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작성자: Enochua 3/20/2018 3:46:00 PM
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I don't understand how people asking for D1 loadouts are now complaining about the power weapon ammo buff in D2. Wouldn't the D1 loadouts have caused the same power vacuum. i don't understand why people have a problem with having to fight for power ammo. Yes we need a TTK buff. But also take into consideration that, that is a slippery slope. At what resilience rating do we maintain that kill time should be, (from what ive seen people asking for) 0.8 sec or anything under a sec. What needs to happen is a grenade and melee damage buff to compliment gun ttk. But also you will never eliminate teammates shooting the same people. So you want kill times of a call of duty game? That would break the game. This isn't COD and this isn't Titan fall. (Referring to movement and kill times). The KIND of game that needs to be taken as an example of is Halo. No destiny is not Halo but because it is most like it in design. It is an arcade shooter. Most people that want this fast time to kill are people who didn't play or weren't very good at Halo. But also came from more of a COD and Battlefield back ground. Titan Fall is a futuristic COD type twitch based game and you cant look at either. We have shields, health and armor stats that can fluctuate depending on stats. So at what armor rating should we have this TTK? Cool ill just dump my armor up to Ten and you're stuck killing me at a (OMG) 1.3 sec still. It didn't even work in D1 because you cant just say our kill times are .87 sec and balance that around custom stats. And believe it or not you can kill someone at .87, if they don't have any resilience. Think about that for second. The primary guns that did kill that fast were broken and overpowered. That's why they were nerfed. That's why they had to nerf special weapons and ammo to begin with. Because people had special all the time, it was a nice experiment but year 3 destiny 1 is were we would be at. Except we would still have sidearms and no regeneration ammo on one sniper. OHK weapons only work in an arcade shooter when they are fought for by controlling map positions. The only way to truly balance Destiny is to have separate weapon load outs. Having A tab in the character screen separating pvp from pve. Granted there does need to be a weapon ttk buff but not .87 sec. A solid 1 sec would be fine (no more no less) at an armor rating of 4 or 5.
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  • Because the primaries aren't in unison with them, they are being treated as pickups instead of yore fundamentals of a guardian. So it really just created snowball effects, never really any dynamics

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  • Did you forget that Destiny 1 had special ammo boxes that required to pick them up across the map if you were using one of those one hit kill weapons that don't have regenerating ammo? Cause your thesis seems to break down at this fact because you even admit to it being the way to balance the game around, which is what D1 had done. The issue in D1 was: 1) Regenerating ammo special weapons 2) Too many special ammo crates around the map leading to players able to acquire tons of special ammo for much longer than they should have.

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  • You must only have started in year 3 d1.

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  • Try again, I have been here since the beginning. After a few months there would be fights over special ammo box locations, problem was there were too many across the maps someone could walk away with 2-3 boxes. You must not have been playing D1 until year 3.

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  • When picked up everyone on your team that was close could get it. It was 6v6, if you and your team didn't pick up special from the two location that it did spawn at then you didn't deserve to get it. Map control, learn it.

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  • You misunderstand my point, which is validating your own point in the original post. Congratulations, now you look incompetent. You were stating in your original post as to why games with one hit kill weapons work is because of map control, D1 had map control with special ammo boxes, no they weren't perfect, the radius for team acquisition was way to far and there were too many boxes on maps. However, it still shows it would work with D2.

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  • [quote]You misunderstand my point, which is validating your own point in the original post. Congratulations, now you look incompetent. You were stating in your original post as to why games with one hit kill weapons work is because of map control, D1 had map control with special ammo boxes, no they weren't perfect, the radius for team acquisition was way to far and there were too many boxes on maps. However, it still shows it would work with D2.[/quote] What? My original point is validated thanks. But some how you missed it. So I'll explain. People want D1 weapon load outs back. Which also means they want to have special starting out. Because usually they also mention they want it the way it was before ROI. I personally believe the only way to balance special weapons or heavy weapons, is that people should have to fight for them. But you also said that there were too many crates. Which I was pointing out there were on!y 2. I never said that there wasn't map control in D1. And me mentioning doesn't (invalidate) anything. But nice try.

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  • 작성자: BarretOblivion 3/21/2018 3:29:25 PM
    But there was never only two crates. There were usually 4 crates scattered across the map, sometimes 3. Don't you remember? Heavy had only 2 crates spawn once every match. Nice try but your memory is incorrect.

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  • 작성자: Enochua 3/21/2018 3:48:07 PM
    i think you may be mistaking different game types. and also maybe initial ammo spawns. which were all different from each other. but also map size did influence how many there were. but even then they were on different timers?

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  • The timers differences between the ammo boxes was only 10-20 seconds apart. The only game types that had different special ammo timers were the 3v3s. 6v6 there were 3-4 boxes on each map. 2 for one spawn side, 2 for the other, with the ones having 3 boxes having the spawn point in the center of the map.

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  • to be honest i usally just use them as bate...yeah i was that guy.

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  • Still the point is the D1 system was flawed but it still worked until Bungie took the wrong idea all about it. Instead of reducing the ammo range where other teammates could be to receive special ammo (literally you could be halfway across the map and still get credit) and removing the 2 ammo boxes spawning on each team's side. They instead made it to where if you died you lost your ammo. This was just not the right decision.

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  • people dont like to make the comparison. but halo balanced power weapon spawns to perfection. instead of just picking up a gun, youre just picking up ammo for the gun you already have.

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