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原先發佈於: Fusion Rifles need adjusting
11/19/2024 10:01:10 PM
4
The thing with Fusion Rifles is that, historically, issues caused by them have more often than not been one weapon, rather than the whole weapon type. Erentil, Main Ingredient, Likely Suspect, Iterative Loop (with Antaeus Wards), I'm sure it won't be long before people start throwing Plug One into that group. These have been weapons that were solely responsible for getting perks nerfed. By contrast, there have been any number of Shotguns and Snipers throughout the game that have all been good simultaneously. There's always going to be, by definition, a best item and a best roll that sees the most use, but you can use anything decent in times when the whole class is good. Since Final Shape launched, there hasn't been a single Trials week where Fusion were used more than Shotguns, it was rarely even close. The community doesn't avoid using overpowered items, and will always gravitate towards what is best. I think your take on "checks" is a bit dismissive of how Fusions work. The Shotgun movement skill is often just rushing in a straight line and getting there faster than a primary TTK with the occasional swerve thrown in. Snipers have an initial accuracy check but the chance is gone if you take even a slight amount of damage, so it has to be done before a fight even starts. Fusions reward positioning and tracking, and leading your engagements - baiting the opponent into a situation that's more favourable for you. To be clear, I don't think [i]any[/i] of these take that much skill to pull off, but it's certainly not right to say that only one of them takes none at all.
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  • Idk why people insist on trying to convince others that fusions take any sort of skill. I main’d iterative loop for a while along with a few others like techeun and it was stupid easy kills to the point I really just got bored using them. There is no risk involved. You have a 90% chance of winning a fight from close to mid range. Shotguns are 50/50 and are limited to whites of the eyes.

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  • Fusions have the easiest time in knowing which engagements to take. The charge time prohibits just about all movement tech beyond a basic sprint and slide, and they very much require you to be grounded. You get a 90% chance of winning when you challenge because you know the circumstances are right. Meanwhile, a Shotgun-user can easily close the gap with movement, dodges and the typically abundant cover. Even situations that don't initially look favourable can be turned into trades at least - giving the appearance of a 50/50, when the reality is that many players choose low-odds engagements where even getting a trade is overperforming, and death is expected. Additionally, the thing most likely to kill you when doing all that is....another Shotgun, when you do all the work closing the gap, only for the opponent to take advantage of it too. I'm not trying to convince anyone that Fusions take skill, because I firmly believe that no traditional special weapon takes skill, which is what I want to convey. A Shotgun-user has no right to say that a different special weapon takes less skill.

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  • Probably the most sane reply in this thread.

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  • A well thought out answer, you don’t usually see those in these posts. But 100% agree. Bungie is just terrible at balancing perks around fusions. - Main ingredient’s double accuracy perks - Erentil’s Rangefinder + Accuracy Perk - Likely Suspect’s new bolt system + under pressure and crafting’s guaranteed god roll. - Iterative Loop’s pairing with buffed Antaeus Wards - Closing time on special weapons in general…

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