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Destiny

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7/6/2016 10:29:34 PM
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Massive Breakdown of Range, Target Acquisition (Aim Assist), and Accuracy, and What They All Mean and Do

Too long to paste and format it here, but I thought some of yall might enjoy this, so I included the Reddit link above. For those who don't know me, I posted the Tier-12 armor list and weapon Time-to-Kill spreadsheets that were on here awhile back. If you want to stay updated on my posts, I just got a twitter, so search Mercules904 on there.

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  • Interesting post, but I must weigh in on a few things. (Alpha player here) Range used to be universally consistent, but that changed with TTK. Range now means different things for separate weapon classes, more so than it ever did in year 1. For example, the range stat not only affected drop off for hand cannons but also directly affected ADS accuracy- as a result of an added bloom feature. That's why for a long time the only real usable hand cannons In crucible were high range HCs. ( bloom was introduced to try and combat the high DPS that hand cannons deal in PvP. It failed miserably) Now compare this to auto rifles. Completely different, range only mildly affects drop off and doesn't affect ads accuracy at all. Dropoff is severe no matter what the range stat. Now compare to scout rifles where the range stat is basically meaningless; they don't experience any ads bloom or falloff. Pulse rifles experience a less severe drop off than auto rifles do but it's also different than scout rifles or hand cannons. The "bullet magnetism" you speak of has much more to do with aim assist than range. The mida multi tool is a great example of this. For example, mida has high magnetism (almost like built in hidden hand) while Bad juju, another high range weapon, doesn't have anywhere near the same sort of hitbox granted by the game. That's also a primary issue with snipers in this game; very forgiving headshot hitbox / magnetism for sweep shotting techniques especially on high AA snipers with certain perks.

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