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Destiny

Discuss all things Destiny.
Edited by Prof Sheitbag: 5/4/2017 4:59:51 PM
105

Why do Fusion and Flux grenades have aim assist?

Serious question I have had since Year 1, and no one could answer it back then. Now that stickies are the new "Flavor of the Week" I thought I would ask again: Why? Stickies in Halo 2, 3 and Reach never had aim assist, and they worked beautifully. Why would you change that? I can understand magnetic grenades having some kind of proximity attraction affect simply because they are [b]magnetic[/b], and that would be understood consider Defender is a subclass that really only the best of the best can use and excel with (I tried my hand at that subclass, and felt more exposed than anything else - I tip my hat to those guardians who can use that subclass and rek the world) and having that sticky is helpful with the passive super they have, but the other types just don't make sense to me. Hell, trips when they stuck had no aim assist either (that is actually what I used in Year 1 the most - loved it!), yet I have thrown flux grenades and fusion grenades, and watched them literally make a 90' turn in mid air to stick someone I had no business sticking with my terrible toss. Feel like I am being rewarded when a punishment is actually due... EDIT: I like how people do not read the post, and assume I am demanding a nerf when I am simply asking why this mechanic was altered so drastically from previous incarnations. This community literally is the reason for this games current state: when your community is shit, your game becomes shit. EDIT #2: To everyone that failed to read or understand my original post that you can see above, I am sorry. I obviously used too many big words and/or sentences that caused you to somehow think I was asking for a nerf. I apologize and accept the fact that your perception of my post is actually correct, and not the words that exist in the post itself. I mean, hell, this is Trump's America after all, so your "alternative" version of my post most be the "FACT" we all have to live with...including myself, who wrote the post and never once asked for a nerf in it...

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  • [quote]EDIT #2: To everyone that failed to read or understand my original post that you can see above, I am sorry. I obviously used too many big words and/or sentences that caused you to somehow think I was asking for a nerf. I apologize and accept the fact that your perception of my post is actually correct, and not the words that exist in the post itself. I mean, hell, this is Trump's America after all, so your "alternative" version of my post most be the "FACT" we all have to live with...including myself, who wrote the post and never once asked for a nerf in it...[/quote] Alternative facts: "If you like your health care plan, you can keep your health care plan."

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    • America keep doing the wrong thing until it becomes right.

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    • Because this game isn't Halo. The movement system is way different, and stickies would be almost impossible to land without aim assist.

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    • They probably have tracking in destiny and not in halo because halo is much slower paced than destiny is. I never found "stickies" very hard to dodge, most people must just sit around like statues when shooting.

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    • Fusion grenades have a negligible blast radius. They must stick to do any damage at all, really. Flux grenades have a lower amount of aim assist and do not always reliably kill, but with a bit more blast radius. Sticky grenades in halo had no magnetism at all, but worked mostly like a regular grenade with a bit less damage when they didn't stick.

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      • Edited by Erijian: 5/6/2017 11:06:45 PM
        Fusion Grenades have the most magnetism to make up for their small blast radius, and Flux Grenades have the least(?) since they have a large blast radius. I really dunno where Magnetic Grenades lie in all of that since Suppression Grenades are life. Compare them to Plasma Grenades in Halo and there's a similarity kind of. They had zero tracking, but had a blast radius similar to frags. (They just didn't bounce as much) I don't know much beyond plasmas, but I think Spike Grenades were similar?

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      • So scrubs have a chance at killing people.

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      • Been like that since day 1. Why is it a problem now?

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        • The grenades that don't have aim assist, have seeking projectiles or a larger area of effect. All grenades have different features

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        • Edited by Aqua: 5/5/2017 11:21:54 PM
          PvE duhhh 1) Enemies move around too much 2) Most enemies are not as bulky as the cabal 3) Classes duhh, Sunsinger super revolves around the use of grenades so why should it be made harder to use? 4) The game is called Destiny not Halo. Destiny is supposed to be half FPS and half mmorpg ability usage. Grenades in Destiny fall under ABILITIES.

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        • They do track... slightly. Never seen it to the extreme you describe. I will note that tracking is inconsistent as fck since I've had almost dead on throws miss by inches with no curve or deviation of any kind.

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        • Well destiny has high movement speeds and generally shitty connection. Both of those make it harder to directly hit someone with a grenade. That combined with the fact that they are pretty much completely useless if they don't stick, makes tracking almost necessary if you want the grenade to be viable.

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        • Because that's what bungie wanted them to have. It hasn't been an issue for two and a half years. Why is it an issue now? Do crucibabies just always need something to complain about?

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          • "I apologize and accept the fact that your perception of my post is actually correct, and not the words that exist in the post itself. I mean, hell, this is Trump's America after all, so your "alternative" version of my post most be the "FACT" we all have to live with...including myself, who wrote the post and never once asked for a nerf in it..." - AMEN I sympathize with you a 100% my man - The fact you can EVEN GET HATE with just a simple question (case in point - the dumbass under me who fails to actually read the post because reading might be "op" too right? - I bet you 100 bucks he wont read this either). But getting back to the point - I understand the point of magnetic nades for defender but having high number of fusion nades for the warlock or even the titan sunsinger with such an offensive super makes less sense. Flux grenades with bladedancer with where the blade super is right now is still acceptable with high aim assist but yeah the high aim assist with any stickies makes less sense except when they actually term something as "magnetic" right?

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            • [quote]Serious question I have had since Year 1, and no one could answer it back then. Now that stickies are the new "Flavor of the Week" I thought I would ask again: Why? Stickies in Halo 2, 3 and Reach never had aim assist, and they worked beautifully. Why would you change that? I can understand magnetic grenades having some kind of proximity attraction affect simply because they are [b]magnetic[/b], and that would be understood consider Defender is a subclass that really only the best of the best can use and excel with (I tried my hand at that subclass, and felt more exposed than anything else - I tip my hat to those guardians who can use that subclass and rek the world) and having that sticky is helpful with the passive super they have, but the other types just don't make sense to me. Hell, trips when they stuck had no aim assist either (that is actually what I used in Year 1 the most - loved it!), yet I have thrown flux grenades and fusion grenades, and watched them literally make a 90' turn in mid air to stick someone I had no business sticking with my terrible toss. Feel like I am being rewarded when a punishment is actually due... EDIT: I like how people do not read the post, and assume I am demanding a nerf when I am simply asking why this mechanic was altered so drastically from previous incarnations. This community literally is the reason for this games current state: when your community is shit, your game becomes shit. EDIT #2: To everyone that failed to read or understand my original post that you can see above, I am sorry. I obviously used too many big words and/or sentences that caused you to somehow think I was asking for a nerf. I apologize and accept the fact that your perception of my post is actually correct, and not the words that exist in the post itself. I mean, hell, this is Trump's America after all, so your "alternative" version of my post most be the "FACT" we all have to live with...including myself, who wrote the post and never once asked for a nerf in it...[/quote] Has nothing to do with A.A. really. There is a little magnetism but that's because of Destiny having much more movement ability. You couldn't Sprint, double jump and evade at once in halo . It also has more to do with this being a P2P game with high latency and a low tick rate. You may have seen it curve but most likely you stuck the person but because of P2P and high latency the game compensated my causing the animation to "90°" stick.

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            • Edit 2 was epic gg

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            • Edited by RedAlertSteve: 5/4/2017 7:39:31 PM
              I've always had the same question. Why change the nades from game to game if they never had an issue

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            • dude i can't stand it when you complain about something or ask a question and people assume you are crying nerf. pisses me off. power to you for not crying nerf in the first place and calling out the cheeseballs who are assuming you are.

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            • Halo wait plasma nades have aim assist not as much like in destiny but they have

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            • They make 90 degree turns because of latency. Sometimes I can throw my grenade right next to someone's face and it won't stick them, or it'll stick them, I'll get the small damage numbers and then it'll fall off. Yeah I hate stickies too but I'm pretty sure the reason why stickies have aim assist is because of the fast movement speed of the game. Characters couldn't move as fast in Halo, nor could they blink, shadestep or TG. If stickies didn't have aim assist, no one would use them. If stickies get nerfed, people will just complain even more about spike and lightning grenades. Speaking of, time to switch to spike grenades on my Nightstalker.

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            • This game has a much faster movement system. You don't have skating, gliding, triple jumps, evasive moves like SS or TG in any of the Halo series. You don't need an increased magnetism when a player isn't using fast movements. In Halo you could jump or strafe and that's about as far as movement went. It's simply there to compensate for a much faster gameplay which 99% of the people complaining about these grenades cannot seem to wrap their heads around. Everyone throws out that Halo didn't have the magnetism that Destiny has. What I stayed above is the exact reason why and the exact reason why it doesn't need to be changed. I'll say it till I'm blue in the face. The grenades are NOT the issue. It's the fact that everything else is so unreliable in the current state.

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              • Cos there's milk in a coconut.

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              • Lazy programing. It was just tweaked after bungie realized they needed to be slightly different.

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              • I hope you get hit by a firebolt grenade.

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                • I thought about actually explaining this, but then you starting slinging insults and politics. So I figured I wouldn't waste my time.

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                  • People are criticizing you because it (at first read) seems to be another nerf post with the 10K other nerf posts. You do go on about the Halo's not having magnetism and Destiny does tbh.

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