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#feedback

2/17/2017 3:26:43 PM
30

Got to play a bit lastnight finally. Here's my own thoughts and opinion (and that's all it is, an Opinion)

I havent' played since last IB. Wanted to take a break and wait for the tuning patch. Man, 3 weeks of Skyrim will fuk up your ADS aim in this game. Didn't perform too well but I was also experimenting and trying different things. I limited myslef to the few wepaons that I normally feel good with. Eyasluna: TrueSight IS, Partial Refund, Reinforced Barrel, Luck in the Chamber. By no means a God roll but the RB and LitC make is close. Haakon's Hatchet: Red Dot-ORS1, Persistence, Rifled Barrel, Hidden Hand. Has always been a good Roll for me. The Clever Dragon: Iron Ranged Scope (I like the range), Send it/Braced Frame (I leave Send it on because of the Haadseeker), Appended Mag, Headseeker. The Distant Star: Hand Laid Stock, Extended Mag, Control. I'd been fairly successful with this since getting it in the previous IB (December) Deidris's Retort: Smooth Ballistics, Full Auto, Rifled Barrel, Replenish: The Full Auto makes this thing a beast. Almost Invective RoF with about 1/3 more impact. Susanoo: Smart Drift Control, Hot Swap, Braced Frame Trespasser: using FastDraw IS, and Quickdraw Tormod's Bellows: Warhead Verniers, Tripod, Heavy Payload, Grenades and Horseshoes. (This was making up for Truth) I stuck with the featured Game modes, Clash, Mayhem Clash, and Rift from Shaxx. What I saw was a LOT of primary fights. Which felt good. My Eyasluna felt very strong within its range. Once out of range the damage falloff was harsh. For me this is going to make it very map dependent use. You need to know and embrace the limits if you're going to use it. Haakon's Hatchet didn't feel that much different BUT I was definitely struggling against a wider variety of primaries Especially the LRoF ARs. The Clever Dragon was noticeable lacking the 'edge' it had but I'm not saying that's a bad thing. Again it came down to the skill of the engagement mainly. The Distant Star I struggled with a bit. Unsure if it was just the bit of rust I had or the more dominance of Primaries. Maybe both. Overall I feel primaries are all vying for dominance. I have no idea how some people are saying the pace is slow. With Primaries out most of the time and the fights fro special ammo the pace was very quick. If you choose to camp that's your choice but you're making it boring for yourself. I prefer to have fun and engage in the field and sacrifice KD. My Deidris's Retort definitely gave an edge with the Auto fire. Gave some 'artificial' range at the cost of being a glutton for ammo. Susanno was still great. Vooping people trying to rush you is maybe now even more satisfying. Trespasser was still effective and the obvious ammo respawn was an advantage to use. Especially in Rift I didn't really have a problem with the Special Ammo spawn times. I was mostly always able to get ammo but certain maps were harder. It made the game more interesting to have to alter your normal tactics to account for Ammo pickup. Not much to mention about Heavy since I really only used Tormod's. Not much changes in that area anyway. Like most I'm curious for a reasoning behind the Truth nerf. Yes you could Spam it very fast but I can do that with my Tormod's. Game Mode Play: Clash was primary play heaven. Wide variety of weapons. Some I haven't seen or seen in a while. You could hear the Sidearm fire all around you. Definitely the most used with what I felt was Fusions in second. Likely for the range they give over shotguns. Didn't see a lot of shotguns with the occasional Invective. I put mine on for a bit but found the Ammo regen too slow in most cases (although I was dying a lot LoL) Mayhem Clash: The same but Moe supers. The Replenish on my Deidris's was nice in this mode though. Rift: I found Rift very tough without using a sidearm. Looking to defend your Rift after death was difficult with only a primary. It's possible I became too reliant on shotgun use as a defense though. It just seemed very tough to stop people with just primary fire. I really don't have issue with this patch. It shook things up for sure but I people wanted primary play and they got it. If it's not how you would have implemented it then I guess apply for a job at Bungie and setup a meeting to pitch your way. Ammo spawn time were really not that bad. Aside from certain Map ammo placement I always felt it wasn't that far out of reach. Gameplay to me was still pretty fast. I felt no slowdown at all. I suppose if I chose to sit and camp it would be different but that's not how I play. I think a lot of people were relying on tactics that could be borderline crutches. Jump shotgunning was effective because of the angle to target (and precision hits) it gave you. With precision damage removed and 'in the air' accuracy reduced you have to play on the ground now. I think the people who got good at jump shotgunning are really feeling it but I also think it was a good change. You should not be able to maintain good accuracy while jumping even with a shotgun. Yes they increased in air accuracy for ARs but they were horrible in the air anyway and we're taking ranged engagements which are harder anyway. I still feel it's too soon to truly feel the lasting affects of this drastic tuning. Let's give it a few more weeks to see where the meta falls.

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