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Edited by RingersCheckmate: 7/3/2016 9:06:33 PM
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I love the logic and reasoning here, and the logic compares well to titanfalls sense of balance. [spoiler]In titanfall, you had a limited but very balanced set of abilities and choices that made Titan combat like a chess match. Throw an enemies cluster grenade back at them with a vortex shield, or if you're a Stryder dash out of it quickly. The thing that irritates me (but I know is balanced) is the Arc cannon, which keeps my Stryder in check from being too hard to hit. I've got a variety of options to stop that arc cannon shot from hitting me, form the vortex shield to the particle wall, but most of the time it's inevitable and I have to face it and hope I drop him quicker or fall back. Like when you throw a knight out in the open, giving multiple options for attack but a high chance of losing that piece if I don't defend it with abilities like the vortex shield.[/spoiler] Props if you read the spoiler. But destinys balance if taken the right way can definitely match up to that sense of chess, where its both strategic and fast paced. This is a great step in that direction. I would be ecstatic to see them come in game, slim of a chance as that is. I'd love to see Titans in destiny think about their shoulder charge, like "I see this guy on my radar around this corner, he's using a scout rifle, so he might be farther around the corner then I think, but if I'm quick enough I might nail him with the charge..." You get the point Hunters thinking "I know there's a guy around that corner, with a blind tripmine around there I can hurt him and force him back and chase him, or prepare with a throwing knife..."
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