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Destiny

Hablemos de Destiny.
Editado por Enochua: 7/15/2016 3:46:06 AM
26

PVP BALANCES, OPINION

balances and or changes I think that would satisfy all play types snipers need less AA or hit boxes adjusted so that aiming AROUND the head doesn't count as a head shot. and snipers need to be de-scoped when HEAD shot and given the type of gun scout, pulse, ect. respectively and flinch applied for impact rating also taking into account stability stat in general. flinch needs a stat that is displayed on guns and measured and adjusted to perks applied to guns AA (aim assist) needs a stat that is displayed on guns and measured and adjusted to perks and sights applied to guns when sprinting you are slowed (not completely stalled out) by taking shots. ie: flinch, unless the class and or armor has a perk that reduces flinch. aimed at balancing shot gunnners. perk wise, thinking that titans would have this. my thinking on this is based on the fact that people spawn with special ammo. titans need their shoulder charge tied to their melee charge but also a perk that builds up melee charge the longer you sprint. a warlocks nova bomb should not kill the caster. warlocks need a shade step, VOIDWALKER I mean come on its in the name. a hunters skip grenade needs less tracking distance. no subclasses nades should kill caster if the nade has tracking. even if applied from a exotic armor piece. given the fact that sunsingers do not have a super that kills out right. they should not be able to be sniped or shot gunned before they have a chance to even move. sunsingers need the firebolt nade damage on par with other nades in the game, on damage dealt. night stalkers need less range on the tether. defenders armor of light needs a buff, weapons of light needs a buff. defenders needs nade cool down from being in bubble that is shared to teammates. given by exotic or perk. WEAPONS the problem is there are too many archetypes of weapons to balance properly. scouts, pulses, autos, hand cannons each has like 3 or 4 archetypes. but logically scouts and pulses are really variants of "assault rifles". im only going to touch on pulses so that I don't go too far off this particular thread. pulses really only need 2 archetypes. low rof with high impact, high rof with low impact. example: spare changes.25 and red death need to be the same archetype but tweaked so they have the impact of spare change.25 but rof of red death. those are 14 and 30 impact archetypes that usually have a stability from 80 to 40, give or take. and rof of 59 and 66. so impact would be 30 with a rof 66. so burst to kill would be 2 to 3if all bullets are head shots. so now you have your hawk saw and the grasp of malok that are 7 and 4 impact. with 73to 77rof and stability from 30 to 100, give or take. so impact would be 7 and rof would be 77, and given head shots 3 to 4 bursts. But as they are now there are 3 archetypes of pulses that take 3 burst (headshots) to kill. how does that make any since. and believe it or not spare change.25 still only takes 2 bursts if all shots are head shots. OR spare change.25 increase body shot damage so it only takes 3 burst. I really have too many thoughts on all gun types to list them all but im willing to have a discussion. edit: I thought it was clear that aim assist is also target acquisition?

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