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12/23/2013 2:35:25 AM
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So yeah. About the kill times, it makes perfect sense that they're faster than Halo as Guardians have ready access to sprint and double jumps regardless of what class they are, so without faster kill times, players would be able to get away from sour fights way too easily. I'm certain that Bungie is trying to strike a nice balance, and if they don't, I'm sure we'll let them know :)
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  • True! Unfortunately Lars says "[i]Getting into combat and having it end is fun. ... Good players are still going be able to get away some of the time, but it's a little harder now[/i]", which means that taking all of the mechanics (sprinting, jumping, abilities, weapons) into consideration, getting away from fights will happen less than in previous Halos. Right, striking a nice balance in a game as complex as Destiny will be an ongoing battle its whole life and this community will definitely speak its mind. I wanted a discussion now on kill times versus because I believe it's an attribute at the absolute core of competitive multiplayer balance. Most gamers have never given a great deal of thought to kill times, so hopefully I help someone think more deeply about it and are able to provide a higher quality of feedback for Bungie as they start to hand Destiny over to us. My most favorite way to play FPS is against someone of equal skill in a 1v1. (I literally cannot get tired of playing an H2 Warlock 1v1 Carbine start with Human on map.) There's a move, a counter move, a counter-counter move, an act of deception, a blocking grenade, predicting your enemy's next three moves, and then a hard push when you feel the advantage. It's a giant chess game. These concepts are present in team games and FFA, but harder to implement. These strategies are limited when combat resolution is always the answer to an engagement. With that being said, a mad game of free-for-all where a player focuses on just dolling out the maximum amount of damage to the maximum of players is fun, too. It's fast paced and a rush to keep up with the onslaught when there's enemies on all fronts. Quick kill times lends themselves to this type of game play. I just never can enjoy FFA for long because of the inherent randomness and smaller skill gap.

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  • I think by skilled players, Lars is referring to people smart enough to conserve abilties to the right moment. Using your teleport ability not to get across the map faster but to get out off a player's line of sight that caught you off guard. Using your bubble shield when a player starts shooting you in the back (seems to be a Titan super ability). There are counters, and counters to counters. It just seems that sprinting away won't be the go to "I live to see another day" get out of jail free card it was in Halo: Reach. It's going to cost you to survive. I hope that they allow for those type of reactions, and killtimes are long enough to have reaction time, I want it to be if I'm being shot in the back, I want to turn around and get a couple shots in before I die, or even better if I out-skill that person, I land my headshots and come out the victor.

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