There’s too many weapon types & archetypes for real weapon balance
With as weapon types/archetypes as there are (which has increased since d1) the more you have to account for in balancing, which leads to more weapons becoming increasingly average.
Do we [i]need[/i] 2+ different archetypes of pulse rifles, scout rifles, auto rifles, smgs, and hand cannons??
Ex:
If we buff high impact scouts, high impact pulses suffer. If we buff 450 autos, 390/450 pulses suffer. If we buff sidearms, SMGs and TLW suffer. [i]Don’t think I need to keep going, you guys get it. [/i]
Come Forsaken now Bungie legit adds [i]Bows and primary grenade launchers[/i] to the mix...
Ok so now cause bows exist both scouts and pulses have to make room for another competing class. Since primary GLs exist, honestly every other CQC weapon types have more BS to deal with.
and then there’s fusions....you know what...I’m not even gonna go there...
YOU CANT MAKE EVERYONE HAPPY, AND NEVER WILL. STOP OVER COMPLICATING THINGS.
You can keep the creative/fun/different stuff. It’s fun to try different guns in PVE. But for PVP we gotta draw the line somewhere, otherwise you’ll always have extremely shifty metas that favor a handful of weapon types and archetypes.
My personal opinion is that we should limit the crucible to certain weapon types based on the game mode. Play against what you want to compete with. Pretty sure Bungie did this before....somewhere...sometime...
I don't agree at all with there being too many weapon types to balance. BS.
Submachine and Sidearms should beat anything but Shotguns and Fusion Rifles in close range. They should not be losing to Handcannons. Also the TTK on both should be even.
Auto Rifles should be king of mid range and should either beat or consistently trade with Handcannons in mid range.
Pulse Rifles should (as they do now) beat Auto Rifles a little further out but not up close (as they do now) They really should just be interchangeable with Scout Rifles and range in terms of TTK. More on that below.
Scout Rifles should be on par with Pulse rifles. They do not need to have more range or be less effective in midrange. The only difference between them should be preference. Theres no reason a 3 round burst shouldnt be effective at long range. Both weapons should trade or kill the other. As an example, look at M16 vs FAL scenarios from Blackops 1.
Bungies problem is that they are constantly decreasing the upper limits of weapon ranges when they should be increasing the others that are underperforming. This stops weapons from getting pushed into awkward territory. It wouldn't matter if Handcannons had alot of range if Auto Rifles did too and had a TTK on par with them. Bungie emphasizes too much on giving very limited and specific ranges.
Power weapons can stay stupidly strong.
These changes wouldn't be hard at all but in addition to being incompetent with balancing Rate of fire and TTK, Bungie's Tiger engine sucks and makes editing and creating content harder (but it is pretty atleast.)
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