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Edited by Spamz: 11/18/2016 6:57:55 PM
3
Moar super competitive opinions: I get what Bungie's going for, here. They're trying to represent each weapon class as having unique accuracy statistics. For a game like Battlefield, where the simulation is chaotic and involves tons of players, tons of ammunition loaded into each weapon, varying projectile speeds, bullet drop, fast kill-times, and a generally slower pace to player movement (a generally more "realistic" sim), base accuracy decrease and per-shot accuracy reduction makes sense. This is Destiny, where characters are literally flying, floofing, and bouncing around - every shot counts in competitive matches. Base accuracy should always be one hundred percent - per-shot accuracy reductions have no place here either!! Reducing a player's accuracy outside of their own ability to aim, in Destiny, really hurts the gameplay. Precision is the key word when it comes to gunfights in Destiny. We're talking the difference between winning and losing, decided by a single gunfight over a power position or ammo crate. Securing the fastest time to kill is the priority, and in a competitive scenario, either player, with hand cannon ready to go, isn't going to even [i]consider[/i] pacing their shot - they know exactly where to aim, and how to counter the recoil of their weapon of choice. This means that they're gunning for the fastest possible kill, but being denied often enough due to the base accuracy reductions and spread-increases for repeat shots. This same issue was present in Halo: Reach, and manifested itself in almost the same way. Two players engage in close quarters with the DMR. Either player is firing as fast as they can, because pacing their shots simply [i]isn't worth it[/i] when the chances of scoring that 5-shot kill are still [i]relatively high[/i] at max bloom in comparison. The exact same issue exists here - you simply won't feel the benefits of pacing your shots in Destiny, because the player gunning for the fastest kill-time still has an alright chance of scoring it. On the flip-side, you can still lose out, even in close-quarters, because of the spread-increase. Can't you see that this system favors nobody? All it really does is restrict high skill-bracket gameplay to a minimal selection of weaponry, where the range stat is absolutely king (in the case of hand cannons - other archetypes have their own minmax setups). Why is everybody using the vendor palindrome? Because its base accuracy is the highest, which means its the most consistent across the board, unless you're willing to play classic FFA for hours and hours in hopes of rolling a better eyasluna. Basically, Destiny's accuracy mechanics are trying in some respects to emulate a "realistic" simulation, where barrel length determines the accuracy of a weapon. If this is the case, Bungie, I'd like to turn your attention to [url=https://www.youtube.com/user/hickok45]hickock 45's channel[/url]. He's got literally hundreds of videos in which he drives all kinds of ammo from short barreled pistols and revolvers of all makes and models onto small targets from hundreds of yards away. Even if the intention was simply to divide weapon accuracy based on class, in Destiny, this shouldn't mean reductions to base accuracy or spread fire increase. The only weapons in which I can see how you'd make a case for accuracy reductions as you're shooting are auto rifles, but other than that, shots should be landing in the center of your crosshair, with range determining damage drop off and magnetism radius'/proc distance, and stability determining weapon kick, and recoil decrease parameters, with recoil direction being tied to the weapon archetype or individual weapon. And that's that.
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  • i can realistically snipe the balls off an ant with my mossberg 590 from 200 yards but my party crasher is useless at arms length hahah

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  • Edited by oscarthepooch: 11/18/2016 2:37:46 AM
    Battlefield actually has far less spread then destiny, your slugs go where you aim them. In the Battlefield series an AR (with a Bi-pod and fire rate set to semi auto) can reliably hit an enemy from 200 meters. In BF1 the spread is slightly worse but still keeps it down to skill. Destiny has the problem of having a marxist viewpoint towards skill. IE: everybody should do good and nobody should be allowed to fail. Thats why Destiny has metas. If each weapon had it's own strengths and weaknesses there wouldn't be a meta.

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  • Edited by Elron Cupboard: 11/18/2016 12:33:34 AM
    Yes. This. Can't say how many gunfights I've lost with an auto rifle that came down to me getting just 1 bodyshot instead of a headshot, and in a game where things can end up like that you should [b]never[/b] have to hope and pray to a random number generator that your bullet will go where you actually shoot, because every single bullet can be the difference between winning and losing.

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