Heres my general overlook on the main issues players seem to be having and or talking about. What i am suggesting is not necessarily what should be done. They are simply ideas I have reasoned that I feel may be helpful. Its about improving on, and increasing the skill gap. If we can find out what the biggest issues in the game are, and come to a middle ground as to how changes can be implemented we can create and build a great experience.
[u]Snipers rifles [/u]
[i]Issues[/i]:
-Quick scoping
-Easily accessible kills at closer ranges
[i]Suggestions[/i]:
-Increase weapon stow times.
-Increase Aim Down Sight times.
-Completely remove hidden hand from the game.
(1/4th of the issue. Hidden hand [b]increases hit boxes[/b].)
This increases the difficulty to respond in closer combat situations where sniper rifles' performances should be the weakest.
[u]Mida-Multi tool[/u]
Issue:
-Overwhelming consistency
(Aside from having rounds that cause flinch,
this scout rifle also hits shots most would not.)
Suggestion:
-Reduce the aim assist from 90 to 82.
[b]Aim assist[/b] slows down a weapons reticle when aiming over an enemy. The MIDA-Multitool has the highest aim assist of any scout rifle in the game. Most scout rifles have aim assist around 75 and below. Reducing aim assist will slightly increase the difficulty of getting kills from further away without correctly pacing your shots as you follow your target. The large amount of aim assist placed on the MIDA-Multitool makes it unpunishable as a scout rifle. This is because even with its lower stability the aim assist slows the reticle from bouncing anywhere far enough to miss a shot completely.
[u]The Thorn[/u]
[i]Issue[/i]:
-Abusive(Competitively)
[i]Solution[/i]:
-Very slight reduction to range
A remedy similar to how the Hawkmoon was most recently handled.
The reduction in range may not need to be as severe.
This idea may help change the weapons lethality reducing it beyond mid range.
[u]The Last word[/u]
[i]Issues[/i]:
-Hip fire consistency
(while I do not necessarily deem this as an
issue it is something to talk about.)
[i]Suggestions[/i]:
-Reduce hip fire aim assist
-Increase weapon accuracy
[spoiler]This increases the skill gap and stops player from being able to lean on this guns hip fire aim assist, while rewarding players who place their shots correctly.[/spoiler]
[u]Auto rifles[/u]
[i]Issues[/i]:
-Consistency/stability
[i]Suggestions[/i]:
-Increase the stability
[spoiler]Higher rof auto rifles do well at closer range simply by spraying down their targets. Slower rof auto rifles have a harder time at medium distances and require the player to lead more.[/spoiler]
Auto rifles should be less about stability and more about how many shots you can successfully land on your target.
[u]Shotguns[/u]
[i]Issues[/i]:
-Some still kill from further ranges
-Most consistent at close range
[i]Suggestions[/i]:
-Slightly increase stow times
-Remove range finder from the game.
(Rangefinder adds 5% more range to a guns range value.)
Any shotgun that kills you from further than intended almost always has this upgrade.
Any upgrade that boost damage output, or its consistency without a drawback or condition should not be in the game.
Only weapons with predetermined stats that specifically need these upgrades to be good weapons should have these upgrades. Therefore they may also be more sought after(Raid/exotics/ event weapons). These types of upgrades contradict the foundation of how a weapon is supposed to work. Players go for just that one weapon type because its stats can outperform others.
[u]Heavy Machine guns[/u]
[i]Issue[/i]:
-Only one specific archetype is viable
[i]Suggestion[/i]:
-Increase the Muzzle climb of higher impact heavy machine gun archetypes.
[b]Muzzle climb[/b] is how much your gun will launch upwards after each bullet is shot.
Everyone is choosing the same archetypes. Med high rof/medium impact. These guns have the most stability and kill in 4 shots.
Generally these types perform well and get kills as long as a bullet can reach. There is no balance in between choosing one from another, as these types of heavy machine guns out perform others.
Automatic weapons are made with frames suited to shoot large amounts of ammunition. The smaller the bullet the easier to shoot, but the more recoil(no matter how small). The bigger the bullet/Impact the less the recoil, but the bigger the recoil pattern. It then becomes a closer battle of Control and Impact vs. Stability and Fire rate or in other words Keeping your gun down vs. Keeping it on your target. This makes weapon versatility much more of a thing here.
Thanks for taking the time to read.
I appreciate constructive criticism.
Lets talk and continue to make something great.
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Hidden hand doesn't increase hitbox size. It lets you feel the hitbox
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2 RepliesFor high end Crucible play, this changes would do nothing.
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5 RepliesI hope they do something to the first curse.
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4 RepliesThis. -blam!-ing this.
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2 RepliesI gotta say, I disagree with every single thing on your post except for snipers. But while I think they need looked at, you're trying to completely kill them in any kind of firefight.
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Bump for later
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2 RepliesInstead of gun nerfs, the game should be better at skill matching. So what if a player is lethal with a Last Word and a high aim assist snipe. Simply match him with others having the same k/d, then let the chips fall.
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Last word is a good gun. The only thing on the list that is boarder line OP. It's really map dependent. Sniping needs slight modification. This special weapons meta has shifted the emphasis greatly to special weapons again.
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STFU you don't know what your talking about. Go into a game and shoot your sniper like me. Thought not if you really knew your shit you would know that aim assist doesn't help you get headshots The opponent walking around the corner at head level gets you headshots. A pro slides at every possible sniper sight just in case. Once your past that sniper lane it's all about finding your own position to snipe him or get in close. THE BIGGEST ISSUE IN THE CRUCIBLE IS THE LAST WORD.
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3 RepliesMida is an exotic it's supposed to be superior to other scout rifles
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4 RepliesYou're an idiot
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2 RepliesI don't agree with your statement against the last word, it should be a close range gun only. And the thorn is fine as it is, no change needed. Machine guns are fine as well. Auto's need to be buffed. Pulse rifles are still really strong, and stagger way to much. Hand cannons in general are fine, except they need a buff in reserve ammo.
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Edited by Sir Dan-yel: 1/22/2016 2:47:58 PM[quote]Heres my general overlook on the main issues players seem to be having. My reasoning is below each. [i]Snipers rifles[/i] quick scoping and getting kills easily in areas and ways they shouldn't: - (1/4th of the issue. Hidden hand [b]increases hit boxes[/b].) -Increase weapon stow times. -Increase Aim Down Sight times. This makes it harder for snipers to respond immediately in closer combat situations where their performances should be the weakest. [i]Mida multi too[/i]l too consistent? -Reduce the aim assist. (Aim assist currently sits at 90) Aim assist slows down the weapons reticle when aiming over an enemy. Currently the MIDA-multitool has the highest aim assist of any scout rifle in destiny. Reducing aim assist will make kills from a distance harder to pick off without correctly following and pacing your shots. At the moment the large amount of aim assist makes the MIDA-multitool unpunishable as a scout rifle. This is because even with its lower stability the aim assist slows the reticle from bouncing anywhere far enough to miss a shot completely. The [i]Thorn[/i] is OP? -Reduce the range I have yet to encounter this truth but it is fairly easy to remedy. Similiar to the hawkmoon nerf this makes the weapons lethality(the 3 shot) only possible from mid to closer ranges. The [i]Last word[/i] is OP? I honestly dont agree. It only seems as good as it is because its played with quick scope snipers. If any adjustments should be made the hipfire values should be restored to their most previous before the last update. Its good enough to thrive now. But the skill gap may need to be bigger. Its weaknesses are much more obvious. [i]Auto rifles[/i] still arent good? Not as good as they could be. Glasshalf full still doesnt seem to do anything, and the weapon values havent seemed to change much at all. However i believe thier biggest issue is consistency. Shots should be much easier to hit from close up. -Increase the stability of auto rifles. -Give auto rifles a slight decrease to accuracy. (To counter balance increased stability in further engagements, and to keep auto rifles closer in.) -Increase base damage of High impact/low rof auto rifles With this auto rifles becomes much more reliable primaries in closer ranges. [i]Shotguns[/i] still have too much range? -Remove range finder from the game. (Rangefinder adds 5% more range to a guns range value.) Shotguns that one shot you from afar usually have this upgrade. Any gun that has an upgrade that boost damage output, or its consistency without a drawback or condition generally should not be in the game. If anything it should be on weapons with predetermined stats that specifically need these upgrades to be good weapons. (Raid/exotics/ event weapons) These types of upgrades contradict the foundation of how a weapon is supposed to work. Players go for just that one weapon type because its stats can outperform others. What about [i]machine guns[/i]? Everyone is choosing the same archetypes. Med high rof/medium impact. These guns have the most stability and kill in 4 shots. Generally these types perform well and get kills as long as a bullet can reach. But there is no balnce in between choosing one from another. Automatic weapons are made with frames suited to shoot large amounts of ammunition. The smaller the bullet the easier to shoot, but the more recoil(no matter how small). The bigger the bullet/Impact the bigger the recoil pattern. -Increase the Muzzle climb of higher impact heavy machine gun archetypes. Muzzle climb is how much your gun will launch upwards after each bullet is shot. It then becomes a closer battle of Control and Impact vs. Stability and Fire rate or in other words Keeping your gun down vs. Keeping it on your target. This makes weapon versatility much more of a thing here. Thanks for taking the time to read. I appreciate constructive criticism.[/quote] Well, the idea that is stated is to up the overall recoil of machine guns, remove range finder from shotguns, and reduce the aim assist of MIDA, along with a range nerf for Thorn, and a buff for SUROS archetypes of auto rifles. The shotguns overall with range arent the entire problem, the ammo needs to be looked at in pvp, nerfing it for both pvp and pve would hinder them to obscurity, as for the range itself, that is due to the wake of max impact shotguns that can hit the range cap with ease. As for MIDA, it's position is in the debate of being overpowered because every other type of primary excluding scout rifles has been nerfed, mainly being the ridiculously punishing falloff at mid range. It's not as much of a matter as nerfing the gun itself but to bring the others back up to par with very slight buffs, nothing that exceeds a 3% increase, aside from range fixes that is. as for heavy ammo, it is only a matter of reducing the amount given with crates in pvp. If Bungie were to nerf heavy weapons, there would be no incentive to go for the crates in the first place when i could just snipe someone with ease. The problem with machine guns is their longevity, you get around 30 shots with a Quillim's Terminus, and it takes 4 shots to kill on headshots, that's easily 8-10 free kills WITHOUT ammo boosting perks. ANd needless to mention, machine guns in pvp are only relevant in 6v6, anything remotely competitive in Destiny is smothered in Rocket Launchers when heavy comes.
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2 RepliesYou're intentions are in the right direction but you do not specify toward anything. Reducing aim assist on a sniper wont stop close range kills, i almost exclusively used snipers sunce HoW, aim assis5 is significant to a degree, but the majority of snipes come from hardscoping doorways, which can be avoided very easily by simply sliding through the doorway or using blink. Anything that forcea the sniper to adjust gives you the advantage, its not that most weapons are overpowered, its that most people do not know how to counter them. And its not Mida that is super op, the blanket nerfs to other primaries are what cause scouts the become such a problem. While it could use a nudge down, straight up nerfing it would kill the weapon.