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originally posted in: :: PvP Ammo Economy :: (( Rework ))
Edited by Facelauss: 3/3/2021 11:51:03 PM
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Hard disagree on two major things regarding special ammo 1. Ammo crates are terrible, slow down the game and negates nerfing ammo in the first place. 2. All special weapons should start with 2 no matter what. When it comes to weapon balance, most of your suggestions are awful. With the exception of linear fusions
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  • [quote]1. Ammo crates are terrible, slow down the game and negates nerfing ammo in the first place.[/quote] Special ammo crates weren’t actually a bad concept, in terms of their accessibility. What it boils down to see the map designs & where you place each ammo box. Think banner fall as a good example. You could stick the ammo boxes in places that allow for safe cover, but also an open path for anyone to challenge. We could make some adjustments to allow special ammo to be more available, but I think my suggestion is a good starting point. [quote]2. All special weapons should start with 2 no matter what.[/quote] That’s how things are currently, and I don’t believe that two rapid fire fusion rifles shoots are equal to that of two shots from a felwinter’s lie. There’s little to no incentive for lower Damage archetype weapons, when you have weapons that completely outclass them in every way. I’m 100% behind strong weapons being strong. But I’m completely against strong weapons being the best & most optimal choice for the player. There needs to be more drawbacks, and the less often you have ammo for that powerful weapon, the better. It’s not about you or I, it’s about the sandbox & the health of the game. [quote]When it comes to weapon balance, most of your suggestions are awful. With the exception of linear fusions [/quote] I had a reason for making these suggestions. Power needs drawback. Otherwise they become too dominate, as soon in the current conditions of crucible. If you peel back stasis, you still have other issues that need addressing. So I’ll go over it again. Snipers rifles: • increase flinch factors equal to that of CloudStrike • Increase aim assist by 6% across all snipers • increase flinch reduction values for the Unflinching Sniper Mod Fusions rifles: • revert back to travel time, instead of hit scan on all legendary rarities. Trace rifles: • Increase precision damage 10% • decrease body damage by 4-6% Pellet spread Shotguns: • reduce in air Damage of all shotguns by 40% • reduce damage while sliding & firing by 40% • Reduce slide fire accuracy by 30% Single shot grenade launchers: • Change from Lightweight frames to aggressive frames

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  • Edited by Facelauss: 3/4/2021 12:54:51 AM
    Restating something you already said doesn’t justify it (your weapon “balance” ideas) Ammo crate promote camping the crates for ammo which makes the game slower and imo boring. Snipers do not need an AA buff, wtf. Fusions are better in D2 than* in D1 and while I favored them in D1, they don’t need that nerf. You aren’t even trying to balance shotguns, those suggestions are worse and more heavy handed than anything Bungie has done. Trace rifles do need a slight buff, not that much though. GLs are good as they are

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  • [quote]Ammo crate promote camping the crates for ammo which makes the game slower and imo boring. [/quote] Games aren’t any slower or faster than 10 mins. Getting a mercy win, or beating the clock by 2-3 mins hasn’t enhanced the experience so far. You’ll definitely have players eying the special crates, but you’ll also have players earning their own by kills/assists/Multi’s which will provide ammo on more frequent bases. Which again, in my concept, would be archetype based. That’s why I made changes to GLs to better receive the proper amount of ammo in PvP per brick pickups. Rapid fire | Lightweight: 3 rounds per brick Adaptive | precision: 2 rounds per brick High impact | aggressive: 1 round per brick Currently GLs are lightweight weapons, hence why I changed them. 1 brick shouldn’t equal 3 rounds for this weapon type. Otherwise the meta will shift to a very unfavorable playstyle. So that was the reason [quote]Snipers do not need an AA buff, wtf.[/quote] The AA buff was to compensate for their potential lack of presence, in this sandbox concept. I agree, if somethings too hard to use, why use it at all? The flinch values aren’t appropriate, unless theirs at least a little stickiness to the weapons to secure some kills. That stickiness can & will break once you’re being shot. Slow down for a moment, and take a moment to digest this information within the concept. [quote]Fusions are better in D2 and in D1 and while I favored them in D1, they don’t need that nerf. [/quote] They definitely need some proper adjustments. D1 fusions were way more balanced than D2s. Adjusting them from hit scan to travel time only makes since, because you could likely introduce a new stat value like Velocity, giving more customization. Therefore provide an additional layer of balance. [quote]You aren’t even trying to balance shotguns, those suggestions are worse and more heavy handed than anything Bungie has done.[/quote] I aim. Shotguns are 100% THE most dominant choice in terms of special weapons. Theirs an inherent play style that comes along with using them. Which goes as follows: Slide Shoot That’s the biggest issue. It kills counter play, because maps aren’t often big enough to support an alternative strategy. So it’s either use it, or be killed by it. That’s an issue, no matter what.

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  • [quote] Games aren’t any slower or faster than 10 mins. . [/quote] PACE OF THE GAME, obviously is what I was talking about. [quote] Currently GLs are lightweight weapons, hence why I changed them. 1 brick shouldn’t equal 3 rounds for this weapon type. Otherwise the meta will shift to a very unfavorable playstyle. So that was the reason [/quote] The only changes needed to the ammo economy is disabling scav perks in pvp. This would mean 1 ammo per pick up base. [quote] The AA buff was to compensate for their potential lack of presence [/quote] Snipers are just as easy to use as shotguns, just a different play style. [quote] They definitely need some proper adjustments. D1 fusions were way more balanced than D2s.[/quote] Yes D1s were but your suggestion is bad because the movement speed in D2 is far faster than D1, which is why it wouldn’t work. Instead it would just nerf fusions into the ground. 1. Yes there should be bigger maps. 2. Snipers can still be good on every destiny 2 map is you play them right. 3. Fusions counter shotguns if you play smart. 4. Your idea of balance is murder all special weapons expect snipers, which you suggest buffing in nearly ever category. 5. Usage rate does not always equal op You do not want balance, I hope Bungie never listens to you. Muted.

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  • Edited by ZayOsiris Gaming: 3/4/2021 3:14:34 AM
    [quote]PACE OF THE GAME, obviously is what I was talking about.[/quote] Game pace? Sure, I can see that. But let’s say someone picks up and ammo crate, and coke rushing to the opponent with his/her shotgun ready to make a quick kill. Oops, they died. But guess what? That ammo brick is now yours to claim. The ammo cycle is also a part of the ammo economy, which creates its own flowing system throughout the map. You use it or lose it. And if that doesn’t work, scrap it & go back to the drawing board. I say let’s see what bungie does. [quote] Currently GLs are lightweight weapons, hence why I changed them. 1 brick shouldn’t equal 3 rounds for this weapon type. Otherwise the meta will shift to a very unfavorable playstyle. So that was the reason [/quote] [quote]The only changes needed to the ammo economy is disabling scav perks in pvp.[/quote] This ignores the ammo spawning problem. And makes the mod socket to actually do nothing for PvP focused players. I’m 100% on board with deprecating the mods function in PvP, but I’m 200% behind providing an alternative method for players to earn rounds in their magazines. You could call it an Ammo Harvester mods. [u][b]Harvester Mods[/b][/u]: • Shotgun Harvester • Fusion Harvester • Sniper Harvester • Grenade Launcher Harvester • Trace Rifle Harvester [u][b]How They Work[/b][/u]: Kills | Assists | Multi Kills with your Kinetic & Energy weapons grant you a chance to load Special ammo into your reserves. This in conjunction with the ammo crates, means that there are ways to earn more ammo, outside of these means. Or better yet; you could make scavenger mods ONLY influence how much ammo you get from the crates itself. Running one shotgun scavenger would mean that the crate would give you 3 rounds instead of two. This could apply to all archetypes, so that ammo can be present, but more easily controlled. Other way, it just boils down to adjusting the right nobs to find the correct number. [quote]Snipers are just as easy to use as shotguns, just a different play style.[/quote] I don’t know if I’d 100% agree with you but I can see what you mean. It’s debatable for sure. [quote] They definitely need some proper adjustments. D1 fusions were way more balanced than D2s.[/quote] [quote]Yes D1s were but your suggestion is bad because the movement speed in D2 is far faster than D1, which is why it wouldn’t work. Instead it would just nerf fusions into the ground.[/quote] Yeah plenty of fusions right now are travel time based. Take Jotunn for example, or Telesto. both deal in their own areas of travel time, while others don’t. I think of more fusions functioned by a similar principle, they’d be off to a good start. [quote]4. Your idea of balance is murder all special weapons expect snipers, which you suggest buffing in nearly ever category. [/quote] The only area I suggested was the AA by around 5% which isn’t much, when you look at what I suggested for nerfs. This was only to be generous towards those who do main snipers, since it’s not fair to make it completely held back. Balancing the sandbox means that you’re allowed to have more powerful special weapons, because they’re actually limited in usage. But the flinch would still be on par with cloudstrike. [quote]5. Usage rate does not always equal op[/quote] ... yes it does. People didn’t use Uriel’s gift in Y1 because they liked it. Same goes for every other meta that’s ever come into focus. They use these weapons because they’re the most effective at getting the job done. Nothing wrong with that at all, it’s a video game. It’s suppose to be fun. But it should also be fair, with actually skill gaps in between which weapons you’re allowed to fire. [quote]You do not want balance, I hope Bungie never listens to you. Muted.[/quote] That’s cute. Anyways, I’ll be making more suggestions on the future so I look forward to discussing more of them with you then.

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