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12/31/2023 11:34:54 PM
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If that's your response to checkmate after playing it once then its likely that a lot of what pvp could get that others may like would make you respond the same way. That's not necessarily a good or a bad thing but it is a thing that can lead to unintended consequences. Plenty of people like it and with the right tuning in the hands of whatever devs they have now that have followed the lineal evolution of pvp enough to know what to do and will hopefully be listened to it just might end up being one of the best PvP things about this game. It needs to have weapons and particularly primaries truly be the focus though. And hopefully in that mode the game has moved past both hand cannons as being the paragon of skill and "anything goes" with the abilities and ohk specials. The mode does need further tuning but it very much does appear to be headed in a direction that the hardcore player base would like here lately. Checkmate countdown is definitely the superior version of countdown rush and with trials being elimination it simply needs some thought put into what's fair and balanced to have in an elimination mode vs. something like 6s or something like that and checkmate for that mode could also be a real alternative.
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  • I played a few matches, many of them people quit in the first minute or the matches i joined were 5 v 40 in score, meaning i replaced someone that quit I actually enjoyed normal pvp, playing rumble, iron banner (a long time ago), normal control, and so on. I did well even when i lost and it felt like what i did mattered. But in checkmate it was all a snowball effect that i couldnt keep up with. If an enemy player kill alot and took points, they would have their special ammo faster and their super faster, leading to more kills and more snowballing. The problem isnt that primary weapons need to be the focus, its that the weapons themselves each needed to be tuned to fit the game mode, (which is impossible for the devs with their shortened staff and focus on their next game). Hand cannons dominated alot of my matches because of their high impact with a single bullet. But when someone uses an auto/pulse/smg/etc, their lower impacts caused the lower damage of the weapons to affect them too much. Like vigilance wing, the gun is a 4/5? burst but with the nerf thanks to checkmate, each burst does less than a single shot from a handcannon. They need to look at class of gun and change them accordingly or the meta in that hellscape wont change. If im scout rifle to pulse distance, then those guns should be killing more than a handcannon at that range. simple as that About the rest, i personally gave up on trying anything competitive around the time witch queen dropped, i gave it the earnest try before but the random game modes meant it wasn't really competitive like skill, it was seeing who could adapt to the game mode before you loaded in the fastest. SO my points on countdown vs CH countdown and trials are mute.

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  • Hopefully if they get enough weapons into the mode the snowball effect from special weapons wont be as big of a problem. Special weapons shouldn't be that OP relative to everything else that they make that much of a difference just because one team gets to them first.

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