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#feedback

Edited by sonicfind: 6/26/2016 2:21:51 AM
32

Shoulder Charge and Juggernaut NEED CHANGES NOW!

(Fine, if no one is going to care about what I have to say because my title wasn't controversial enough then I'll change it. [b]It is now changed[/b]) [b][i][u]If you can't figure out the title is a satire of how only titles like this pull out attention and people then shame on you. Want to attack me? Refer to replies below.[/u][/i][/b] First off in trying to be as non-biased as possible with this. So if I come off as a Titan hater then I apologize. Anyways here I go: Do you think it's completely fair for a Striker Titan to be able to run against a wall for about a second or two to charge up juggernaut or shoulder charge? It's a pretty unrealistic and stupid. Some may disagree but it should still be obvious how cowardly the tactic actual is. Now running in a circle in plain sight to get the ability to proc - that's fine. Like I said it's in plain sight so there is stills risk to it. Hiding behind a wall... Not so much. (To be fair though, when I play I sometimes use this. So yes, I'm also a coward. lol.... Still stupid though.) To fix this issue, I suggest adding instead of a time requirement for the proc a distance requirement(in proportion to the player's agility stat). You'll have to actual put yourself at risk if you want to gain an advantage this way. And just in case someone asks, no this would not include vertical distances. Sorry Titans, I do have something else for you. Hopefully I'll think of some issues for the other classes as well by the time I finish this post. As many people who complain about Shoulder Charge being too strong- I refuse to say it's OP because I do see the other side where there is a big risk in using it- have most likely noticed, for some reason said ability can be used around corners, while only going completely vertical in motion, can apparently make a 180 degree turn mid attack, after sliding, yada yada yada. In a fewer words, it does stuff that it shouldn't be able to. Some of these problems are a bit harder to tackle due to how the game is made. The 180 degree turn thing and the hitting from around corners can't really be helped due to how hit detection and servers work in the game. The others though can be helped. For example, to fix the issue of shoulder charging while not having any form of forward motion - or to be more specific, while going straight up in the air not including if there's no forward motion due to the player running at a wall while the perk is already proc'd - there should be a counter. If the Titan of interest is floating upwards(and only upwards) and the forward velocity is lower than some significant portion - if not the entirety- of their walking speed (in proportion to the titan's agility), the Titan will have 1-2 seconds to land on the ground before the Charge's cool down resets. If it ends up reseting and the Titan lands, he/she just has to keep running again to regain it implementing the fix I already discussed above and the regular cool down rules already in work. Now the sliding part should just be either removed or altered. A way that it could be altered is to add a new ability to it. When you slide the animation has it so your leg is outward. Now what if for shoulder charge that animation had a new meaning? Imagine a Titan running towards someone, they have the perk proc'd. The enemy is holding a shotgun, but when they pull the trigger the Titan quickly slides about to use the shoulder charge. However, instead of shoulder charging, in this state they perform a kick charge- think of how this animation would look as much as your imagination allows you to. The kick charge is a ground only attack that when connecting to the target doesn't kill the target out right- unless they are already damaged- but instead does about the same damage as a storm fist melee and after connection sends the target flying away at a significant speed. In this case, if the target were to fly into a wall, the wall would also do some damage - if the target has low armor stats it might kill. This ability could be pretty useful as it has a similar surprise affect as shoulder charge, can push the enemy out of shotgunning range since that is the [b]most[/b] likely scenario a sliding Titan would be in for it to work, and has the ability to knock the enemy off their aim thus saving you or a teammate who might've been killed otherwise. To give a more specific scenario, imagine a game of trials. [i]Your teammate runs around the map to come up from the side to kill one of the enemies. He/she doesn't realize that the others are with said enemy until it's too late and just goes in for it. You and your other team member plan to rush in after he uses the charge. Now your teammate could either A) use a regular shoulder charge or B) use the slide shoulder charge. If he goes with choice A, he succeeds in killing the enemy and then dies. After the kill, the enemy team notices the rush and tries to counter it with the advantage of having the orb of their teammate. If he goes with choice B, he does considerable damage to one of them and sends them out of the safety their teammates. He dies but in return his teammates can kill the enemy that was separated. At that point if the enemy tries to counter they have to either group up at their orb, your orb, or separate to cover both. Each of these three possibilities gives the enemy fewer advantages - either choose one orb for both players leaving the other free or decrease their defensive abilities so they can cover both.[/i] There are trade-offs with using this ability which would help shape up the game a little bit..... Or you could remove the sliding charge ability in all. Whichever works. Feel free to add or give constructive criticism to anything I said. Nothing's perfect. And I promise if I think of any other pretty prominent issues with certain abilities or mechanics I'll address those most likely in a different post. Edit 1: Something I just realized is that might suggestion to add a distance requirement based off the agility stat is majorly flawed. Two words: Titan skating. A quick way to resolve that is to include both the timer and the distance requirements. If the Titan ends up skating said distance before the time requirement was met, they have to wait till it is before their ability procs. Otherwise it'll just proc on the distance.

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