Heavy Ammo: The Wrong Direction since launch (Destiny)
I feel as if the changes Bungie has been making to Heavy Ammo in crucible since launch have increasingly been making the game less interesting and diverse. The changes I am speaking of:
1. You no longer drop your heavy ammo when killed.
2. (upcoming) Heavy Ammo packs on the field will despawn
With both of those changes, all we are going to have are two or three intense portions of the game where all the heavy ammo is used up all at once. Further, the winner of such an encounter will have an advantage with no way for that to be countered. At least before, if you killed someone, but the other team killed all of you, you could at least grab SOME heavy ammo to turn the tide then, or later if you save it. You simply have no options now.
Saving ammo drops for later is a really interesting tactic, that makes the game far more interesting. In the past, there was some risk since if you saved it for later, when everybody had already used all their heavy ammo, you would give the other team your ammo if you were killed, thus giving them your advantage. Also saving it carried an additional risk, since you don't have that ammo to counter the heavy weapons available NOW. But if you could pull it off, you could use an HMG to gets tons of kills later. Risk / reward.
I predict Rocket Launchers will become more prevalent, since the 'use it or lose it' nature of heavy ammo with these changes promotes shorter periods of more explosive conflict. Rockets kill faster than HMGs, but are effective for less time. The allure of the HMG is that you can kill way more guardians than you can with rockets, just over a longer time. But with no saving heavy ammo, you know it's going to be used immediately, and it doesn't make as much sense to choose the slower killing HMG when you are now only concerned with the short term effects of heavy ammo. Team A has Rockets, Team B has HMGs. Team A instantly kills team B. Team Bs HMGs are useless.
This idea that there shouldn't be situations where a team has a huge advantage is really stupid. That's what made the crucible so interesting - you could get huge advantages, but they were tough to achieve, especially since opponents had more options with heavy ammo to counter. The game is so much more interesting when you not only have to worry about doing well yourself, but also preventing the other team from gaining an edge!
This could backfire, and if one team wipes out the other in the initial volley of heavy ammo usage, now the losing team has no means to fight back through strategic usage of heavy. It's gone, and now they are on a map where the enemy has heavy ammo and they don't. Even worse, since there will be less special ammo to use as a counter!
This is a huge mistake, and the game will be far less interesting.