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Destiny 2

Discuss all things Destiny 2.
Edited by MetalDragonDaddy: 3/13/2022 12:01:44 AM
7

Primary weapon feedback in pvp.

These are changes I think primary weapons need in pvp. Hand cannons: Increase the minimum range floor a little bit so low-range hand cannons feel better, decrease the flinch they deal, and decrease their aim assist (by a very small amount). Perhaps dial back the recoil on 180s, and buff their range and aim-assist a bit. Pulse rifles: Slightly buff the damage and aim assist on underperforming archetypes such as lightweight and adaptive frame pulse rifles. Perhaps buff their range a bit as well. Auto rifles: Buff damage on precision frames, slightly buff the aim assist on high-impact frames, and perhaps make range and stability a little more beneficial on archetypes that are lacking (such as rapid-fire frames). Scout rifles: Buff damage on precision frame scout rifles so they can make a kill in 2 headshots and 2 bodyshots (like in Destiny 1), and give all scout rifles an additional perk option called, "combat scope," which shortens the zoom to be like that of MIDA Multi-Tool. Scout rifles are pretty useless in pvp compared to other weapons unless you're using DMT or MIDA. Sidearms and smgs: Decrease the amount that damage range fallout scales. What I mean, is to make the scaler less drastic, in a way that allows sidearms and smgs to fight (much less effectively) at medium range, with drastically decreased aim-assist, and a still-present reduction in damage keeping their ttk above 1 or even 1.2 seconds at such range. This would be better than no damage at all, in my opinion. Buff the minimum range damage-floor so that sidearms and smgs with low range stats still feel useful in pvp (making perks like iron reach on Multimach less mandatory, without removing it from the spotlight). Give an inherit scaling buff to damage within extremely short range. An example of this would be a buff to damage of 10% within 1.5 or 2 meters and 20% within 0.5 or 1 meters. This change would be to make close-range primary secondaries more effective against shotguns. I don't believe shotguns are entirely the problem in Destiny 2 pvp. Part of the problem is their lack of counters. This change, I believe, could add balance. After all, sidearms were a special weapon in the first Destiny! General changes I'd apply to all weapons: Make hip-firing a little more reliable on weapons that are lacking in that department. I'm not saying to buff the aim-assist. Just make shots more likely to end up exactly where they're being aimed. Perhaps make hip-firing now, more like what hip-fire grip used to be (now that actual hip-fire grip is a lot better and influential on aim-assist, keep the two separated). To clarify, I'm not saying to make all weapons hip-fire as effectively as the BXR, as that is intrinsic to that weapon. I just think I speak for all players when I say I want my shots to go where I aim them. I understand that bloom must still stay relevant, though. The dev-team would have a better idea of how to accomplish these changes, were they to implement them. Lastly, I think some weapons generally need to have their flinch values a little bit re-balanced based on the impact and range brackets they fall into. I know Bungie already aims to accomplish that, but weapons I think need attention include: hand-cannons as a whole, adaptive frame pulses, precision frame scout rifles, precision frame auto rifles, and rapid-fire frame auto-rifles. EDIT: Also, if unflinching mods were to benefit weapons regardless of whether or not they're aiming down sites, I'd be more inclined to use weapons with Hip-Fire Grip.

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  • Edited by hate n payne: 3/9/2022 6:04:40 PM
    Change is always good. However you should consider maps and the design flaw of them not being changeable via sandbox changes. Another issue with rifles are the fact that they lack access to scope options as well. I am bumping simply because you are trying to address underwhelming components in the game that get left to the wind.

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