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Just a quick note... (Destiny)

by Kahzgul, Tuesday, June 14, 2016, 15:54 (3177 days ago) @ Claude Errera

I'm also a bit sad that, with the utility of tripmine lessened, my gunslinger gear, carefully collected around use of the young ahamkara spine gloves, is basically gutted. No idea what exotic I'll use now. Such are the dangers of an investment game.


Wow, a 3% damage reduction translates to 'gutted' utility in your mind?

I think you misread what was "gutted" in my description. My gear is built around using the Young Ahamakara Spine (which I spent a fortune in glass needles rolling to be tier 12 capable with sniper reload speed and the stats I prefer). After the changes, I won't be using trip mines anymore, so I won't be using the Young Ahamkara Spine as my exotic. I don't have any really suitable replacements with the proper stat distributions to keep my 5/5/1 build and sniper reload speed, so I'll have to rebuild my "gutted" gear set.


I thought a little bit about how my tripmines have worked in the past - there are two 'pools' of kills I get that swamp the rest.

The first is placing one on a critical doorway/wall at the start of the game; it often (not always, but often) catches an aggressive rusher who aims to fly in to the opposing spawn and wreak havoc before folks are fully ready to play. With this nerf, they won't die as they rush past that grenade... but they'll end up with very low health as they enter what is potentially a full-of-enemies location. I might not get the kill any more, but I can almost guarantee he'll still die (and my team will actually get 50 more points than it would have before). :)

Agreed.


The second is catching folks who are running away from a fight. If you're well-positioned, or not being threatened, you almost always notice tripmines, and (unless you're a really careless player) you shoot them before you get too close. I wasn't going to kill those people anyway. The ones that are running from danger, though... they're the ones who pass a tripmine without noticing it. The thing is... they're almost always slightly (or not-so-slightly) damaged before they get near it - that's probably why they were running. Yeah, you do 6 fewer damage points... but that scout rifle bullet your teammate put on him covers that.

Hmm... I almost never use them on people who are running. I usually put one around a corner as in your first example or use it as a OHK sticky grenade in a 1v1 firefight. I also do a fair bit of throwing them behind a group of enemies to kill or weaken them all (which will now just be weakening, but is fine) in the various objective modes. And I use them to counteract a res in trials, which they will no longer be capable of.


I think the ONLY times that 3% is actually going to come into real play is when full-health players are careless - you will be able to walk by a tripmine you didn't see and live. Those kills are really satisfying, I'll admit... but I don't think they count as a huge percentage of my total.

the 3% prevents res-traps from OHKing the resser, which is pretty huge because it let you move away from the orb to put more pressure on the living players.


I'm sad about the nerf (my K/D will definitely go down because of it) - but I think that calling your YAS gloves useless is a bit premature. :)

Well, I anticipate switching to incendiary grenades, in which case the YAS gloves won't be ideal for my build.


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