The need to do one of two things. Either dramatically tone down auto assist on the top snipers and/or make aim assist only magnetize to the body hitbox.
Or make snipers take considerable more flinch from primary rounds.
It's a problem when you can snipe through a wall of primary fire. A sniper shouldn't win a trade off with any ranged primary unless it gets the first hit of the opponent isn't landing shots.
There are skilled snipers in destiny, but there are also too many perfect roll snipers out there that greatly elevate the skill of lesser hands.
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There's no magnetism in destiny on snipers, also drop AA to max at 50, and then decrease body shot damage to 130 for high impact.
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Editado por Tibbaryllis2: 6/27/2016 7:22:52 PMAre you saying there isn't magnetism or their shouldn't be? The hidden aim assist stat most definitely makes the reticle magnetize to the hit box as you pass over it. The higher the stat, the longer the reticle will stay pulled to the hitbox as you pass by it. It's pretty easy to test.
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That's called reticle, magnetism is how much the bullets bend/curve towards a hit box, which actually has a negative value on snipers.
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I'm not big on the official terminology. I know destiny is a hitscan game with heavy emphasis on aim assist.
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The problem is if players take too much flinch it breaks the gun in pve, but perhaps they can separate pve and pvp flinch. Also someone could max range a sniper for 1 damage and cause them to ruin thier shot. In pvp flinch should be scaled based on damage taken. Large flinch for taking a large amount of damage down to negligible flinch for negligible damage. This would make snipers very hard to use in close and mid range fights when primaries are doing full damage to you. But at longer ranges the gun would still be very effective.
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I don't see that as a bad thing, but I'm sure it could be altered like the numerous other stats that aren't constant between minions of the darkness and guardians. Eg update 2.5: all guardians now take 50% more flinch when damaged by another guardian while scoped in with a special weapon. This update alone would be an enormous buff to primary weapons.
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Pve is easy af why would it matter there
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Which part is funny? Btw I see you have a god roll sniper.
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Editado por TheOneRaven: 6/27/2016 3:19:46 PM[quote]The need to do one of two things. Either dramatically tone down auto assist on the top snipers and/or make aim assist only magnetize to the body hitbox. Or make snipers take considerable more flinch from primary rounds. It's a problem when you can snipe through a wall of primary fire. A sniper shouldn't win a trade off with any ranged primary unless it gets the first hit of the opponent isn't landing shots. There are skilled snipers in destiny, but there are also too many perfect roll snipers out there that greatly elevate the skill of lesser hands.[/quote] I guarantee the numbers show this... sniper dmg is probably 70% of all damage done in Trials if you remove supers which would be high for obvious reasons.