The common solutions are to nerf specials or to add ammo crates and just limit their use to every user. Both these solutions are pretty terrible.
The first solution just creates weak special weapons, which means primaries would have to come down in order for them to compete. That just doesn't work. It's illogical.
The second option is special ammo crates. Also garabge. That is a bandaid fix and just limits every player the same, even the ones using their special weapon and primary really well. It slows the game down by placing an artificial, universal limit on OHK potential to everyone.
However, OHK potential does have to either be limited or counterable. So, there are two more (better) options:
1. Primaries need buffs. That could be increased flinch, bodyshot TTK, optimal TTK, etc. Scouts and pulses should destroy snipers. Most primaries don't need an optimal TTK buff, but buffs should help. Like, look at 140 RPM HCs on console. With these maps, a shotgunner can stay around tight corners very easily, and can close a 10 meter gap with very little exposure. So why should a 140 RPM HC require 3 crits to kill with a tiny FoV and high recoil? Shotgun wins that not because the shotgun is OP, but because that requirement just isn't realistic for the majority of players.
2. Special weapon kills could drop one special shot and primary weapon kills could drop two. Scavenger mods only work with primary kills. This would provide incentive to use your primary while rewarding players who do it well, rather than putting the same limits on everyone and putting it behind a timer, slowing the game down.
Let me know what you think.
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If you want less special ammo just remove scavenger perks from mods duh
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The only issue I see is Shotguns and the Shotguns themselves arent even the issue... Supreme Butthurt and I have said what the problem is many times but no one likes to hear it 🙃😂
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Before the match, there should be a test, something like: [quote]Correct all the errors in this sentence: [i]I literally hate when hunters peak around corners.[/i] [/quote] Success: special ammo all round. Failure: no soup for you. Answered all in caps: Taken centurions join opposing team. What does this have to do with Destiny? Think about it. [i]Destiny: the game that helps people who can’t read good, and want to learn to do other stuff good too[/i]
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I agree on the whole nerfing special but primary weapons are already in a good place. If anything some primaries could use some tuning to their ttk.
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Both sound good to me
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I agree pretty much all around, just the only part I'd be concerned about would be Nkuch-ing (body w/sniper, clean w/primary). Maybe if it's possible, they could have an invisible timer similar to how assists work that would prevent Scavs from working even if they got a primary kill? Plus, for Trials at least, I personally think that 2 special on getting revived is a bit ridiculous, same applies for getting special from your own dead teammates.
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[quote]The common solutions are to nerf specials or to add ammo crates and just limit their use to every user. Both these solutions are pretty terrible. The first solution just creates weak special weapons, which means primaries would have to come down in order for them to compete. That just doesn't work. It's illogical. The second option is special ammo crates. Also garabge. That is a bandaid fix and just limits every player the same, even the ones using their special weapon and primary really well. It slows the game down by placing an artificial, universal limit on OHK potential to everyone. However, OHK potential does have to either be limited or counterable. So, there are two more (better) options: 1. Primaries need buffs. That could be increased flinch, bodyshot TTK, optimal TTK, etc. Scouts and pulses should destroy snipers. Most primaries don't need an optimal TTK buff, but buffs should help. Like, look at 140 RPM HCs on console. With these maps, a shotgunner can stay around tight corners very easily, and can close a 10 meter gap with very little exposure. So why should a 140 RPM HC require 3 crits to kill with a tiny FoV and high recoil? Shotgun wins that not because the shotgun is OP, but because that requirement just isn't realistic for the majority of players. 2. Special weapon kills could drop one special shot and primary weapon kills could drop two. Scavenger mods only work with primary kills. This would provide incentive to use your primary while rewarding players who do it well, rather than putting the same limits on everyone and putting it behind a timer, slowing the game down. Let me know what you think.[/quote] Double primary user here. Don’t really care either way.
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I don't see what's wrong with special now.
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There are no “solutions”. Theres only trade offs.
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Primary ammo kills drop special for the player who got the kill and scavenger mods don't work in pvp.
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Gonna be honest, I've never felt anything wrong with the current system, granted that my main activity isn't pvp even in the slightest but whenever I hop into pvp most people are using a mixture of primary ammo with special ammo pretty consistently. Usually the main culprit for these kind of suggestions are that snipers and shotguns are ohko, In all honesty this is not really a problem to me, except maybe for snipers, which have too high of an aim assist, specially with mods and the fact that some individuals are able to use a sniper like a mini shotgun sometimes (no scope body and then clean up with primary), which shouldn't be a thing.
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They could also cap the max amount of special you can carry
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You spawn with a full magazine/clip....no reserves (special ammo) You use it all ....you wont get any more. But you do keep your current ammo on revive. Heavy ammo wall pickup gives you half a mag of special as well. That way they are really SPECIAL weapons...and not basically primaries.
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What and go back to D1 when they took out special ammo all together except for sidearms so people were running around with Dregs Promise all day. Naw bro...git gud
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Special ammo needs to feel as the name implies, special. Being able to use a special weapon to self sustain your own ammo does not make sense to me. This forgoes the need for primaries and frankly makes special weapons just another point and shoot tool. This is one reason why I am an advocate for crates, however I have seen some good ideas about other ways to get ammo, such as kill streaks with primaries. [spoiler]I am also a fan of a total weapon system overhaul, as all weapons are merely point and shoot, no tactics[/spoiler]
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Bringing back crates and reducing special ammo is an indirect buff to primaries. It's called special ammo for a reason. The use of special weapons should be special and they shouldn't be able to be used as primaries.
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If we’re going for ammo boxes then I want a heavy sidearm nerf. Do not ever want to revisit the horror show of wormwood Thankyou😂
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Limit weapons to one only in pvp (primary slot only) Problem solved period
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I agree with most of what you are saying and the buffs to primaries. However, flinch is not the way to go. I agree guns like snipers should take more flinch but pretty much every other gun should take next to none. It’s terrible when you lose a gunfight simply because the enemy made yours a shot. Make the game about having good aim, or making your opponent miss.
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I like the second idea of making primaries drop more. It would forc epeople to have more primary synergy.
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second solution , nothing more
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No, just make scouts and other hand cannon archetypes as viable as 600 rpm autos and aggressive pulses.
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The solution is stronger primaries.
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Or you could just embrace it instead of looking to turn it into the end of D1 and the start of d2. Both of which were horrible periods of crucible.
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I like the idea of scavenger mods working on primary kills only. Maybe even make it so they don't stack in PvP? This would free up a slot for Traction which is badly needed on Console, I hear. This change would significantly improve the CQC OHK situation (shotguns, fusions, breech loader GLs.) At longer ranges, Snipers and Arbalest need a flinch fix, too. I wouldn't even call it a nerf, it's basically broken right now in how it pulls the reticle towards the head. Flinching should have the same effect as bloom (widen the accuracy and tighten the aim assist cone,) scaling for impact, RPM, and range. The latter is so that a 150RPM scout would flinch more than a 150RPM hand cannon. Alternatively, base it off damage taken over time, not sure what would be easier. And for Traveller's sake, it [i]has[/i] to flinch [i]away[/i] from the crit spot, d'oh!