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#feedback

Editado por Soupreem: 6/6/2016 7:28:45 AM
27

My ideas for the next weapon balancing patch v2

Alright, since I couldn't edit version 1 of this post because I was bant, I'm making a second version with updated ideas. If I don't mention something, it's because I feel like it's fine as is [b][i]DISCLAIMER:[/i][/b] I may do what is considering summoning myself, so just be prepared for that. [b][i]DISCLAIMER 2:[/i][/b] Doctrine nerf (braces for a full scale assault on my face). [b][i][u]Auto Rifles:[/u][/i][/b] Doctrine archetype: Oh boy, this is going to get some hate. My new proposal is to make sustained fire form a cone like hip fire, same performance damage and range wise, just gets less accurate via sustained fire (like how Battlefield does a cone increased number every weapon, I'm doing this mostly because I already know that Doctrine is going to get hit again😭). [spoiler]What a start, guess I'll activate the flame shield.[/spoiler] High Impact: increased damage... Again. Focused fire rework: now makes aiming down sights bump the weapon up an impact archetype (ex: Hakkon's Hatchet becoming a Grim Citizen Archetype), high impacts will get a 10% range increase with an unchanged effect otherwise (since there isn't an impact archetype higher than Grim Citezen's). [b][i][u]Pulse Rifles:[/u][/i][/b] High impact: increased damage slightly to be able to 2-burst up to medium armor targets (maybe about half the bar is the most it can 2-burst with?) [b][i][u]Hand Cannons:[/u][/i][/b] All archetypes: eliminate phantom bullets, a few rapid shots (affects low rate of fire very little) will cause a slight inaccuracy (4-ish shots in?) come to form, you'll still be able to hit medium range torso shots fine, but aiming really high (about where the forehead is) may cause shots to go high. Also, increase ammo reserves back to how they were to vanilla for hand cannons. [b][i][u]Scout Rifles:[/u][/i][/b] I just put this here to not leave out scouts. [b][i][u]Snipers:[/u][/i][/b] Hitbox adjustment if needed (some hit boxes [i]might[/i] be a little off). [b][i][u]Shotguns:[/u][/i][/b] Low impact: increased rate of fire Medium impact (Strongbow-D archetype-ish level impact): increased damage. All: increased PvE damage by 30%-50% (depends on what works). [b][i][u]Fusion Rifles:[/u][/i][/b] Now do additional damage to shields in PvE (for example a captain's arc shield pops easier). Increased damage for improved consistency. [b][i][u]Sidearms:[/u][/i][/b] Reduced kick. [b][i][u]Special Ammo in general:[/u][/i][/b] Each crate now gives you a flat amount based one the weapon archetype (more for sidearms, generally you'll get 1 magazine per pickup). [b][i][u]Heavy Ammo:[/u][/i][/b] Each pickup is now normalized based on weapon archetype as well, rockets will get 2 rockets (3 if the mag holds 3 via tripos of if you have Truth). Machine guns will get ammo dependent on archetype. [b][i][u]Exotics/Legendaries:[/u][/i][/b] Introduced all datamined exotics (things like the Thagomisers). All year 1 exotics have a year 2 version. More classic weapons have been updated for year 2. You can upgrade your year one legendaries into the year 2 version (if that weapon has one), I'm not sure on a method of doing so yet. Symbiote: no longer has a duration penalty for Golden Gun. Radiant Dance Machines: now give an additional little effect while dancing (cosmetic because why isn't it there already?) Don't Touch Me: Increased armor while invisible. Alchemist's Raiment: Increased likelihood to get glimmer, increased glimmer gained. MK. 44 Stand Asides: increased bonus duration gained, slightly increases sprinting speed. (Note: [i]slightly[/i]). Dreg's Promise: undone 40% damage nerf, now fires semi-auto, more tracking on rounds ( still pretty slight tracking). Thunderlord: has a lightning sound effect whenever the hidden perk triggers, rounds now have a chance to chain to enemies like Zhalo. [b][i][u]Classes/Abilities[/u][/i][/b] Arc bolt Grenade: now does 100 damage from ~85. Fist of Havoc and Lightning grenades: changes animation to more clearly reflect effective radius (functionally identical). Revive: shield and speed of revives restored back to original levels for PvE. Solar Wind: hitting an enemy into a surface causes additional damage, pushback force increased. [b][i][u]Misc:[/u][/i][/b] Allow players to choose original title screen and orbit themes. SRL is now an annual event, it will take place every other week, unless an Iron Banner week is present. New SRL tracks have been added. Ideas for track locations: Cosmodrome, Old England (I think it's England, wherever Widow's Court takes place), The Hellmouth, Crota's Dimension, The Black Garden, Phobos, The Reef, The Last City. New explorable areas: Old England (wherever Widow's Court is), Phobos, The Last City, The Black Garden can now be accessed via patrol as well. Spawn system overhaul. Removed certain maps from regular 6v6, Maps Removed: Vertigo, The Cauldron, Anomaly. New 6v6 game mode for only small maps, maps included: Exodus Blue, Vertigo, The Cauldron, Anomaly, The Timekeeper, The Burning Shrine. Added the combined arms maps into the rotation for Control. Added more combined arms maps. Combined arms is now a permanent playlist. Iron Banner will now occasionally be the Mayhem or Inferno variant of a certain game mode. Maybe add a game type that combines mayhem and inferno?

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