With all the changes in weapon balancing I believe bungee has focused too much on nerfing more than buffing. In order to make specials less of the meta don't remove access from them make it to where primaries are buffed to be able to compete with specials.
All primaries: Increase base damage Handcannons: have range drop off further from player but steeper
Pulse rifles: decrease burst recoil slightly to be closer to scout rifle than auto rifle since damage and range is closer to auto
Auto rifles: Increase hip fire accuracy
Scout rifles: damage drop off slightly closer and steeper. Hip fire accuracy decreased
I believe specials should be accessible when you need in special occasions.
Overall: revert previous special ammo patch
Shotguns: no change
Sniper Rifle: decrease aim assist to reward skilled hands more
Fusion rifles: decrease projectile spread for better accuracy at max auto rifle range
Sidearms: no change
These changes should allow for primaries to be useful in most situations in the field in which they should dominate (I.E. auto rifle=close range, hand cannons=close to mid,etc) while making specials to be able to counter there primary competitor with a slight advantage while giving the primary a chance (I.E scout shouldn't have full damage at sniper range and a pulse rifle can be beat by skilled wielder of a fusion rifle)
[u][b]HAVE ANY THOUGHTS?
please comment below[/b][/u]
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2 RespuestasMy thoughts on special, in brief: A special should be a RELIABLY AVAILABLE supplement to the primary. Ammo should be scarce enough that no matter how good you are, you can't use your special like a primary. Special ammo should never disappear on death: no matter how bad you are, you should still have combat effectiveness comparable to the other players. For more on the subject: https://www.bungie.net/en/Forums/Post/223094086?sort=0&page=0
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9 Respuestas[quote]With all the changes in weapon balancing I believe bungee has focused too much on nerfing more than buffing. In order to make specials less of the meta don't remove access from them make it to where primaries are buffed to be able to compete with specials. All primaries: Increase base damage Handcannons: have range drop off further from player but steeper Pulse rifles: decrease burst recoil slightly to be closer to scout rifle than auto rifle since damage and range is closer to auto Auto rifles: Increase hip fire accuracy Scout rifles: damage drop off slightly closer and steeper. Hip fire accuracy decreased I believe specials should be accessible when you need in special occasions. Overall: revert previous special ammo patch Shotguns: no change Sniper Rifle: decrease aim assist to reward skilled hands more Fusion rifles: decrease projectile spread for better accuracy at max auto rifle range Sidearms: no change These changes should allow for primaries to be useful in most situations in the field in which they should dominate (I.E. auto rifle=close range, hand cannons=close to mid,etc) while making specials to be able to counter there primary competitor with a slight advantage while giving the primary a chance (I.E scout shouldn't have full damage at sniper range and a pulse rifle can be beat by skilled wielder of a fusion rifle) [u][b]HAVE ANY THOUGHTS? please comment below[/b][/u][/quote] Holy shit thus would destroy the game LMFAO
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[quote]With all the changes in weapon balancing I believe bungee has focused too much on nerfing more than buffing. In order to make specials less of the meta don't remove access from them make it to where primaries are buffed to be able to compete with specials. All primaries: Increase base damage Handcannons: have range drop off further from player but steeper Pulse rifles: decrease burst recoil slightly to be closer to scout rifle than auto rifle since damage and range is closer to auto Auto rifles: Increase hip fire accuracy Scout rifles: damage drop off slightly closer and steeper. Hip fire accuracy decreased I believe specials should be accessible when you need in special occasions. Overall: revert previous special ammo patch and decrease carry capacity of special ammo in multiplayer Shotguns: no change Sniper Rifle: decrease aim assist to reward skilled hands more Fusion rifles: decrease projectile spread for better accuracy at max auto rifle range Sidearms: no change These changes should allow for primaries to be useful in most situations in the field in which they should dominate (I.E. auto rifle=close range, hand cannons=close to mid,etc) while making specials to be able to counter there primary competitor with a slight advantage while giving the primary a chance (I.E scout shouldn't have full damage at sniper range and a pulse rifle can be beat by skilled wielder of a fusion rifle) I realize this post is more about buffing primaries but I believe it is a better option then getting rid of special ammo. [u][b]HAVE ANY THOUGHTS? please comment below[/b][/u][/quote]