It doesn’t.
Call of duty’s TTKs are around the 0.1-0.2 second mark. Their game is designed around the shoot first shoot fast principle. In COD, if someone starts shooting you first, they are almost guaranteed to win that fight.
Destiny’s TTKs hover around 0.7-1.0 seconds.
Just like halo, Destiny’s gun fights are not decided by the first shot.
They are at almost complete opposite ends of the pvp spectrum.
I don’t like to be mean to people dude, but conflating the two only reveals your inexperience with both.
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When I say the game feels like CoD I’m referencing the different results you get when you use the same weapon. I guess I could have included more in my description. I love crimson but it just feels different everytime I use it then I shelf again but when I go up against it I just feel I have no chance against it because of the flinch it causes. I know it’s not a Normal handcannon where you aim for the head, like the reticle has to be on chest to get headshots
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Rogueにより編集済み: 1/22/2024 1:44:05 AMOkay I’m going to try to keep this short because no one likes reading huge drawn out forum posts. But when you say that weapons perform differently in your own hands than it the enemies hands, you’re actually right. But maybe not for the reason you think. So, video games aren’t real, obviously. When a fight happens between two players, both players are communicating their actions to the server and results are updated and applied to both games. Simple enough. But, latency exists. Information has to leave your machine, arrive at the server and be sent back. What happens in your screen isn’t “real.” It’s a visual representation of what the server thinks happened. Sometimes a link on the sequence gets dropped. A bullet doesn’t register etc. But, and this can be hard to visualise, everything you’re seeing on your screen is already outdated. By your latency. So let’s say about 60ms. So, the very last thing you experience before death, didn’t happen. This is why a lot of people say things like “I was shot behind cover.” They weren’t. They never made it to cover. On their screen, they just got to look 60ms in an alternate timeline where they didn’t die. What I’m getting at is, the way you feel is valid. But it doesn’t change anything. If you’re playing reactively you will always be at a disadvantage in a peer to peer network. Because not only are your opponents actions happening 60ms before you see them, your responses then take your reaction time + your ping to register back. There will often be discrepancies with what you see on screen, and what the server decides actually happened. Because what you’re seeing isn’t real, it’s a client side interpretation of extremely fast moving data that’s moving around the entire globe.