I see you've got more primary k's than special on all 3 characters & you're good with pulse rifles, scouts and shotguns. The good news is you probably don't have to change your game much at all if you don't want to. If you're a Clever Dragon user, the ammo nerf is bound to hurt though.
People are making way too big a deal out of the special ammo situation. When playing 6v6 there's simply ammo all over the field and the delay for picking up a crate is minimal. It might slow you down a little if you consider it a must to run with, but that's all.
It boils down to two questions: (1) need for special ammo, (2) range of engagement.
For me, there is no ammo question....and most likely for you as well. I played sidearms all day long the other day to see how it would pan out. The most time I've put in on those since the original sidearm (Vestian Dynasty at 170 light) came out & Iron Wreath last year. I've got them all but had the most fun with Trespasser.
Bottom line - the spawn with ammo perk sidearms offer still isn't enough so supplant shotguns for me most of the time. Shotguns are still a fantastic shut-down close quarters answer. Even pre-nerf I would normally ADS shotties for the range buff, so no change there for me. I'd also normally use them tactfully vs. rushing most of the time. With sidearms, they are great for follow up shots coming off grenade or primary damage. Depends on the situation.
The truly BIG news is with hand cannons. They're far and away the big winner this time around, and I'm pretty sure they're going to be the next meta weapon class when all the dust settles. The good news is they're incredible for short to short-mid range. On small maps they're going to be a great option. If you like to rush they're going to be a great option. The bad news is.......if you're not use them you're gonna have to learn.
You can still keep folks at arms length with your scouts (in particular) and pulse rifles though, so they definitely still have a strong position. I used my scouts same as always on larger maps, highly effective mid to mid-long range like always. No change.
Short version - go with what you know........plus get decent with a hand cannon & maybe a sidearm if you absolutely can't deal with finding special ammo on the field more often.
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Yeah, you are right about the Clever Dragon. The HCR nerf doesn't bother me, but the ammo nerf is a killer. I lost a few gun battle last night because of that very thing. It forces you to measure your shots better. It's still a good weapon though. I was totally against them nerfing that gun. For the most part, the patch gives us more good than bad. The ammo thing doesn't bother me, since I haven't had any real problem getting ammo. There always seems to be enough around in 6v6 matches. I'm not thrilled with the Bladedancer, Life Steal and Truth nerfs, but they aren't deal breakers for me. I'll adapt.
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Can't say I was real happy about a lot of it either.....but it is what it is. We're all swimming in the same water.
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I suck with HC, what flavour HC do you recommend?
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Get yourself the Palindrome form the Crucible Quartermaster. Very very good intro level HC. Great range and stability. It's one of the top HC's in the game.
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I've been having a lot of fun with Ace of Spades, way crispier than before patch, only works if you're a hunter though.
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I had fun with that gun for a little while before bloom hit. Have to break it back out.
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Editado por Willakkuma: 2/17/2017 2:20:50 PMI'm not the be all end all opinion, but for what it's worth I haven't seen anything that says step away from the usual suspects - Palindrome, Eyasluna, Hawkmoon. Hawkmoon is most likely going to become very popular again with those 3 of 11 random bombs in the magazine. I'm pretty sure it will be at/near the top of the heap. I'll also bet some folks gravitate toward the high impact guns like Lingering Song and Ill Will. Really, with the performance buff most hand cannons should be fairly viable, so I'm sure some old favs will come out of vaults for old times sake (for me - Timur's Lash for great range/higher impact mix.....and Word Of Crota for that 32 rate of fire number). I'll be leaning toward max range for the sake of follow up shot accuracy, but I think hand cannons are going to be the new "shotgun" for rushing and closer quarters where range perk won't be as big an issue for some play styles. This.....at least partially because of the special ammo economy some people are having trouble with. I think this will more or less boil down to a 2-3 shot trade off for closer range engagements/kills vs. the 1 hit kill shotgun meta. Just answer those two questions for yourself (1) Need for special; (2) range of engagement relative to play style/emerging new meta. Pretty much everyone will be fine after they sort that out.
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I'm usually an Eyesluna guy. But I've been having decent success lately with my Ill Will with outlaw, hammer forged, and LitC. (on my warlock) Definitely have to pair Ill Will with a side arm though, because it only holds 7 rounds. If you don't get outlaw to proc (or if you don't have the outlaw perk), you're pretty screwed in a lot of situations when you don't have special ammo.
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Yep. I figured the bomb hand cannons like Ill Will and Lingering Song would see some use. Nice!
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The special ammo situation disrupts the flow of the game. It is bogus.
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Editado por Willakkuma: 2/17/2017 2:19:11 PMI didn't say I like it. It is what it is. It's pretty much a non-factor for me though. The end result for me has been a slightly longer amount of time to get special ammo when I die. No big deal. But......I usually outlive the special spawn time anyway. My shotgun play style hasn't suffered at all at this point, just slowed it down a little = part of the patch intent. I believe this has cost me less than 1:30 in total time per match......and right now that's mostly for the sake of adjustment. This is the part most folks don't understand. This patch was all about play style and creating more opportunity for more players, not driving a particular weapon into the ground although that will be the end numbers result with regard to shotguns because of all the rushers. If any fusion rifle users and snipers are out there are reading this, they'll have to thrown in .02 because I don't use either.
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Editado por Skinny-Roger: 2/18/2017 2:52:04 AMI normally use fusions mostly but it is, well, kinda bogus now. I use the telesto at the moment, for 'fun'. Actually it is fun but the ammo grabbing really isn't imo. EDIT: yeah, i say seriously f-u-c-k the ammo grabbing.
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I hear ya. It does slow things down a little. It's luck of the draw with spawn location/readiness of ammo crates. Today I spawned next to full ones a lot.
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Also, and I don't know if it's just me that feels like that, but every time I kinda get used to how things work they completely change it. It's a huge pain in the a$$.
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Editado por Skinny-Roger: 2/18/2017 3:42:28 AMI gotta stop playing now cuz it's giving me really bad mood. All the sidearms and HC's ... how the fook is that 'diversity' ... I am clueless ... normally I like to play this game but now I feel myself getting aggresive. It's bad. I feel like I wanna punch someone cuz of this game now.
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It can be aggravating at times. The main differences are these: (1) (2) and (3) - [u][b]Range of engagement[/b][/u], the single biggest change. If you normally use pulse rifles and scouts, there's no change they're better than before the patch and very strong (Hopscotch, MIDA, Cryptic Dragon for me as a couple of options). If you use a hand cannon (without switching it out mid-match) it changes [i]all of the maps[/i] and your approach because of damage fall off. They're incredibly great as long as you play within the range. Get outside of it even a little bit and you get beat. I noticed real quick.... on parts of some maps that are predominantly shorter range but with some open stretches where I'd normally be in medium-ish range situations with a pulse/scout with an enemy in an established kill hole..... I had to back off and re-establish a favorable position using a hand cannon because I didn't have enough punch to make the kill & you're not sure what the other guy is armed with until you start to trade. There's sharper division between weapon effective ranges now, but also a greater effectiveness within those ranges when it comes to scouts, pulse rifles and hand cannons. It creates more opportunity on both sides as long as you pick & choose your situations wisely. A greater number of viable weapons within the RANGE class even if you're not using [i]whatever[/i] the meta weapons turn out to be = creating more opportunity for more people. That's ^ part of the advertised "diversity." As far as snipers and shotguns are concerned, what's happened is both extreme ends of the spectrum, long/short range one hit kills (unless you're currently a proficient quick scope NLB user) have more or less had their legs cut off for most players, forcing everyone toward the numbers crunching middle ground. Fusions of course are mostly one hit kills that are greatly reduced as well. This equates to more forgiving engagements where people can survive mistakes and there's more opportunity for more folks = advertised "diversity." As far as shotguns go, they're like a wounded bear. Hurt.....but you if you get close to one you're in trouble. If you use shotguns in very close quarters, standing on your feet, aiming down sites.......you'll get one shot kills. This should pretty much forever put to rest the "no talent required" argument some tried to make vs. shot gunners. Clearly, not everyone could play and/or counter the style = the severe nerf hobbling steering everyone toward a more forgiving middle ground. Period. Shotguns are the new hand cannon when it comes to RNG registered shots. Sidearms. Pretty much the band aids for covering shorter range engagements, although the slower firing, higher impact guns like Crow's Eye and Teacup Tempest can reach out there a little more. Same result here. They are not one hit kill weapons and getting into exchanges with these guns can be more forgiving = advertised "diversity." I've already started changing up my Artifact use and Sub-class use match-to-match and map-to-map. It makes a difference. Same goes for weapon load-out where maps make all the difference. Since we're all playing on a shorter field now, decision making and situational awareness will be playing a larger role.