Say what you will about destiny 2.... But the lack of MGs in the game... Literally the removal of the most well balanced heavy weapons in the game, is a glaring fault. You had to crit to achieve the highest DPS, (good skill ceiling), unlike Lauchers or swords or Fusion Rifles which are generally no skill required, or even fire and forget type weapons.
Having an Auto/scout in primary, Shotguns/sniper in secondary and an MG in Heavy slot was THE selling point for me and my friends in D1. None of this fusion rifle or rocket launcher BS. I did every raid in the game with my Thunderlord because I can hold a crit, (have good spray control), so DPS isn't lacking. Me and my raid squad had no problems completing ANY of the D1 content with MGs. We even did "Rocket Launchers Banned" runs and "No Exotics" runs of the hard raids and Nightfalls to test ourselves and keep the game interesting and fresh by forcing ourselves to use different tactics to complete activities. Only used Gjallarhorn or launchers with randoms because it was "required" for LFG. Even then (for me and my friends at least) it wasn't nearly as fun. Like I got my Gjally in week 4 of D1 from an engram drop so praise the RnG gods... but i quickly got bored of it.
Personally the single biggest thing they could do for D2 to fix it's issue of "feeling under powered" is to bring back D1 Primary/secondary/heavy loadouts ASAP (which I'm well aware are coming back later in 2018, but this should be priority 1 IMO) and reintroduce Machine Guns.
Also, having and exotic auto rifle like Sweet Business not be an MG in the heavy slot is really stupid IMO. It has to be under powered to be a primary and Instead of having this large calibre Gatling Machine gun, we have this bullet hose that feels more like a SMG in DPS/Stagger potential than even an Auto Rifle.
Like to make it balanced as a heavy, but still a powerful exotic is let it have a bottomless clip. (the entire ammo for the gun in one clip, not literally bottomless) It has this Gatling/Minigun kind of design, which are typically "belt fed" guns IRL. So for in game balancing, for the gun to have say 600 rounds of ammo in one magazine (belt) with High Calibre Rounds, (literally HCR not the perk.. but if you want to, it is exotic after all), then have a starting fire rate of 360RPM to an end fire rate of 900RPM, coupled with the rarity of heavy ammo in D2 --- It would use all its ammo in a less than one minute burst of incredibly high DPS (nailing that "30 seconds of fun") yet not always have ammo available.... Thus balancing the weapon under the current D2 heavy ammo drop rate.
These are literally just my opinions, and that of my close friends... But I think this would be good enough to post here.. So any feedback/thoughts welcome.
[spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. [url=https://www.bungie.net/en/Forum/Post/139533839/0/0] See Cozmo's thread here[/url] for more information about the #Feedback tag and its uses.
Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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6 RepliesEdited by Jinx: 1/23/2018 10:39:42 PMCozmo has a response prepared for you. "Firefly does exist in Destiny 2, it is available as an exotic perk on sunshot, physics operating as intended" so similarly, "machine guns do exist in destiny 2, they are available as the "sweet business", physics operating as intended". The main reason they ditched them is because a skilled player can get machine gun ammo and it will last them for the rest of the match if they choose their engagements wisely. With the current mechanics of the game, the fact that only one person can pick up powered ammo, the normal time to kill. A skilled player with a LMG would totally dominate the entire match. It would be like playing a match where only one player has the Prometheus lens before they patched it. Who ever has it would totally dominate. What needs to be done is that time to kill over all needs to be shortened. It is monstrously too long and allows people with modded controllers a massive advantage over people playing simply off skill, also the slow time to kill encourages team shotting where a single player cannot effectively engage two players even if the player has the element of surprise. The time it takes to turn, acquire target, and fire is still fast enough that if both the engaged targets respond correctly even if you focus entirly on one target they will dps you down before you manage to kill your target. Adding LMGs into the game won't help and will actually hurt the game. Fixing the time to kill will.