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#feedback

10/3/2018 7:32:47 AM
0

Sleeper Gambit Fix

Yesterday, my team and I had the pleasure of playing a team of four Hunters all using Blade Barrage and Sleeper Stimulant (yes, this is the world we live in now). Of course, we all know that this is the lowest form of human scum to dwell within the inner reaches of the Destiny 2 PVP community...the kind of individuals who will message you ,"don't hate the player, hate the game, bro" after managing to pull off 35 invasion kills against your team in one match. Aside from the fact that we somehow managed to pull off a win (thank you Well of Radiance), I couldn't help but question the balancing of my personally most beloved game mode and just how to make it a bit more fun for everyone. Now, just a disclaimer: I have the Sleeper, however, I refuse to use it. I have used it, but I'm not a big fan of the whole "if you can't beat em, join em" mentality, so I just stick to my Bite of the Fox instead. The Sleeper needs fixing, whether you like it or not, and by no means is it an easy problem to tackle. Gambit is a very diverse and fast paced game mode that involves a lot of aspects different to conventional Crucible game modes. The "invasion" aspect of Gambit is an entire beast in itself; allowing the invader to not only have the element of surprise, but to also be able to see enemies through walls and track their movement. Linear fusion rifles are well used in combination with these aspects because their effectiveness all revolves around charge time and shot placement. Missing with an LFR is a no-go if you want to get the most out of your invasion. The Sleeper Stimulant is, as we've seen, the top dog when it comes to LFRs. It's target acquisition combined with the ridiculously massive hit box (we can all admit that we've killed people who weren't even close to being in that reticle) are the main factors that make the weapon simple to use, that, and the fact that it's a one shot kill anywhere on the body. What troubles me the most about the weapon, is that every invader always has at least 4 or 5 shots ready to go. The heavy drops for the Sleeper have three shots a piece! It's not bad at first, but when you think about a game mode like Gambit and how it's structured, then that fact really begins to take shape as the real problem. Rockets are normally two per heavy drop, but nowhere in Gambit can you idly sit back and expect to knock out half a team with rockets from across the map; you'd have to be really lucky and very good at leading a shot. Grenade Launchers require the invader to get up close with the enemy team to get the best results, but then again, there's only four shots per drop, which is just one more than what you get with the Sleeper. The Sleeper is good up close, far away, and it has great ammo efficiency. Imagine Invaders only having one or two shots instead of enough to wipe out your team two times over. My solution is this: heavy ammo is only attained in Gambit by accessing pickups by the Mote Bank. You cannot get drops from enemies or anything like that. Secondly, instead of three shots for the Sleeper, make it one per drop. Every other invasion takes some semblance of skill and strategy to maximize results; so make Invaders with the Sleeper have to result to creative ways as well. If one is too overkill, then two could work, but I can't emphasize have much three shots is too much.

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