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オリジナルの投稿元: Reduce fusion range in pvp
1/16/2022 7:48:28 PM
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They work at intended range though. Any range nerf and its better to use a shotty.
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  • Actually fusions are way better bc of how consistent they are.

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  • [quote]They work at intended range though. Any range nerf and its better to use a shotty.[/quote] 25 meters vs 6 meters. There’s plenty of room in between.

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  • I know you can kill at 20 meters, but 25? I’m gonna have to test this.

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  • Fun fact, highest I could get was 23 meters on a Main Ingredient... Sacrificing pretty much all stability and using Rangefinder over Tap The Trigger. Fusions otherwise are soft capped at a flat 20.

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  • Boreにより編集済み: 1/16/2022 8:30:51 PM
    [quote]Fun fact, highest I could get was 23 meters on a Main Ingredient... Sacrificing pretty much all stability and using Rangefinder over Tap The Trigger. Fusions otherwise are soft capped at a flat 20.[/quote] And I’ve tested mine at 25 meters. Even gotten 24 meters in my garden fusion, which is rapid fire. Unfortunately I have no god roll high impact fusion and all the ones I do own got lower ranges(22 meter) than the others I tested. I’ve heard a well rolled gambit fusion kills at even further ranges. Unfortunately I have no desire to play any more gambit to get my own. High impacts are the only fusions that has a balanced kill range. Fusions are outperforming other specials and need to be put in line.

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  • Soupreemにより編集済み: 1/16/2022 8:49:37 PM
    [quote]And I’ve tested mine at 25 meters. Even gotten 24 meters in my garden fusion, which is rapid fire. Unfortunately I have no god roll high impact fusion and all the ones I do own got lower ranges(22 meter) than the others I tested. I’ve heard a well rolled gambit fusion kills at even further ranges. Unfortunately I have no desire to play any more gambit to get my own.[/quote] Alright, Zealot's Reward, per D2 gunsmith: Highest Possible range is 19 Meters before falloff, Fusions have among the steepest damage falloff curves in the game. You are simply not hitting 25 meters with anything near consistency. Especially considering a good roll of Max Stability would probably never kill at or beyond 20. I have no clue where you pull 25 other than from your -blam!-, so I'm going to entirely disregard that unless you've got video proof. Because any roll of Zealot's most likely mathematically can not OHK at 25 meters. [quote]High impacts are the only fusions that has a balanced kill range.[/quote] They have the same kill range as any other Fusion with similar stats. They're also currently arguably some of the worst weapons in the history of the entire Destiny IP right now, so... [quote]Fusions are outperforming other specials and need to be put in line.[/quote] Per Trials Report for the past 3 weeks: - Fusions have never topped the charts as a weapon type. - Fusions have been the bottom of the "big 3" Special weapon types for 2 of the past 3 weeks. - Fusions have never been an outlier in terms of their statistics (millions of kills ahead of the next weapons on the list. And this COUNTS Mythoclast; an AR. Where for comparison, Shotguns as a weapon type: - Have topped the "big 3" special weapon types all 3 weeks - Are consistently number 2 behind only hand cannons - Have been outliers in every week, even looking beyond my 3 week window. They are not statistically overpoerforming by any metric other than your "kills to usage," which can be explained by the fact that it's still a niche weapon type that's not as universally adopted. https://youtu.be/CYhJU9NN_iU I'll leave you with this video, which is what happens when the exact changes you want are implimented.

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  • The only thing I saw crazy in IB is someone using an icarus grip mod on an MI and getting crazy consistent bolt tightness for kills on players.

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  • I might point to Under Pressure on it working with Icarus. In my experience, Icarus or not, Fusions from the air tended to be terrible.

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  • Oh for sure. It just struck me as an oddity, since I’ve never seen that type of consistency with in air fusions, even with him having the UP/HIR roll.

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  • I remember trying it before High Impacts got Thanos-ed the result was really inconsistent still.

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  • Lord Kielronにより編集済み: 1/16/2022 9:05:05 PM
    Oh I’ve had the same feelings myself. I just thought this one guy having that type of consistency was a bit of an outlier. I mean all he used the entire time was that fusion, which like I said based on my own usage of them that consistency he got just seemed odd.

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  • [quote][quote]And I’ve tested mine at 25 meters. Even gotten 24 meters in my garden fusion, which is rapid fire. Unfortunately I have no god roll high impact fusion and all the ones I do own got lower ranges(22 meter) than the others I tested. I’ve heard a well rolled gambit fusion kills at even further ranges. Unfortunately I have no desire to play any more gambit to get my own.[/quote] Alright, Zealot's Reward, per D2 gunsmith: Highest Possible range is 19 Meters before falloff, Fusions have among the steepest damage falloff curves in the game. You are simply not hitting 25 meters with anything near consistency. Especially considering a good roll of Max Stability would probably never kill at or beyond 20. I have no clue where you pull 25 other than from your -blam!-, so I'm going to entirely disregard that unless you've got video proof. Because any roll of Zealot's most likely mathematically can not OHK at 25 meters. [quote]High impacts are the only fusions that has a balanced kill range.[/quote] They have the same kill range as any other Fusion with similar stats. They're also currently arguably some of the worst weapons in the history of the entire Destiny IP right now, so... [quote]Fusions are outperforming other specials and need to be put in line.[/quote] Per Trials Report for the past 3 weeks: - Fusions have never topped the charts as a weapon type. - Fusions have been the bottom of the "big 3" Special weapon types for 2 of the past 3 weeks. - Fusions have never been an outlier in terms of their statistics (millions of kills ahead of the next weapons on the list. Where for comparison, Shotguns as a weapon type: - Have topped the "big 3" special weapon types all 3 weeks - Are consistently number 2 behind only hand cannons - Have been outliers in every week, even looking beyond my 3 week window. They are not statistically overpoerforming by any metric other than your "kills to usage," which can be explained by the fact that it's still a niche weapon type that's not as universally adopted. https://youtu.be/CYhJU9NN_iU I'll leave you with this video, which is what happens when the exact changes you want are implimented.[/quote] Lol, you just linked a video from over a year ago? We had a massive change to fusions this season that completely shook up the fusion meta. We’ve also had shotguns nerfed since that video. Fusions had better performance stats before the shotgun nerf and still do now. Even cool guys own most recent video is on him talking about the 3 new most accessible and meta fusions. One of which he specifically states he would never have recommended prior to this season. As for trials, main ingredient has significantly less usage than chaperone and yet got more kills than chaparone for the past two weeks. Almost like people were using it exclusively instead of in combination with a primary. Usage to kill ratio works for fusions just like it works for every other weapon. Fusions are used by a lot of people. Chaperone only has 0.4% more usage than main ingredient. Usage to kill works for them both. Look, you can defend them all you want, doesn’t make them any less overpowered. They statistically over perform what a special should be doing. They need a nerf.

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  • I linked a video for what it'd be like if they went back to that: they'd be largely useless unless shotguns got made even weaker to compensate. As for your other points, fusions doing good in 1 statistic with multiple factors confounding said statistic isnt a good point. I'd suggest some English classes and letting go of your scrub mentality if you want to make a valid argument. Goodbye.

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  • [quote]I linked a video for what it'd be like if they went back to that: they'd be largely useless unless shotguns got made even weaker to compensate. As for your other points, fusions doing good in 1 statistic with multiple factors confounding said statistic isnt a good point. I'd suggest some English classes and letting go of your scrub mentality if you want to make a valid argument. Goodbye.[/quote] You linked a pointless video in an attempt to gain some credibility for your terrible argument. Pathetic. Fusions are beating out every specials weapon. I can explain the stats to you. I cannot understand then for you. My English is fine, sorry bud. Keep trying to defend fusions though.

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  • Scrub mentality lol Adapt

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  • [quote]Scrub mentality lol Adapt[/quote] Words of someone with no argument. How sad.

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  • Soupreemにより編集済み: 1/16/2022 9:10:48 PM
    I have an argument. Your scrub mentality refuses to actually hear it. And scrub mentality is the entire reason for your arguments that, simply put, have no basis in reality.

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  • [quote]I have an argument. Your scrub mentality refuses to actually hear it.[/quote] Except you have no argument. Your attempts at discrediting fusion stats by saying they’re a “niche group” was cute though.

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  • They have less usage than shotguns. They objectively have FAR less usage. It's a niche group, using one of the most linear, straightforward, and predictable weapon types in any FPS game. Your scrub mentality is showing really hard at trying to cling on to anything that might say something. When everything else proves the contrary. In short. Git gud.

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  • [quote]They have less usage than shotguns. They objectively have FAR less usage. It's a niche group, using one of the most linear, straightforward, and predictable weapon types in any FPS game. Your scrub mentality is showing really hard at trying to cling on to anything that might say something. When everything else proves the contrary. In short. Git gud.[/quote] Unfortunately usage alone isn’t as important at the entire picture. Main ingredient for example has slightly lower usage than chaperone and yet significantly more kills per user than chaperone. I can explain the stats to you. I cannot understand them for you. It’s not the players fault that when having a fusion equipped, they get more specials kills than primary kills. I do the same when I use a fusion and so do most people. Quite sad that your argument is just you screaming scrub at me like a toddler. It is pretty funny though. Please continue.

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  • I'm not screaming scrub at you. I'm saying you need to get over the scrub mentality. Which comes screaming out with every reply you make on every topic regarding Fusion Rifles that's ever created. And stop pulling stats out of your -blam!- with the "the average person has more fusion kills than primary kills with one equipped." There is no scientifically accurate way to actually prove that, beyond an experiment that would still be subject to the fact that it's a sample size and natural variance and all of that stuff. And more kills per user is nice. But that's one piece of the huge puzzle, of which overwhelmingly favors Chaperone due to it's increased flexibility, with a range disadvantage that's erased with a slide or a few steps. So again, check that scrub mentality and actually learn to adapt.

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  • [quote]I'm not screaming scrub at you. I'm saying you need to get over the scrub mentality. Which comes screaming out with every reply you make on every topic regarding Fusion Rifles that's ever created. And stop pulling stats out of your -blam!- with the "the average person has more fusion kills than primary kills with one equipped." There is no scientifically accurate way to actually prove that, beyond an experiment that would still be subject to the fact that it's a sample size and natural variance and all of that stuff. And more kills per user is nice. But that's one piece of the huge puzzle, of which overwhelmingly favors Chaperone due to it's increased flexibility, with a range disadvantage that's erased with a slide or a few steps. So again, check that scrub mentality and actually learn to adapt.[/quote] You can view stats on Destiny tracker bud. Go to their weapons section. I can link it for you if you can’t find it yourself. Chaperone is being outperformed by main ingredient. Past two weeks of trials it has had more usage than main ingredient and less kills. Very telling. You’ll continue to deny it though. You’re not interested in fusions being balanced. It’s quite obvious. I have adapted. I use fusions quite frequently now. Very fun, very easy and very effective. There’s nothing quite like it.

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  • You've adapted, but the scrub mentality still persists. You haven't adapted. You can't take the argument that Chaperone is still responsible for more due to body + melee being so prevalent, artificially lowering the kill counts on Chaperone, as well as any shotgun, slug or not. You can't take the argument that shotguns as a weapon type are still MILES ahead in every. Single. Other. Statistic in Trials, where the stats are going to be taken with the most weight. You need to get over the scrub mentality, and simply git gud.

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  • [quote]You've adapted, but the scrub mentality still persists. You haven't adapted. You can't take the argument that Chaperone is still responsible for more due to body + melee being so prevalent, artificially lowering the kill counts on Chaperone, as well as any shotgun, slug or not. You can't take the argument that shotguns as a weapon type are still MILES ahead in every. Single. Other. Statistic in Trials, where the stats are going to be taken with the most weight. You need to get over the scrub mentality, and simply git gud.[/quote] No, I am just able to recognize when a weapon is overpowered. That’s even the case when I am using said weapon. You on the other hand will deny all objective evidence and cry about scrubs. You do you. I find it entertaining either way.

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  • I deny "objective evidence" when it's out of context, and when there's much more disproving it. I also deny "objective evidence" when the person pedalling it is proven unreliable, see your claim that Zealot's Reward can hit 25 meter kills, which is objectively false. You're using scrub mentality and actual delusions as the basis for your argument, as well as 1 out of context and contrary to the norm statistic to prove your "point." Which, funnily enough, would be better suited to a topic of reducing the Special ammo availability, not needing fusions back out of the game. This will be my last reply to you, since you're clearly someone who'd... Who's apart of a group I can't mention on these forums with how bad you are at forming an argument based on actual facts or statistics.

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