[quote]Also, I think that each weapon considered "normal" should have its own ammo supply. In a single player capacity this would also allow players to personalize their character and play style. This is something I think your game needs the most and I feel very strongly about it. [/quote]
Why? how does giving each weapon an individual ammo pool customize it? All it does is create an added complication to the ammo system. If you had the opportunity to read the description of many of the weapons, it is implied that they shoot a form of programmable material, not bullets. With that as lore, there is no reason to make individual ammo pickups. I really can't see how that helps anything. How does it improve customization? That is a limiting mechanic not something that provides freedom. The fact that the ammo scales based on weapons, definitely is a simple and efficient mechanic, nothing else is needed. If you had seen any blue tier weapon there is a ton of customization. For instance relic iron rounds. They dramatically improve impact and increase damage, but they reduce the amount of ammo carried for that weapon. Skipjack rounds are ultra dense small ceramic rounds that allow you to carry more and bounce off hard surfaces. The weapons are said to generate the ammo, the reloading is simply 'adding material' to be processed. Weapons will be able to change and have dramatically different ammo types, but it is gun based not a complicated ammo system.
[quote]2. I think that enemy encounters in the exploratory missions should be randomized to a certain degree...[/quote]
They were, if you played as much as I did, you would have found that captains/majors Would sometimes spawn in to the normal group as well as some times they would include stealth enemies as well. I took the time to get to Vanguard Rank 3 I spent a ton of time in the explore missions, they do change. Maybe there could be more, I could agree with that, but getting to know an area and the 'usual' activity --despite it actually being varied, not to mention the public events-- is a valuable experience.
[quote]3. One other thing that I think Destiny may benefit from is a few changes and additions to the weapons available to the player in game. For instance, the idea of the machine gun may seem great to put into[/quote]
Relic Iron rounds equipped on one of the guns that only held 29 in the mag to begin with will disagree with you. I could do way more damage to a spidertank with that than any rocket launcher in the game --~390 a tick per bullet on a leg. maximum damage from one rocket a splash maybe totally up to 2000, but with no real focus and much of the damage wasted on things that take less damage, or 80 or more rounds of ~390 damage a tick when and where I need it. There is plenty you have not seen or had the opportunity to experience. Trust me they are heavy weapons, and perform like it. I will have to out right disagree with you on this. Explosive tipped heavy machine gun rounds is a much more effective solution to enemies that aren't all grouped up, and it still has crowd control fun. Rockets...carry 5 and have them be effective once in awhile, or sowing mayhem and shredding through a pile/column of enemies/bosses with almost pin point accuracy, I like my heavy machine gun and it disagrees with you. I do like rockets...they can be tons of fun to, I just felt that your portrayal of Heavy Machine Guns was very inaccurate.
[quote]First, some balancing between class powers need serious assessment in the competitive multiplayer area. The warlocks ability seems powerless while the hunters ability appears to reign supreme.[/quote]
Disagree I have seen Warlocks disintegrate an entire group of enemy players with a well placed Nova. You played one subclass per class out of 6, or so I am told, with more to be potentially released later. I am going to have to point out that your frame of reference is pretty small. A skilled hunter can take out 3 people at most with there golden gun, a titan can wipe out a whole team if they place it well. The powers balance each other out. The Nova has range, is very aimable and splash, and has no limits on how many it can kill. The titan has very limited range, big splash, and again no limit on the amount of people it can kill. The Hunter can kill at most 3, has no AoE, is directed, has great range, but can miss, or being killed out of the golden gun state without ever using it once. They definitely have their pros and cons, some might be easier to use, and some might be already being wielded skillfully. Also level 8...You have a lot more gear and stuff that is going to change the balance of PVP, not to mention more subclasses.
These are all very good and thought out points. I posted this topic hoping to encourage intelligent discussion on a few possible improvements to the system. I would like to mention that this is more of a view on balancing multiplayer without restricting single/cooperative play experiences. On the first topic, I never intentionally mentioned the changing of the ammo attainment lore, Only that for the change I mentioned to work better the guns should have there own ammo stores. By this I meant that one "normal" ammo pack should supply rounds to either all "normal" weapons equipped or all normal weapons in inventory with a small reduction to the total scale amount dispensed. Now I do also want to point out that on the subject of random enemy encounters, I did not see any substantial changes to the enemy squads and their positions. And because you brought it up, yes this is excluding public events from changing the lineups in these areas. Also, on the subject of the heavy machine gun, I will admit it is very effective in single/cooperative play but, every time I died by heavy weapon fire in multiplayer it was purely from a rocket launcher. This idea was about multiplayer. And before you say I hate the machine gun, It was the only heavy weapon I wanted to use. I love machine guns and to be honest with you I would prefer to use them more often in game. So that point may have been a little selfish but I made it anyway. Thank you for a logical and detailed input on this topic. It also gave me a chance to clear up what many may have misunderstood about my post. One last thing I would like to say is that you are not wrong and I am not trying to say you are. This post was my opinion on the experience I had. Again, thank you.
Hey I appreciated a well though out response, although to be honest I still feel a little cloudy on the normal ammo issue. Because as it works now, normal packs refill any normal weapons, and with your primary, when you switch guns the ammo will scale to match the new weapon. For instance: If you are using a fast fire full auto the ammo count is like 548ish and if I swap to a hand cannon it will scale down to the max of 60, but if I then switch back, it doesn't start me at 60, it will scale back up to the 548ish as that is a full ammo allotment. I think it is a very slick system the adjusts on the fly, and I wish it worked for all ammos that way. Why I say that is, if you swap a special or heavy weapon between matches, not including crucible, then it does the scaling with the special and heavy ammo as well, but when done even in PVE it will wipe the ammo count to zero. Now I believe in one of two methods, you wipe it all the time, between missions and you always have to earn it/use a consumable, or it just always scales.
Hmm Heavy weapons in MP is a pretty sticky situation, since the enemy health is largely consistent, damage is very even, and your opponents are just as mobile as you, the rocket launcher is a very effective tool, especially in the small map, but I found on the moon, you could use Heavy Machine Gun as a better designated marksman rifle than the scout rifle, and kill people in 1-3 shots, even over long distances. (Do note that I tended to prefer the low mag count, 29ish or so, HMG with either the piercing rounds or relic iron rounds in MP Do a ton of damage.) I found that in the case of the moon map, unless you were in tight quarters, you were not guaranteed to hit with missiles/rockets as a lot of them have fairly low velocities. Now a good player knows when and where to use them even in that situation, but at the longer ranges I found the HMG much more fun and effective.