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Destiny 2

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9/18/2023 5:32:53 AM
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Monte Carlo Bayonet Change

As an avid Monte Carlo user, I'm thrilled with the new masterwork ability. I've been having a ton of fun using the bayonet on everything in sight, but my only complaint is that I have to hold reload to re-activate the bayonet after each use. I understand why this is in place since it's possible for players to not have full stacks of Markov Chain after a use, however, if they land a kill with the bayonet (which is very frequently given the damage values), they're guaranteed to have full stacks, so I think that it would be best for the bayonet to stay locked after bayonet kills, just to make it a smoother experience.

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    [quote]As an avid Monte Carlo user, I'm thrilled with the new masterwork ability. I've been having a ton of fun using the bayonet on everything in sight, but my only complaint is that I have to hold reload to re-activate the bayonet after each use. I understand why this is in place since it's possible for players to not have full stacks of Markov Chain after a use, however, if they land a kill with the bayonet (which is very frequently given the damage values), they're guaranteed to have full stacks, so I think that it would be best for the bayonet to stay locked after bayonet kills, just to make it a smoother experience.[/quote] I think they should just change it to turn on/off the bayonet at all times. Does 1.5X damage that stacks with Markov chain. When it’s on it over rides ur main melee. So no projectile melees but one melee kill instantly bumps the damage. Maybe nerf the max damage so it’s not a room clearing weapons. Or lower the multiplayer based on the enemy (ex. More damage against a major vs elite.) idk right now it’s super cool and great in lower level content but over all underwhelming.

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    • [quote]As an avid Monte Carlo user, I'm thrilled with the new masterwork ability. I've been having a ton of fun using the bayonet on everything in sight, but my only complaint is that I have to hold reload to re-activate the bayonet after each use. I understand why this is in place since it's possible for players to not have full stacks of Markov Chain after a use, however, if they land a kill with the bayonet (which is very frequently given the damage values), they're guaranteed to have full stacks, so I think that it would be best for the bayonet to stay locked after bayonet kills, just to make it a smoother experience.[/quote] 100% agree

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    • After all the wait, feedback, and asking them to let us use it. They finally did, but not in a good way. We should be able to use it when equipped. So if upu had the Monte on, it replaces your melee with the bayonet, but I guess bungies engine won't allow that

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      • I agree it would help when you solo stuff.

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        Just throwing this out there: I set my weapon alternate fire mode to left on the d-pad, I assume you are on console. All my emotes are double tap. This helps tremendously

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      • Yeah we should just be able to freely swap between auto rifle and glaive modes at will.

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      • It’s also for balance. The time it takes for the animation to play prevents you from spamming it as much though I agree with button bloat on controller it’s difficult to manage

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