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작성자: DuBChiri2 2/25/2020 5:15:32 PM
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If certain weapons are too powerful in pve, would tuning the ammo economy be a potential solution (referring to reserves, not drop rate)?

Like with the sniper rifle changes. They think they offer too much power at extended distances and so they are reducing that power. Well, what if instead of reducing the power, we just reduce the ammo they can hold? I know it's a similar idea, but the problem I have with nerfing damage over ammo, is that a damage reduction affects burst damage, which is the most important aspect to destiny because of things like invulnerability phases, moving targets, etc. The reason people don't use autos over handcannons is because of the very reason you highlighted in the TWAB "because the game favors semi auto weapons," which in essence means burst damage over sustained damage. Nobody cares that the damage an auto can deal leads to more total when a handcannon can deal similar damage but more instantly. See what I'm getting at? If they adjusted sniper rifle ammo by 20-25% instead of the damage, we could keep the burst potential but their ability to be constantly used would decrease, giving more room to weapons like fusion rifles or shotguns as they would deal higher sustained damage, just lower burst damage and could be used more freely. Its identical to how you are handling aggressive frame grenade launchers just in reverse. You are decreasing damage (which affects the burst potential) but increasing the reserve ammo (hopefully to the point where it matches it's current output over a longer period of time). That wouldn't be bad and it would be understandable. I hope my post makes sense and if it does please consider this an option bungie.

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  • They did that in D1. It got bad at the end, with tons of guns not even having a full clip at max spare ammo, namely No Land Beyond. Nerfing the ammo count for PvP basically made them unusable in PvE.

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    • No thanks. I have bad memories of ammo famine year 1.

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      • Have you ever done an activity with the modifier "famine"? It sucks to run out of ammo. No, hard pass for me

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      • News Flash the ammo economy already artificially nerfs drops. Patrol your swimming in ammo. Gambit and Nightfall your running dry for sections at a time.

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      • 작성자: Lord Magris 2/25/2020 10:40:01 PM
        I think I can see your point. There were some snipers in Destiny 1 that held reserves as low as 13-15 or something like that. Some of them could roll perks that granted extra ammo to your mag or reserves and that was one way to work around Destiny 1's ammo economy, though it was situational. Performance Bonus granted some reserve ammo on kills. Clown Cartridge in D1 overfilled your mag with extra ammo but you still had to be able to reload to trigger it. Rescue Mag required you to have the weapon out and take critical damage to refill your current mag. Surplus doubled the amount of ammo you got from bricks in PvE (and unintentionally affected all ammo brick types despite the weapon it was on and it could stack, probably being the most broken ammo perk). They were simple perks with good benefits, but still situational. In Destiny 2, the only two perks on legendary weapons I can think of that can grant extra ammo are Genesis and Lead From Gold. Genesis grants extra mag ammo when you match elemental weapons to shields. Lead From Gold grants ammo to the reserves of the weapon it's on as you pick up heavy ammo bricks, which is probably the closest thing to Destiny 1 ammo perks on weapons, but hardly any weapons can roll with this perk. Besides that, in Destiny 2 if you want more sniper ammo, all you literally have to do is take Void affinity armor and put sniper ammo perks on it at the press of a couple buttons, which is a luxury compared to Destiny 1 as far as the armor perks go. Even without the armor perks, I will say that snipers tend to hold a lot of ammo in this game. Reserve perks might be a bit overkill for this kind of weapon unless you're really unlucky. So yeah, I see your point. Still, no one is 100% certain what it's going to be like until the changes launch. If it makes one activity too hard just to give other activities some more game-healthy challenge, I don't see why that activity can't be adjusted. Like with the Sanctified Mind. If the sniper nerf is too much to use against it, then they could just nerf the boss's health down or something. EDIT: I forgot to mention Triple Tap and Fourth Time's the Charm in Destiny 2, though they're basically the same thing as Destiny 1's Triple Tap and mainly used for boss DPS all the same.

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        • Bungie: “Your weapons are too strong and you’re too safe when you deal damage to the boss” Aksis: “Oh so NOW it’s a problem”

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          • Reducing ammo reserves helped reign in LMG's. However, spawning with 2 special ammo is already very minimal, so other properties like handling, range, etc. also have to be evaluated and adjusted depending on the weapon.

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          • No PvE weapon is too powerful. We don’t let you guys play with anything too dangerous. PvE is like the kiddie pool in the water park of Destiny👍

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          • They tried that and it’s no fun running around with only primary ammo In fact they made a modifier famine and it sucks

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            • I was doing the Python, because well 2 guns away from the title I might as well finish it. Anyways, double special ammo mods on the helmet, double shotgun scavenger on the legs, I've got green blocks all over the place. The only place the sniper nerfs are REALLY going to hurt is limited engagement time boss fights like the raids. Sometimes getting it done in 2 phases was the only way we could put a successful run together, just couldn't seem to pull the mechanics 3 times in a row. (alt account, and I'm sure people have gotten better since the first few weeks of the raid when I stopped) That and people might actually have to use the champion mods instead of bypassing them with a IB/Div blast.

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              • This isn’t about the weapons being OP. This is about making weapons less appealing so we don’t use them....

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                • They just need to give weapon types more specific roles. Make shotguns, fusions, rocket launchers, and grenade launchers really good at taking out majors Make snipers and linear fusions really good at DPS Make machine guns the jack-of-all trades that is really good at crowd control and decent at major and boss DPS

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                  • They did that in d1 and it was terrible. You would carry a handful of shots like 12

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                    • Do you actually play this game? Yes, reduce the amount of ammo for your guns in a shooter. Also, there times where you don’t get any ammo to drop.

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                      • "Nerf the ammo economy?🤡" No😂

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                      • A sniper rifle is good from long range....who would have thought. Its a -blam!-ing sniper rifle it should be good from long range and be absolute shit up close for -blam!-s sakes.

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                      • No God no

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                      • I just read the title. NO.

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                      • I honestly see the few primaries with decent dps reigning over a good amount of specials with this. It makes zero sense and is a half fallback to the horrible weapon system D2 vanilla had. Not to mention this was a thing during TTK and many disliked it, they could've actually balanced things reasonably with nerfs and buffs. [spoiler]This is Bungie we're talking about though, the can't balance without -blam!-ing something up that any buffs added are meaningless[/spoiler]

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                      • I could see this working. Less ammo means you would have to be decisive with your targets. If they keep reducing special weapon damage it wouldn't be any different than using a primary for DPS.

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