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8/25/2016 1:53:44 PM
1
I understand that, thats why actual health damage is required to descope, or, in other words, 2 to 3 shots from a scout 2 to 3 shots from a handcannon, 2 to 3 pulses from a pulse and variable shots from autos. Not only would it be nearly impossible to descope a sniper at long range with short range weapons because of bloom,(IE autos and hand cannons) but it would allow for long to medium long range weapons to stop unskilled use of a sniper (IE if a sniper has taken 2 to 3 shots from a scout or a pulse he should reposition instead of challenge and hope for a lucky headshot.) Also it would allow weapons within their given range to challenge a sniper on equal ground, as a primary should. If you are up in a snipers face with a hand cannon, a close range weapon you should have an advantage, land a quick 2 shots and descope the sniper. Same for autos, long range, autos deal shit damage, so the only time an auto should strip the sheild of a sniper,(and subsequently descope him/her) is if the sniper is too close and within the autos recommended range. Also if you still want to snipe, you can just rescope, if they miss then you deserve the snipe, props to you. And if you are engaging with a sniper with half of your health gone you should expect to die, a sniper should not be an i win button, specials are desinged to punish people using primarys that counter them poorly, a shotgun should win against a scout rifle close range, and a sniper should beat an auto at long range. Conversely a scout should have a 30/70 (30 scout/70 sniper) chance against a sniper at long range and an auto should have the same aginst a shotty at close. Perhaps after some time the handling, scope, and ammo nerfs could be reverted after instituting this nerf, along with reduced flinch on all snipers to allow for a headshot inbetween a long range auto spray/ hand cannon poking, and to allow for a headshot after receiving 1 to 2 shots from a scout, or 1 to 2 pulses from a pulse. In conclusion, speical weapons should be clearly better in their desired situations/ranges, but worse everywhere else.(IE fusions are for shutting down rushers, shotguns are for close range, sidearms are for close/close medium, and snipers are for long range.)
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