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Destiny 2

Discuss all things Destiny 2.
Edited by Spawn: 8/23/2017 11:13:17 PM
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What problem does locked loadouts solve?

Please post rational responses, as many people (including myself) don't understand why this was needed. Simply put, new features usually address a known problem, or shortcoming, of a game's current design. What problem does locked loadouts solve? If you like to use the same loadout, what stopped you from just doing that in Destiny 1? I can't help but think the fundamental design of the weapons, enemies, or both will have to change to address this. If every weapon has to work in every situation, how does this not mean everything has to be more generic? Would a situational weapon like Touch of Malice even exist in Destiny 2? That's definitely not something you would want to carry all of a HM raid just to use once. [spoiler]Moderator edit: This thread has been updated with tags that are more appropriate. Feel free to private message the moderator who moved your post, link to topic, for further clarification about why this topic was moved.[/spoiler]
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  • Stuff locked load outs, thanks bungie for finding another way to limit us further.

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    • Anyone know if locked loadouts apply to patrol? I'd hate to be having a relaxing time leveling up, find a better weapon, and have to leave patrol to equip before flying back in. There's no way right?

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      • That locked loadout b.s. is just that ... b.s. I like to use a variety of weapons, and that kind of limitation really chaps my ass. It's an artificial inflation of difficulty. I switch special weapons frequently, heavy less, primary is usually Nirwins or a scout. For instance, I normally run a a fusion rifle, but there are parts of strikes where a sniper is much better. And a shotty might be fun for another part. Maybe if they save it for nightfall and absolute top difficulty tier strikes, but other than that, hell naw. Let me be me.

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      • its just a way to increase difficulty, slightly and -blam!-s over the solo players by forcing them to have regular team mate to do activities with. For the players its a steep drop off on fun

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      • There won't be locked load outs

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        • Bungie has no more creativity. So they try to simulate it with even more nerfs and restrictions. It's fun when Datto does it on a voluntary basis, like Crota kills only with No Land Beyond! They should have made a special challenge mode like this for the raids with special loot, but without a big vault and no homebase to place trophies, it's all useless.

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        • Open ridiculous question thread, skip OP, scroll to first post, see obvious answer. Click reply to OP, type this as I wonder why people are either this attention hungry or stupid

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          • The whole point of locked loadouts is so you can't always have a weapon for every situation, so you don't need to worry about weapons being made more generic to accommodate it. The ability to have what ever weapon you need at any time is the "problem" that locked loadouts "solves". It forces you and your teammates to think tactically about who's going to be the one to bring the Touch of Malice analogue, who's going to be on rocket duty, and who's going to take care of the part where you really need a decent shotgun. Also, as far as we know, locked loadouts will only be a thing in the Nightfall, which will also be timed.

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          • not every change is about "fixing a problem". it just makes it a little more difficult.

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          • Luke Smith has confirmed that locked loadouts will not be applied to raids. At a guess I'd say they'll apply to nightfalls and competitive pvp playlists

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          • It encourages team play. It requires people to think about what weapons and armour would be best for the task they are designated. In a raid for example, the boss sits far back and sends hordes at you. So you need three people running dps and three running wave clear. Well the three running wave clear will need rocket launchers, auto rifles and SMGs. The people running dps will benefit from using scout rifles, snipers and such. it's about making people think about what they need and giving everyone a sense of purpose rather than everyone being able to switch their weapons to be the best they can be for every situation. In Vosiks phase 2 for example, people would switch weapons between dps phase and neutral phase. It was stupid. In Oryx, people would switch to ToM during dps phase. It was stupid. People are going crazy because they think it will affect entire activities. It may be the case for nightfalls. Raids? That would suck and I don't think Bungies that stupid (I hope they aren't that stupid). If they implemented it into raids it's probably gonna be more along the lines of when the encounter starts, no one can switch weapons.

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          • It'll be a nightfall modifier, nothing more than that. Just adds a little to the challenge of a nf.

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          • Endgame difficulty..ultimately..not an effective measure, as you can just leave the fire team and rejoin with a different loadout..unless they implement a fix of some sort

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            • I'm thinking for sure competitive playlists, but maybe not so much for quickplay.... Raids for sure, maybe not strikes because raids are the harder of the two and also endgame Patrol will probably not have them, but story might for an extra challenge but even then, that could be too much

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            • Edited by GalaxySpider: 8/22/2017 10:12:26 PM
              It's supposed to be a challenge, I guess. Not really a solution to a problem. Like a modifier, for Nightfalls maybe. Some guys here already mentioned it won't be a thing for Raids (but maybe that will change in the future). For PvP I can imagine it will be a regular thing for the new Trials, so the players have to think twice what to bring into a match and not change exotics weapons in a heavy ammo round and to promote teamwork (one player with more ranged weapons, another goes with a CQC loadout etc). I think it could be fun. I don't see that much downsides to that (because it is not a regular feature of the game). Guess we have to wait for the game to launch to really tell how it fits into the games design.

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            • It'd be nice in pvp if on the "flying in" loading screen it'd do a quick display of your teammates loadouts and you can adjust accordingly. Maybe even adding an "ok" green color border around your loadout to let them know you're done making changes before the map loads in. I mean would still start and lock when it finishes loading but would just be a nice addition for quick planning. Even as a fireteam, is quick visual information goes a long way

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            • No problems. Just adds the need for preparation and planning. Or more of it at least, Can't go bringing all of those weapons to solve all your problems now.

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            • Depends on the weapons in D2. I know there was a cheese with icebreaker were you just use it to regen special ammo then switch it out. Other than that I guess it's just to make it a little harder.

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            • Locked loadouts is to make it more challenging, not to fix a problem. It's like when they introduce raid hard modes. They add a couple of extra handicaps to make it harder, and a new mechanic or two - then they give the enemies more armor and health for bullet absorption.

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              • Luke Smith tweeted that there won't be locked loadouts in raids! Didn't rule out other activities though!

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              • I feel like it'll add a true challenge factor. I'm kinda looking forward to it, it's fresh and new and it will require actual team communication for once.

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                • Edited by CookieNiki: 8/22/2017 9:56:50 PM
                  In PvE? Zero. It's just a artificial way of ramping up difficulty. In PvP? never played enough to care.

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                • To make balancing easier

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                • They put so little thought into PVE, they had to come up with something cheap and easy to give a sense of progression and difficulty.

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                  • Edited by Spaceman: 8/22/2017 9:48:55 PM
                    This was done for pvp. I can only assume it's so Bungie can have this huge Crucible event, streaming live over Twitch and Youtube... and all players will easily be branded with their subclass and perks. You can't very well have a huge pvp event without knowing everyone's skill set. This way there are no surprises and abuses of radical skill combinations. Also, announcers can call out subclasses and their abilities easily.

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                  • How to beat the locked load out system: 1) Get locked 2) Quit and equip gun you want 3) Re-join Repeat steps 2 and 3 if you want to change again.

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