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Destiny

Общее обсуждение Destiny.
2/1/2017 9:21:11 PM
12

Flinch Idea for Crucible Balance

I've noticed that a lot of the community has a problem with the finch on weapons in crucible (mainly snipers) and I think I have a good idea that could solve some problems. One of the main problems of flinch for snipers is the amount of flinch encountered from a distance and the flinch of high rate of fire pulse rifles. My idea that, in theory, could solve this problem: [b] in game, determine the amount of flinch received based upon the amount of damage delt [/b] (no headshot multiplier. If the flinch is based upon the damage, there is automatically more flinch from headshots) This should solve some problems such as when you get hit by few bullets from a high rate of fire sniper from a very long distance. This is because damage falloff (range) on your primary weapon should play a large factor in what type of engagements you are in. After the falloff and with my idea, a sniper should not get as much flinch down-range from short range weapons. Like I said earlier, it would also balance flinch on primaries no matter what the rate of fire and impacts are. It would help low rate of fire weapons that aren't being used as much. Their individual rounds/bursts would deal more flinch. You could say that this would be too strong for them, but the lower the rate of fire, the more opportunity the sniper has to get back on target after flinch. In theory this should balance out because from every kill, the same amount of flinch would be delt. This does not include high caliber rounds but the whole point of the perk is to increase flinch so it should stay about the same. I know that I used snipers as an example but it should also work with every other gun in the game. Snipers would just be a good place to test it with because of the response from the community from the sniper flinch changes. Lastly, I know this is late because there is supposed to be a balance patch soon but I think it is a really good idea so I thought that I'd share.

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