slowest RoF archetypes. and consolidating the scouts and pulses would allow the autos to be buffed and balanced properly. Hand cannons. HC will stay with in their archetype and Bloom or "ghost bullets" will be removed. Snipers, shotguns, fusions are all in good places, but I think a limit needs to be in place for ammo in secondaries at the start of the match and ammo boxes need to be placed on the map to promote map control. Heavy weapons are just fine, I mean they are heavy weapons,what do you think they should do? To further the balance that would take place with this re-working, adding buffs could be added more effectively. And would help resolve the issue of the new meta. Finale thoughts, with the way archetypes are right now only afew guns are viable. consolidating would promote the things that really matter in gun's diversity. stability, range, recoil direction sights and perks. and exotics would be able break out of the archetype standards and feel more exotic, and not just by gimmicy perks.

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