I'm sorry but i just watched a guy ruin my entire team with two shots of wardcliff on retribution, just to pick up another two shots off the wall, then when i spawn and kill him, i run past the heavy spawn and it's up again in 30 seconds? I'm not trying to play mayhem every single match.
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Replace all heavy in the game with key fragments!
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1 ответWhile some of the players here will understandably disagree for one personal reason or another, most of the D1 players that I know pretty much agree that the D1 heavy drop was much better. Not surprising though because the players that made D1 PvP what it was also agree that almost everything about D1 was better. All I know is that close games and comebacks were just as common in D2 as mercy rule results are in D2 PvP...and that’s saying quite a bit because mercy rule games are extremely frequent right now.
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Изменено (MewSixUwU): 8/11/2019 8:22:24 PMat least make it spawn randomly around the map so the team controlling the map cant mercy rule you
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1 ответKeep an eye on the heavy timer then bud
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People have to complete the Mountaintop legitimately somehow.
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2 отв.[quote]I'm sorry but i just watched a guy ruin my entire team with two shots of wardcliff on retribution, just to pick up another two shots off the wall, then when i spawn and kill him, i run past the heavy spawn and it's up again in 30 seconds? I'm not trying to play mayhem every single match.[/quote] Only if you change this fûcking mountain top quest. Heavy is the only reason I have got 75% done. :(
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2 отв.People should stop being pansies at the start and contest the heavy spawn. Literally at the start of every game my team mates will b line away from heavy as if it’s a disease, leaving me alone to face a full enemy squad who have the right idea. The pansies teammates will end up dieing from the heavy later anyway, no way to avoid it so may as well contest it from the beginning.
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3 отв.Not going to get much sympathy here. The Git Gud crowd will defend their crutches.
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13 отв.Here’s what I think should happen. Right now, crucible matches are overrun and can be utterly determined simply by how fast you get your super. Supers control heavy, heavy gets more kills, which generates more super energy. 15 Armor reduction for Hammer of Sol, Burning Maul, Dawnblade, Nova Warp, and Stormtrance. 10 Armor reduction for FoH, Sentinel, Arc Staff, and Spectral Blades. Super mods do not stack. Only one level of time reduction applied. FoH shoulder bash, Arc staff light attack, Spectral Blades light attack, and Sentinel light attack use 1.5x super energy. FoH: Trample - only activates on slam kills, not shoulder bash. Sentinel: Shield throw loses tracking if shield does not kill an enemy before it collides with another surface. This is ridiculous. Played IB last time on my titan and dominated by just tossing this into choke points. HoS: Mini explosions on the top tree - Reduced explosion radius by .12m, reduced explosive damage by 20%, increased hammer direct impact damage by the equivalent amount. Arc staff and Spectral Blades: reduced light attack target lock-on area by 10%. Dawnblade: Tracking slashes - reduced the ability for slashes to increase vertical/distance when tracking an enemy. This only tracks movement left or right. Buffs: [spoiler]- Nova Bomb Vortex duration increased by 3 seconds. - Increased thundercrash Armor by 10 - increased guardian damage of spin attack on burning Maul. - Shadowshot tethers Enemies hit directly instantly. [/spoiler] Weapons: Some weapons significantly outclass all others in their area. Either due to how consistent they are or their dominance across ranges. [spoiler]- Reduce 180 rpm handcannon range by 10 - Reduce Aggressive Pulse Rifle Range by 25. Currently, this archetype makes most Scout Rifles and High Impact Pulses usesless Due to their consistency at range. - Increase the drop off Damage for all pulse Rifles outside of their effective range. This is to enforce pulses as mid range weapons without further impacting their effectiveness to the point that they become useless. - Swap Damage values for Lightweight and Adaptive SMG’s. Lightweights entirely outclass Adaptive fames. Why do slower weapons do less damage and have consistently lower stats. This makes Adaptive Frame SMG’s basically useless. - Increase Sidearm Draw speed and handling speed, further increase semi-auto Sidearms. - Reduce High Impact Frame Fusion Rifle ammo capacity per mag and handling speed. - Increase Handling Speed and Reduce Rapid Fire Fusion Rifle Charge time. - Reduce Precision Frame Shotguns Range by 10 and Reload speed by 10. - Reduce Precision slug shotgun handling by 10 and Reload speed by 10. [/spoiler] The biggest change: - Heavy ammo spawns once per round/match at 2 spawn locations. - Killing an enemy with heavy still drops off kill, but reduced bonus from scavenger perks by 75% rounded up. The Destiny 1 method of heavy ammo was better. Across the board. Seriously... right now there is no way to deal with heavy. Machine guns still have the range of scout Rifles. Wardcliff Coil picks up 2 rockets that basically act like a blade barrage. Pulse Rifles and 180 handcannons continue to be on top of the console meta for yet another year.
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4 отв.I hate heavy, do as I do. Ruin heavy for everyone. Camp near heavy since people come there often. Get lots of kills, then snatch heavy. Waste the ammo and repeat.
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Изменено (Chemical Freak): 8/10/2019 8:26:55 AMIt's up every ONE MINUTE which is actually insane. 10 seconds into a match you can pick up like 44 machine gun bullets with backup mag, kill anyone who gets near you, and farm the heavy box the whole match. It's dumb. Destiny 1's heavy system was superior in basically every way, everyone got it, you knew when to expect it, you more or less knew when people ran out, and then you didn't have to worry about it anymore.
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6 отв.Heavy in crucible needs several changes. 1.) How often it spawns. It spawns far to often. 2.) Where it spawns. It needs to spawn randomly throughout the match in diffrent spots. 3.) Ammo for each heavy weapon. Rockets 1 shot. Machine guns 1 clip. Linear fusions 1 clip.(even though crooked fang should be made special.) 1k voices 1 shot.
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My opinion.. Heavy should spawn once a game and be 100% random if possible. And can spawn any place within reach. With 10-15 seconds to actually take it. That would be very interesting game play
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everything about heavy in pvp needs to be reworked. D1 was much more balanced with imo
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The problem isn't that it spawns to often. The problem is that the way its appears in the game, makes it act as a snowball mechanic. So whoever takes control of it first..usually can dominate it for most of the match....and then use to string together multiple multi-kills.
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3 отв.Изменено (Soul_Eater_42): 8/9/2019 7:19:53 AMI want the old D1 system for Heavy ammo back. Tired of being in matches where there's one or 2 players constantly spamming Wardcliff or the Colony, non-stop, every 30-40 seconds. And most of the time, that's all they use. You hardly see them use their other weapons at all. They just use their Power weapon, then either die or go hide near the Power ammo spawn until it reappears. It's ridiculous.
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Изменено (UltraRage101): 8/10/2019 3:54:34 AMThere needs to be some changes to the heavy ammo. Make the spawn time one minute and fifty seconds, and let everyone have heavy. No more unused heavy after you died or make everyday Mayhem day lol, but seriously there needs to be changes.
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2 отв.I agree. The ammo economy needs tuned. Heavy the most and scavenger perks for special. Don’t get me wrong I don’t want vanilla D2 but more primary gun fights would be nice.
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I agree especially in doubles it should be 1 per round. Not multiple times and within first minute
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4 отв.And tractor cannon is even worse. Bungie, please, please, can we have a fully neutral Crucible mode without heavy and supers?
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Just remove it altogether! Or once per match at most.
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7 отв.Hopefully PVP will be patched out of the game soon.
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Make heavy like d1 spawns once in 2 locations and drops for your entire team supers have a huge drop in how long they last by like 3 secs shorter and reduced armor across the board all supers are one shot by snipers or shot gun melee however more supers have health regen abilities. Sticky grenades ohk but have less tracking than they did in d1. Shoulder charge only ohk on striker. Shield bash and hammer strike both suppress abilities and supers but don't keep opponents from jumping. Trip mine lasts longer and can be used to ohk when unicorned on a target. Slight buff to throwing knives to be able to use 150 hand cannons to body shot and crit shot with the knife or vise versa. Tether now ohk on impact on opponents.
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Played a match today where 8 out 10 of the firefights the enemy had their super active or had truth. Half the time I was spawn killed. I get that they were making orbs but something felt broken. How do you fight back and win when the other team has unlimited supers and heavy?
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5 отв.Agree. Supers are the same. Guns seem to only be used by a minority especially after the first third of the game
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Изменено (Destiny89): 8/9/2019 4:42:16 PMI would have said no it doesn't few months ago as I was working on the mountaintop but now that I got it yep I agree heavy spawns way too often!