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Destiny 2

Discussioni su Destiny 2.
10/31/2019 5:26:19 PM
0

Please buff aggressive-frame handcannons, precision-frame autos, and precision-frame scouts in pvp.

110 rpm handcannons could have their rpm increased to 120 so that their optimal ttk is a 1.00 instead of a 1.07. That little change could make a big difference in bringing out that particular weapon type. I think the general stats could still be looked at, but this is something to test as well. 450 rpm auto rifles also kind of struggle in crucible. Their extra range helps, but even on the braytech werewolf which has near max range, the overall usability at those ranges kind of drops, especially since the slightest damage fall off decreases the optimal ttk consistency (let's just say it's 1 damage, (25x6=150) + (17x2=34) =184 vs (26x6=156) + (18x2=36) =192). I don't necessarily want to change their ttk values, but there's nothing wrong with them dealing a bit more damage Increase PvP precision damage from 26 to 27 damage. This would allow it to kill 3 resilience and below guardians in 0.80 seconds if they hit exactly 7 headshots, but if they miss even 1 headshot by hitting body or damage fall off factors in, they go right back to killing at 0.96. Increase PvP bodyshot damage from 18 to 19. Bodyshot ttk drops from 1.33 to 1.20 against 4 resilience and below guardians. Optimal ttk against the average guardian (let's just say 4 is average) is still 6 crits and 2 body which is 0.96 for ttk, but it's a little more consistent now, dealing 200 damage instead of 192 damage. 3 resilience and below guardians will definitely die faster, but if any damage fall off factors in, then they will not die faster. I would also like if some of the long range aim assist be returned for controller, as using them at around 27 meters (when the weapon hits a 32 max) is kind of difficult. They typically roll with Short zoom scopes, so they struggle at hitting those max range kills, which is critical considering the weapons already slow ttk. 180 scouts could also be a little more forgiving, especially since their optimal ttk values are so slow, being 1.00. Increase precision damage from 55 to 60, ttk values do not change. Optimal ttk values drop from being 3 head and 1 body (200 damage) to 2 head and 2 body (190 damage); this will allow you to kill 4 resilience and below guardians a bit easier but won't be much of an issue beyond that. My goal with the changes provided is to make these weapons just a bit more consistent when killing varying health players. Their ttk is already so slow compared to the various weapons we have available in the game and for small things to take such a large effect on them puts them even farther down in the potential meta. But, I also didn't want to increase their consistency so much that being inaccurate is still offering the same level of reward. Sometimes it's hard to give values for these as the tiniest of changes can have HUGE consequences for balance. Simply increasing 110s damage in any aspect, head or body, results in them killing players with 1 head and 2 body MUCH more often, which is what I don't want. It can already deal 191 damage with 2 body and 1 headshot which kills 5 resilience and below, to increase it would make this far more common and a little too cheesy despite the overall slow ass ttk value. If they were to increase the rpm, the 180s would likely be shelved forever. Leave your concerns below and I'll try to work them out.

Lingua:

 

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