I dont understand Bungie's logic with certain weapons. I'd love for someone to explain what they were thinking when the implemented guns with no drawbacks.
Eyasluna- highest magazine, highest base stability, fastest reload, highest range.
As an example, this weapon has all positives, no negatives. Where's the balance on one weapon being leaps and bounds ahead of every other weapon in its archetype?
I just don't understand.
In my opinion, high rate of fire weapons all need to have amazing stability, fast reloads, and crap range and a huge damage fall off at range.
Low rate of fire weapons should have crap stability! High range, and high magazines with slow reloads.
With this, you'd have some trade offs. Do you want to snipe, or not.
Shotguns should wreck from close. Snipers should wreck from far. Close range sniping should not exist. Fusions should be in the middle. Sidearms should counter shotguns and be hyper close range weapons with fast fast fast ready times and like 40 body damage, but crazy slow reloads and only 8 bullets in them. That last ditch weapon swap and fan fire. Like, the last word should be a side arm and all side arms should perform like the last word. But the drawback to a sidearm is that you have absolutely no range. Horrendous accuracy, unless someone is in your face.
Etc.
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The whole idea of needing all weapons to be really good in one aspect and terrible in another is just bad. That is reserved for the special weapons. Primary weapons need to be consistent and reliable in nearly all situations.
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Doesn't seem so bad to me... That gives them a type of risk/reward feature and gives players different archetypes that they can use, instead of outrightly having one better than the other. It'll make them have their strengths and weaknesses that players can learn to deal with and become skillful of using whichever weapon they prefer. He's asking for them to be balanced. Right now in Crucible you can pretty much have high Range and Stability with a very specific set of certain rolls of one archetype of pulse rifles. This is whats wrong with weapons like Grasp of Malok and Clever Dragon. It's too good and has little to know downsides and makes it to where other archetypes are pretty much non-existent. He was pretty much on point. What's the point of using any other Handcannon besides the Palindrome or Eyasluna due to the ability to have a pretty high stability and range? :/ It's reserved for Special Weapons? Um... I have no idea what you're talking about because as it stands right now, players can get snipes off at close to mid range and shotgun players just keep warrioring everybody, closing the distance pretty quickly so your point is mute.
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The issues with primaries doesn't need such a drastic change as he suggests. It will not require the entire performance of an archetype to be altered into a crappy version of its current self. The only issue with clever dragon is the way the perks are set up. You are able to roll high calibre and a stability perk at the same time. Simple fix make high calibre rounds roll in the same column as braced frame and all those stability perks. A damage drop off nerf could come in as well to make it less effective outside of its intended range. Eyasluna and palindrome. Highest base range of the medium impact archetype. Simple fix. Remove all inaccuracy from hand canons. Now you don't need to have maximum range for a gun to be usable, it now opens up the possibility to run a braced frame revelator without missing 1 in four shots. You'd see all sorts of hand canons pop up if this was done. Addressing the last part, There is a difference between being able to do something and being able to do something consistently and effectively. You can't run out in the open with a shotgun against competent players and expect to somehow close the distance and get the kill, just like you can't consistently quickscope someone who is pumping your head with clever dragon rounds. Anyway this man above (jharv01) acts like the crucible is a disaster and drastic changes need to be made to change the functioning of the guns we know and love to the point where they would feel totally horrible and crappy. The way to balance archetypes is through looking at potential and practical time to kill and making the required nerf/buff after that. The intended range should never be restricted by RNG, damage drop off will do that job.
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Hmmm... I can kinda see your point. I still stand by the dude's point though. I think that archetypes of a given gun should have their own strengths and weaknesses. I mean look at ARs for example. Despite them being in a rather crappy spot right now, each Arcetype (Fast RoF-low impact, Medium RoF-Medium Impact, and slow firing-high impact) has a set of notable stengths and weaknesses, the Fast RoF-low impact Archetypes suffers in range and stability but it has a large mag and is surprisingly quick to kill despite it's impact and easy to use despite the drawbacks. Monte Carlo archetypes are kind of a middle ground between the Fast Firing-low impact and slow firing-high impact archetypes, basically a jack of all trades, has pretty decent range and stability but doesn't master range and stability. Slow firing-High impact has shit stability but pretty good range. And the way perks are handled with ARs is pretty good to make them balanced and customizable especially the Suros Foundry weapons. That wouldn't solve the problem though of players only using Eyasluna and Palindrome though. Like why would I use a Ill Will when I can use a Eyasluna with pretty high range, stability, and reload speed but the added benefit of firing faster unlike the Ill Will? But yeah they do need to get rid of Ghost Bullets, that shits annoying as hell. Dude, if you go out into Crucible, there's a likely chance that you'll get bum rushed by shotgun warriors. You can pretty much run out into the open and rush a player who's competent and/or average. The thing is that it's easy as hell to get quick scopes, though what with the CD bullets paired up with HCR, it makes it harder. Though even if you miss the head you still have a chance of hitting the body and just simply switching to TLW and finishing the enemy off. Easy. Sniper Scopes don't have much zoom and it makes it incredibly easy to get headshots off in close to medium range. I didn't read anywhere in his original post that seems like he thinks Crucible is a disaster, dude. It's just in a terrible Meta right now, but personally the way Bungie handles "balancing" weapons kinda makes certain archetypes useless. He thinks that certain weapons should have their strengths and weaknesses that players can master and learn to overcome. Nothing more, nothing less.
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You do realize that eyasluna has the lowest aim assist of all those archetypes and also has moderate recoil direction. There's your draw back go look up the stats for it versus palindrome and tell me which one has no drawbacks. Also, having ten in the chamber is actually a hindrance considering the most you can have in reserve is 77 vs 102 with 9 in the chamber...
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Dude, compare eyasluna and Palindrome to any 7 shot omolon hand cannon. That's the point. You see the same 4 weapons in the crucible. I can't even name most of the weapon in the game becasue theyre just 3 legendary marks to most people.
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You know why you don't see the omolon guns more than anything? Most people think they look like toys and sound like toys. Also, if the guns aren't working, and with handcannons that's most of them, there's your reason why people aren't using them. Not to mention ease of availability. What's easiest to farm/obtain. This game most of the time is just too heavily RNG based and that's what causes these huge voids of weapon diversity. Why try and farm for something that not only isn't easily obtainable, but also isn't very good to begin with? Look at the high rate of fire hand cannons. None of them come close to the palindrome or eyasluna in terms of range. So why use it? It's going to miss more for two reasons, one being its rate of fire and two being its lower stat range. Sorry but bloom and that entire mechanic has to go. Then you'll see hand cannon diversity. Until then, enjoy the two hand cannons that actually work.
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The eyasluna's range and aim assist is lower than the palindrome's and the imago loop beats them both with range. Not to mention the eyasluna's recoil patten is pretty crazy. Also, unlike the palindrome, getting a good roll is pretty hard
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The eyasluna has what, a pixel lower range than the Palindrome? And the recoil is negligible. Yet is has one more bullet, more stability. Plus, I'm not comparing it to the Palindrome. They're like 1a and 1b. Compare both of them to the rest of the hand cannons in the game. Like omolon hand cannons, other legendaries. Garbage.