LoL
Wed only have 4 weps, so u may be right.
Hc, shotty, sniper, sword.
All the others would be banned from pvp.
English
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Gemini Trashにより編集済み: 12/17/2020 9:12:38 AMWell, no that's no what balance is. Balance is no one weapon having more AA than another, or making sure no set of weapons have a drastically higher TTK value than others because that takes away from it's viability, and also making sure certain weapons aren't too easy to use or too hard to use. In comparison to there's There is balance when everything has a place, and everything is equally deadly. Currently we got weapons with 1.0 TTKs in Destiny while others can have as low as A 5.7 TTK in similar range. That isn't balance
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Gemini Trashにより編集済み: 12/17/2020 10:15:11 AMDude do you not know that Autos last season had a 0.7 TTK at 45 meters, while Handcannons were 0.81 (now more bc no 150) -and range capped at 25 meters? Do you know that there are SmG's that reach 25 meters with 0.5 TTK? None of what you're describing matches the facts which is Bungie gave Autos more range (which is also AA related)- than all other weapons excluding scouts, and then paired that with the 3rd quickiest TTK in the game. Falling short only of aggressive SMGs (rare) and Hi-Impact Pulse (35 range falloff prior) You are describing an example of the Meta shifts I am currently opposing in favor of balance
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Nothing. In an ideal world no weapons would have more AA than another. Currently High-Impact Pulses have a 5.7 TTK, while High-Impact Handcannons have a 1.0 TTK while in the same range. You could make H-I HC's a 2-tap giving them a 0.5 TTK, and that'd me consider balance. Because they have similar TTK values in similar Ranges, but the roles are different, RoF determines Pulses to be more aggressive while Handcannons are passive, because it you miss one shot your TTK doubles. I don't have the answers to everything, but if someone truely took the time to putt weapons into place all we'd have is strats, no more dud weapons
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Handcannons have lower range than Pulse by over 10 meters, and some could argue pulses are even easier to use than a Handcannon. All the same. This is only my thoughts on handcannons. Everything is out of wack in the sandbox and need tuning. My thoughts on Handcannons stem from their current range cap of 25-30 meters. If Handcannons are low range tools they must be aggressive
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Well you can say that if you like, but honestly there's no reason for anything within the range of 25-30 meters to have a 1.0 TTK value. What would you do to speed up the TTK without making it too close to 140RPM and keeping it a 3-Tap. Elaborate on how you'd solve that problem
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You’d probably want a 2 tap high impact to be closer to .7 or .8 or something because landing two headshots with a handcannon is one of the easiest thing in Crucible. It’d genuinely be shattered if it killed any faster than that.
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Make the high Impacts 85RPM would result in a 0.705 TTK value. It's not a huge difference. However in no way would I agree that any weapon should have a range of 30 meters max and and 0.8 TTK. The range would need an increase to 40-45 meters for me to find that feasible, and at that point it may as well be a scout
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Gemini Trashにより編集済み: 12/17/2020 7:29:54 PMWell first off your AA is actually important in the conversation of balance, as is your range. Many don't know this but your range stat actually effect which ranges your AA works and so your bullet magnetism as well. So when you have a longer ranged weapon with a high AA value and Low TTK you have a stand out, a weapon that is clearly better than it's competition