Avatar

Oh. You too? (Destiny)

by Malagate @, Sea of Tranquility, Wednesday, October 31, 2018, 06:33 (2011 days ago) @ Claude Errera

... I'm shown why Gambit is SO MUCH UNFUN all in one place.

New anti-quitter rules in place; if I quit, I get penalized. (I guess it's okay, though, because I should know better than to go in in the first place.)

30 seconds into the game, 2 of my team quit. For the rest of the 15 minute game, it's 4v2, because fuck people who follow the rules. You have to save those join in progress folks for the last 10 seconds of a mercy game in regular crucible, you can't use 'em here.

With 4v2, the opposing team could leisurely collect motes, bank 'em, summon a Primeval, burn it down, and move on with a win under their belts. Nope... they take every frickin' opportunity they can to invade, and make it even more of a lopsided game. (Doesn't matter that I killed 7 of the 10 invaders; my teammate - yes, singular, because fuck people who follow the rules - didn't stop collecting motes when an invader came in... so he died. A lot.) They even invaded - several times - when they had their primeval up. I mean, really, wtf?

Every time I think "well, they made some tweaks, maybe it's not quite the same pit of miserable that it was before" I'm shown, quite graphically, how stupid I actually am.


Oh. You too? With Randoms? No. Don't do it. With DBO though... good times are and have been had. If you have a Rat King, perhaps we can join Malagate?


Yeah... no. Thanks, though. Played with him (and Rat Kings) yesterday... was pretty frustrating. The gun's pretty good... but only really for AI enemies. We were mostly outmatched by invaders with Sleeper.

Not for me. You go have fun, though.

It still bothers me that it's such a negative experience for you. I hope they're able to tweak it so you don't find it so frustrating. But I will agree with others that one should never, ever play Gambit without a full team. Now that there are quitting penalties, I wonder why we wouldn't have balance tweaks that break in favor of a team missing players. Because there's already a buff in place for teams that lose the first round, right?

For those interested in pursuing the Way of the Rat; it's still important to bring heavies and energy weapons that you're comfortable facing down an invader with. I have a great roll for Crooked Fang that I swear by (Box breathing, Moving target, extended mag mod). The other option is to rush the invader as a group. This usually freaks them out and/or forces them to focus on one target, which is all the opportunity the rest of the team needs to take them out. But of course there's significant risk in the latter option, when the tools of choice are typically snipers or LFRs.

While I find the Rat King itself TONS of fun, the reason I believe it functions as a baseline at which the better Gambit teams will operate is because it generally allows me not to touch my energy or heavy ammo (or abilities, or super) until I am:

1. Clearing blockers (usually melt them with RK anyway)
2. Fighting Invaders
3. Invading
4. Fighting the primeval

Basically it allows you to never worry about clearing ads at all. Hold down your triggers and sweep them away. And any team that has a single blueberry (even with 3 x RK) will be at a disadvantage, because they won't be able to muster the same firepower. I will say with the exception of an all-Malfeasance team (perfect tweak to make teammate's slug rounds proc, btw), I don't think there's any one thing that a team can do to bump up their Gambit efficiency that is as significant as running Rat King.


Complete thread:

 RSS Feed of thread