Like, seriously. Special ammo basically dictates how every match is going to play out, and I hate it. I miss having actual duels with people instead of playing a game of cat-and-mouse with a Mindbender's.
On the bright side, the fact that PvP is so frustrating ATM has caused me to focus more on unfinished Quests that I had.
Edit: I guess I should've brought an example to the table, lol. I want special ammo to be like how it was in TTK. You only get ammo from crates that spawn every 1.5-2 minutes. With 1 scavenger perk, you get 3 rounds of whatever special you have. With 2 scavenger perks, you get 4. No more drops on-kill, and if you run out and die, you no longer spawn in with ammo. However, you DO keep whatever ammo you died with. Special ammo boxes are shared but have a 5-second window from pull before the ammo despawns. This would make something like shotgun rushing a more thoughtful process, since you would have less consistent access to ammo and couldn't just count on your opponent basically refunding your shots.
I also have a couple of weapon changes to help with relevancy:
[b]Hand Cannons[/b]
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*Increase the base damage of 140 RPMs to allow them to 2-1 headshot/bodyshot on a kill
*Increase the damage multiplier on 110 RPMs to allow them to 2-tap with very low-armor Guardians
[b]Scout Rifles[/b]
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*Increase the effectiveness of HCR
*Make the amount of flinch received relative to the amount of rounds shot, going down as you fire
[b]High-Impact Fusion Rifles[/b]
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*Lower the handling and magnetism for HIF across the board
[b]Sniper Rifles[/b]
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*Make the amount of flinch you receive relative to your range. As you get closer to the sniper, you will flinch them more. This will make rushing hard-scopers a much less risky option, as they will have a very tough time making any reactionary shots
[b]Shotguns[/b]
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*Increase consistency in mid-air
*Lower the sprinting, sliding and swap speed of Guardians when using, or swapping to, a shotgun.
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2 답변작성자: michael 12/27/2019 1:02:37 PMIn regards to shotguns I feel like the biggest issue is not range. Shotgun range is fine, practical (not optimal because not every engagement is you aiming at center mass against someone stood still) one hit kill range is like 6-7m which is okay. The biggest problem with shotguns is quickdraw. You should be punished for having the wrong gun out at the wrong time or adsing when you shouldnt, but with quickdraw its basically just a mistake fixer. Primary out up close, quickswap to mindbenders and shoot in the blink of an eye. Should not be a thing. Quickdraw should not be nerfed into the ground. It should just provide the handling benefit of something like ophidian aspects, or the handling stat of one of the higher rof shotguns like emperors courtesy. It should not be instant pull out and ads.
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1 답변
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4 답변Man...if sounds like you were there for the ammo box change in destiny 1. Why the hell would you want that back? That was a god awful system that had two big findings for Bungie. 1. Sidearm meta. This would happen again with sidearms, fighting lion, and smg, 2. serverly neutered the PvP player count in destiny 1. This would push a large portion of the players away and appease like 10% of players. Please no. Sorry but the only change you suggest that sounds good is the hand cannon tweak.
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9 답변Well we had that two years ago and everyone hated it. Vanilla d2 had the best pvp destiny had ever had imo.
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5 답변Simple fix, but of course all the shotgun apes would hate it. Special ammo using shot guns can not kill in one hit, heavy shot guns can. OHK weapons should be in the heavy slot only.
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64 답변Indeed. We need a kinetic ammo only playlist. That includes fighting lion...i know....but at least that requires some skill.
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4 답변Backup plan needs to be removed, period. Fusions also shouldn’t be hitscan, they should be projectiles like D1. Also 140’s are meant to outrange 150’s, idk about two head 1 body kills. Ace would be spammed everywhere.
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1 답변Why don’t you just go play a different game then? (Not to sound disrespectful). So many players with so many ideas for PvP. I don’t care about fusions, snipers, or shotguns. I don’t care whether shotgun kills me from 10 meters or if I get mapped by erentil from 30 meters. What’s really annoying are cheaters that still play this game everyday. Bungie should focus on that if you ask me.
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작성자: LVL 99 Titan 12/28/2019 1:22:41 AMWhy not have a game mode in the Test lab where all weapons were Basic weapons like the old school halo. You get your abilities and everyone has the same cooldowns. No weapon or armor perks. Just bare bone PvP. And you can set different loadouts based on what you like to play. Have all the weapon archetypes and make custom loadout based on that and introduce a leveling system that allows you to have more loadouts.
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2 답변
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2 답변They should just come out with a primary ammo only game mode with no supers. The ttk and the movement wouldn't make it like y1 of d2.
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PVP I think will have to wait with Bungie, they have been promising fixes and improvements for 9 months but it’s still in my eyes the worst multiplayer I’ve played. Matching of players needs a whole rethink, balance of the weapons etc. I’ve posted Bungie should farm the game out to a PVP specialist like Raven but they don’t as that will cost money. Utter shit is how I describe Bungie Destiny PVP experience, if you like it, hey fantastic fill your boots but to me it’s a disgrace. It needs a wholesale rebuild
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2 답변To be honest, I like special ammo how it is The last thing I want is another Rise of Iron meta. SIDEARMS were the only viable secondary in PvP -blam!-ing SIDEARMS
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작성자: Babajeeds 12/27/2019 9:52:01 PMpvp doesnt need a big revamp, it just needs a few small changes. >>More maps/voting >More sandbox changes/fixes Iron Banner Variety More pvp gear/incentive/resources >>>THAT DAMN RANK UP BANNER GONE Like really. I had a blast the other night, some matches might be more special ammo oriented, but you can outplay them with a primary.
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2 답변작성자: an Ape with a d2 addiction 12/27/2019 9:10:57 AMI dislike the old ammo boxes. What it does is artificially trip and slow down the game's flow when everybody runs back to the ammo crate to get their fix. Since it would need to be a spawn friendly crate per team instead of a middle contested one. OHK specials are too strong in this specific setting and would be easy to snowball with after one side secures it. Special ammo being abundant does define how the game plays. The easiest tweak would be to scavengers perks in general. Not just shotguns. All specials are OHK guns by design. Treat them equally or not at all. Double scavengers enables the sandbox you're describing. Easiest tweak would be to either remove scavengers stacking or remove scavengers all together from pvp. Thoughts on your other suggestions: 140 RPM HC being 2 heda 1 body would be good. Especially with current HC ranges (which were necessary) 140s have no advantages over 150s besides the 2 140s that can roll with rangefinder + explosive rounds / timed payload perk combo that actually noticeably boosts 140 range well beyond what 150s offer. 110 HCs 2-tapping would be either redundant or completely broken depending on the resilience. Low resilience and they'd still be too niche to use at all. Higher resilience 2-tapping would instantly either make them meta defining or force everyone to run that resilience. 110s do need a buff with the current ranges. I feel their 3-tap range could actually be extended back towards closer to 40 meters. The 110 RPM TTK is just that bad by default. Honestly no thoughts on the scout part. With these map sizes that gun class will always be redundant as long as pulses exist. Biggest problem with fusions is backup plan. It'll make yur suggested handling changes redundant. It was originally an exotic perk. It should be again. The fusion range is good where it is. Making them projectile weapons again instead of hitscan would be a good ever so slight decrease to the consistency. I'm aware fusions are a bigger problem on controller platforms. I can't speak for those. Fusions are fine on MnKB. Sniper flinch is already extremely high. I feel your suggestion is counter productive. It'd make snipers even more beginner-hostile. The good snipers will shoot you before you flinch anyway like they always do when they do. I feel mid-air consistency is fine with icarus grip? You can provide counter examples if you have them. Shotgun mobility is fine as is. The OHK range on non-slug shotguns is hard-capped to 9 meters which is close enough. Your suggestions would hamstring shotgun play too much (slides and sprint speed). Swap speed would still be worked around with either quickdraw + dexterity perks or sprint/jump animation cancels. I feel the shotgun prevalency is part of the bigger special ammo economy issue. Especially since a shotgunner is basically always in immediate position to pick the dropped green brick. Back to special ammo suggestions above. Fix the ammo economy, don't make the guns unusable.
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10 답변
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The problem is shotgun damage falloff isn't steep enough and aggressive frames still have slightly too much range, then high impact fusions, well... surely I don't need to explain how those are a problem. I don't think Bungie wants to make these changes though, unfortunately. They want to have weapons with a low floor of entry. There's also a few primaries that could use a buff, mainly 140 rpm HC's should be more forgiving.
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40 답변Lmao get better looked at ur comp games dont matter what they do you still gonna be bad lmfao