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State of the Crucible (Destiny)
by ChaosSociety, Oregon, Tuesday, October 25, 2016, 23:14 (3043 days ago)
Simply put: shit. The shotgun meta is real right now with everyone running around with Matadors with stupid range, primaries are terrible unless you own a Blind Perdition or Clever Dragon, and every titan is Juggernauting. Why did Bungie feel the need to nerf Gunslingers so much so that now they literally can't kill anyone unless they're minimum armor? I know this will be a divisive opinion, but I say bring back Thorn to its former glory. At least then we will have SOME answer to the shotgun rush.
Okay rant over. Go ahead with telling me to git gud or stfu or whatever.
State of the Crucible
by EffortlessFury , Tuesday, October 25, 2016, 23:19 (3043 days ago) @ ChaosSociety
Simply put: shit. The shotgun meta is real right now with everyone running around with Matadors with stupid range, primaries are terrible unless you own a Blind Perdition or Clever Dragon, and every titan is Juggernauting. Why did Bungie feel the need to nerf Gunslingers so much so that now they literally can't kill anyone unless they're minimum armor? I know this will be a divisive opinion, but I say bring back Thorn to its former glory. At least then we will have SOME answer to the shotgun rush.
Okay rant over. Go ahead with telling me to git gud or stfu or whatever.
Is there some sort of hidden skill matchmaking? I sometimes get wrecked, but sometimes I do particularly well. I don't play Destiny often, Crucible even less so, and I don't pay much mind to my loadout.
Yep
by someotherguy, Hertfordshire, England, Wednesday, October 26, 2016, 01:43 (3043 days ago) @ EffortlessFury
Skill Based MatchMaking is in play in (almost) all playlists. Which means poorer connections in exchange for "fairer" fights. Not inherently a flaw, but it does mean more losses generally if you're a good player, and theres no longer any "casual" playlist of any kind.
Bizarrely Trials of Osiris, the most competitive playlist, is the only one that doesnt use SBMM.
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Yep
by ZackDark , Not behind you. NO! Don't look., Wednesday, October 26, 2016, 01:46 (3043 days ago) @ someotherguy
Bizarrely Trials of Osiris, the most competitive playlist, is the only one that doesnt use SBMM.
A 50/50 victory ratio (the absolute goal of SBMM) is useless in Trials, so I guess it makes sense.
Yep
by someotherguy, Hertfordshire, England, Wednesday, October 26, 2016, 01:50 (3043 days ago) @ ZackDark
True, but the current win-based system is equally nonsensical. It has the appearance of SBMM without meaning anything, while regularly matching you against players with poor connections. It's essentially the worst of both. Very odd.
Yep
by Dundre, Norway, Friday, October 28, 2016, 09:51 (3040 days ago) @ someotherguy
I`d argue that the 50% win ratio goal is a healthy.
Not in Trials though
by someotherguy, Hertfordshire, England, Friday, October 28, 2016, 12:05 (3040 days ago) @ Dundre
Cause everyone "has" to go Flawless.
I actually think the Flawless thing is an overall negative for Trials. Remember that first week, before we knew about the Lighthouse? When going 7-4 or 5-4 was okay cause you got your package at least, and trying again didn't seem too daunting because you had some wiggle room? You coukd enjoy it and get rewards even if you weren't perfect.
Trials now is all about the Flawless. One loss on your card? Might as well start over. No point even playing if you're not going to the Lighthouse.
Which isn't true! The Lighthouse is meant to be only for the best of the best. Its supposed to be okay to just go 7-4. But everyone has to Lighthouse or why bother. It's part of why Trials is so sweaty, I'm sure. And definiteky why it's so obnoxiously stressful.
I played a card recently with no intention of Lighthousing and had a lot of fun (even though we sucked), but the draw of the Flawless is so strong for most groups most of the time. It really negatively impacts Trials overall I think.
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Not in Trials though
by Cody Miller , Music of the Spheres - Never Forgot, Friday, October 28, 2016, 12:18 (3040 days ago) @ someotherguy
Cause everyone "has" to go Flawless.
I actually think the Flawless thing is an overall negative for Trials. Remember that first week, before we knew about the Lighthouse? When going 7-4 or 5-4 was okay cause you got your package at least, and trying again didn't seem too daunting because you had some wiggle room? You coukd enjoy it and get rewards even if you weren't perfect.
I don't remember that actually, seeing as how I made the lighthouse within 90 minutes of trials launching and posted it for everyone to see on this forum :-p
Kudos to your carries
by someotherguy, Hertfordshire, England, Friday, October 28, 2016, 13:16 (3040 days ago) @ Cody Miller
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I will say...
by Korny , Dalton, Ga. US. Earth, Sol System, Friday, October 28, 2016, 13:28 (3040 days ago) @ someotherguy
To his credit, Cody has gotten considerably better at Trials. Carrying him to the lighthouse is not the daunting task that it once was. :V
Also, there is still not much reason to demand the Lighthouse, especially when you can get three Gold packages per day for the four days that Trials is around. Lighthouse weapons just have Snapshot as an intrinsic perk, and all of the Ornaments look like crap. Everything else is a gold package drop.
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I will say...
by Cody Miller , Music of the Spheres - Never Forgot, Friday, October 28, 2016, 14:30 (3040 days ago) @ Korny
To his credit, Cody has gotten considerably better at Trials. Carrying him to the lighthouse is not the daunting task that it once was. :V
Ahaha. I appreciate the sentiment.
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I will say...
by CyberKN
, Oh no, Destiny 2 is bad, Friday, October 28, 2016, 14:50 (3040 days ago) @ Korny
To his credit, Cody has gotten considerably better at Trials. Carrying him to the lighthouse is not the daunting task that it once was. :V
Also, there is still not much reason to demand the Lighthouse, especially when you can get three Gold packages per day for the four days that Trials is around. Lighthouse weapons just have Snapshot as an intrinsic perk, and all of the Ornaments look like crap. Everything else is a gold package drop.
In that case, maybe you could help me get to five wins a couple times this weekend? :v
I really want the Master Chief/Scarab titan helmet.
Not gold
by someotherguy, Hertfordshire, England, Friday, October 28, 2016, 16:33 (3040 days ago) @ Korny
Gold packages only drop Y1 and Y2 gear.
You're right though that there's not much extra at the Lighthouse. Which makes it even stranger (imo) that the general attitude is "Lighthouse or Bust".
Ha, cool thread. That first night was a lot of fun running with Zero and Funk. Trials cards used to take so much less time.
State of the Crucible
by Avateur , Wednesday, October 26, 2016, 00:18 (3043 days ago) @ ChaosSociety
edited by Avateur, Wednesday, October 26, 2016, 00:50
Simply put: shit. The shotgun meta is real right now with everyone running around with Matadors with stupid range, primaries are terrible unless you own a Blind Perdition or Clever Dragon, and every titan is Juggernauting. Why did Bungie feel the need to nerf Gunslingers so much so that now they literally can't kill anyone unless they're minimum armor? I know this will be a divisive opinion, but I say bring back Thorn to its former glory. At least then we will have SOME answer to the shotgun rush.
Okay rant over. Go ahead with telling me to git gud or stfu or whatever.
Nah, you have valid points. Shotguns are everywhere, but at the same time, snipers are everywhere also. I don't know what gametypes you're in, or if you play Trials or what, but man, sometimes there's just no winning even if you're the one using a shotgun. Luckily, I think for the first time in over two years of this game, I finally got a sniper rifle that I'm really good at. I feel like I'm killing people in the ways that I usually end up getting killed by snipers, so that makes me very happy.
Fusion rifles are also stupidly good at countering shotguns again, and it's definitely made me think twice before rushing in. Also, my MIDA and Grasp of Malok appear to have no issue dispatching people who come at me in Crucible. I don't have Blind Perdition or Clever Dragon.
At the same time, shotguns may need some sort of nerfing. Bungie's done some things to them, but it's tricky because you don't want to make them worthless. The other issue is that Bungie tends to overcorrect when they nerf, so that could be bad.
As for Gunslingers, psh, about time they got smacked down. I think they're fine. As for Juggernauting Titans, I mean, I play a Titan, and I destroy other Titans. And Warlocks. And Hunters. Obviously I'm just one person, but play style has a lot to do with it. I don't generally let the enemy get close enough to me to shotgun me unless I'm the one closing ranks. My problem is definitely snipers, but it can be managed.
You're also not the only person who shares your opinions, and not just about shotguns. I keep hearing from people I play with that after Rise of Iron, something changed in Crucible as far as how it matches people up or how ridiculous the games are. I have no clue at all if any of that is true. I personally don't feel a difference. But I guess a bunch of people I'm playing with, including people who I don't regularly play with, feel like something (or lots of things) in Crucible need to change. But hey, if Bungie can keep it dynamic and well balanced without flipping the car 7 times, why not keep tweaking and updating?
Edit: Oh, and leave Thorn alone. It's fine the way it is. In the right hands, it's still very deadly. I'm actually seeing the year 3 version more frequently now, and it can be a pain in the ass. Handcannons as a whole have been making somewhat of a comeback it seems to great effect.
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State of the Crucible
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, October 26, 2016, 01:23 (3043 days ago) @ Avateur
Make range and impact on shotguns inverse. Long rage on the low impact archtype, and low range on the high impact. Not my idea but when you think about it it makes so much goddamn sense.
Make range and impact on shotguns inverse. Long rage on the low impact archtype, and low range on the high impact. Not my idea but when you think about it it makes so much goddamn sense.
Thanks :)
The only time I really rage at shotguns is when I get hit from ridiculous ranges. If you have a PC+1 or Matador with range perks, you are golden. If not, you suffer. I was trying out the raid shotgun in clash yesterday and I kept leaving warlocks with a sliver of life, and they would melee me and get their health back. Flipping impact/range would fix this.
Destiny PVP is very, very mobile. In fact Bungie has greatly reduced that mobility with the Titan skate and Hunter/Warlock blink nerfs in order to reduce the shotgun warrioring. The main problem these days is that with the range nerfs on primaries, it is still too easy to get within OHK range with a perfect shotgun.
I don't want the old Halo shotguns, where if you weren't 6 feet away it did no damage. Lord of Wolves and the Chaperone have good range, and you don't see people spamming either. The key is those don't OHK unless you get headshots, which is a bit more skill based.
Add in some more open maps, you rarely saw shotguns on First Light, for example, and we should be set. Right now I think Bungie's move away from large vehicle maps, because they couldn't balance interceptors like the did with Warthogs, ghosts and tanks in Halo, really puts the kibosh on the longer range specials outside of Trials and 3v3 game modes.
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State of the Crucible
by Blackt1g3r , Login is from an untrusted domain in MN, Wednesday, October 26, 2016, 12:35 (3042 days ago) @ Cody Miller
This is the only fix that makes sense to me. Unfortunately I don't think even doing this will make a big difference. Part of the problem with shotguns is lag. You see someone kill you from a long way away, but on their screen they killed you in half the distance (probably exaggerated, but still). Anything that fixes that will probably also make shotguns totally useless in multiplayer.
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State of the Crucible
by squidnh3, Wednesday, October 26, 2016, 01:17 (3043 days ago) @ ChaosSociety
I agree that primaries need a buff back to Y1 effectiveness. Nerfing shotguns will just make something else overpowered. Let's ditch the philosophy of separating primaries into range brackets - they should all be good at midrange and be able to kill a shotgunner in the open before they can close the distance.
I too miss Thorn
by someotherguy, Hertfordshire, England, Wednesday, October 26, 2016, 01:40 (3043 days ago) @ ChaosSociety
edited by someotherguy, Wednesday, October 26, 2016, 01:46
I was avudly opposed to its very existence at the time, but in hindsight at least when everyone was using it you knew what to expect, primary battles actually happened, and you could play without fear of being bum rushed or hardscoped.
Plus with everyone using the exact same weapons it was usually the more skilled player who would claim victory, not the one with the sweatiest Matador.
Edit: Which is not to say I want Thorn back. Good lord no. But I miss the Thorn Age. They were simpler times.
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I too miss Thorn
by Grizzlei
, Pacific Cloud Zone, Earth, Wednesday, October 26, 2016, 02:32 (3043 days ago) @ someotherguy
I was avudly opposed to its very existence at the time, but in hindsight at least when everyone was using it you knew what to expect, primary battles actually happened, and you could play without fear of being bum rushed or hardscoped.
Plus with everyone using the exact same weapons it was usually the more skilled player who would claim victory, not the one with the sweatiest Matador.
Edit: Which is not to say I want Thorn back. Good lord no. But I miss the Thorn Age. They were simpler times.
Pardon my ignorance, but what was so special about Thorn exactly? I totally missed when that hand cannon was in vogue.
I too miss Thorn
by Avateur , Wednesday, October 26, 2016, 03:08 (3043 days ago) @ Grizzlei
It was unstoppable. Two-shot kills galore if you could pull off headshots due to the DOT mechanic. I absolutely wrecked people with that thing once RNG finally gave me the bounty/quest, and as was pointed out by someotherguy, usually the more skilled player would win in a match of Thorn vs. Thorn. It definitely was a simpler time, and while I thoroughly enjoyed how absolutely cheap it felt for me to run away with matches with the thing, it really needed to be nerfed.
The year 3 version is out and about in Crucible now, and clever players and skillful players can totally destroy with it (especially if they communicate and coordinate well with teammates). I personally have no desire to use it in Crucible, but it definitely changes up how I play a match when I come up against it. Good adversity.
I absolutely wrecked people with that thing once RNG finally gave me the bounty/quest,
This still pisses me off. I started playing Destiny about two months before House of Wolves came out. I never got a single exotic bounty. I've still don't have any of those weapons.
The funny thing about Thorn, is that it was originally very bad (I forget exactly what was bad about it, but a lot of people complained that it was a crappy reward for such a difficult quest). So, they buffed it, but you still didn't see it all that much until Trials of Osiris was released. Thorn's DOT effect is much more powerful in the Elimination game type, because it forces you to retreat until the DOT wears off, allowing the other team to gain a terrain or numbers advantage by preventing revives. That's when people started using it a lot, because it turned out it was also pretty powerful even without the DOT effect.
Honestly, it's a little over-exaggerated how much it was used. You saw The Last Word, Red Death (to counter Thorn), and The Messenger just as often.
The big parts were a 6 round magazine and a glacial reload speed. It took less time to empty the thing than to reload it.
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I too miss Thorn
by unoudid , Somewhere over the rainbow, Wednesday, October 26, 2016, 12:27 (3042 days ago) @ Grizzlei
Pardon my ignorance, but what was so special about Thorn exactly? I totally missed when that hand cannon was in vogue.
-Two headshot kills, you could battle with a sniper at range with it's long distance accuracy. Finally, my favorite thing to do was to shot someone with thorn and then snipe them behind a rock since I could see the damage ticks. I was a complete jerk in year 1. I had an armor piercing, final round efrideet's spear that could one shot body shot someone and I could shoot them through walls. Pair that with Thorn, and you were not safe. Also, axion bolts/arcbolts/firebolts paired really well with Thorn, you'd shoot them then throw a grenade and get people behind cover. The DoT kept shields down and allowed the grenades to clean them up easily.
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I cringed
by ZackDark , Not behind you. NO! Don't look., Wednesday, October 26, 2016, 13:56 (3042 days ago) @ unoudid
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I too miss Thorn
by Claude Errera , Wednesday, October 26, 2016, 15:05 (3042 days ago) @ unoudid
Pardon my ignorance, but what was so special about Thorn exactly? I totally missed when that hand cannon was in vogue.
-Two headshot kills, you could battle with a sniper at range with it's long distance accuracy. Finally, my favorite thing to do was to shot someone with thorn and then snipe them behind a rock since I could see the damage ticks. I was a complete jerk in year 1. I had an armor piercing, final round efrideet's spear that could one shot body shot someone and I could shoot them through walls. Pair that with Thorn, and you were not safe. Also, axion bolts/arcbolts/firebolts paired really well with Thorn, you'd shoot them then throw a grenade and get people behind cover. The DoT kept shields down and allowed the grenades to clean them up easily.
OMG I totally forgot about the shoot through walls thing in Y1. I had an Efrideet's that I used to run with that was so good for that!
Now I miss that. :(
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I too miss Thorn
by unoudid , Somewhere over the rainbow, Wednesday, October 26, 2016, 15:29 (3042 days ago) @ Claude Errera
OMG I totally forgot about the shoot through walls thing in Y1. I had an Efrideet's that I used to run with that was so good for that!
Now I miss that. :(
I still have my two tucked away in the vault in case they ever revert any of the changes. too many good memories to let them turn to shards.
I too miss Thorn
by Claude Errera , Wednesday, October 26, 2016, 15:35 (3042 days ago) @ unoudid
OMG I totally forgot about the shoot through walls thing in Y1. I had an Efrideet's that I used to run with that was so good for that!
Now I miss that. :(
I still have my two tucked away in the vault in case they ever revert any of the changes. too many good memories to let them turn to shards.
Eh. They nerfed the penetration long before I stopped using the gun; by the time I vaulted it, I didn't care all that much about it any more. It went in the crazy engram buildup to RoI.
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I too miss Thorn
by unoudid , Somewhere over the rainbow, Wednesday, October 26, 2016, 15:58 (3042 days ago) @ Claude Errera
I have a pre armor piercing nerf version and then another one.
Pre Armor piercing nerf version:
Ambush Scope, Spray and Play, Armor Piercing, Final Round
Post-Armor piercing nerf version:
Shortgaze, Spray and Play, Snapshot, Final Round.
These two were things of beauty back in the day.
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Thorn + Firebolt DoT was unstoppable
by Schedonnardus, Texas, Wednesday, October 26, 2016, 13:07 (3042 days ago) @ Grizzlei
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Primaries definitely need a buff.
by ProbablyLast, Wednesday, October 26, 2016, 02:23 (3043 days ago) @ ChaosSociety
Specials are all very good, but that's fine as long as they bring up primaries to make them relevant.
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State of the Crucible
by unoudid , Somewhere over the rainbow, Wednesday, October 26, 2016, 11:42 (3042 days ago) @ ChaosSociety
You need to STFU and Git Gud ;)
Now that's out of the way. I'd agree that the shotgun meta is real right now. I believe part of that has been the introduction of Supremacy where you pretty much have to shotgun in order to get points. Also the flinch nerf to snipers has caused some people to switch over to shotties. Don't get me wrong, I feel the nerf to snipers was needed. It's been refreshing not to be sniped all the time.
I still feel the closing distance time is too quick where shotguns currently stand. These can be countered with TLW or a good Fusion Rifle though. I actually feel pulse rifles are in a good place right now. They are not too powerful, but still hold their own well. Lately I've switched away from my god roll grasp in favor of my god roll PDX-45. I just feel that my grasp has left me hanging more often then not.
Now on the topic of the Gunslinger nerf. The damage reduction to tripmines still has me mad. Then when you add in the new artifact that reduces damage over time, the incendiary grenade is not nearly as effective. So your two "good" grenades are now complete crap. I used to only run Gunslinger in crucible, but for the last month or so I've found I do better running as a bladedancer. Once you get over trying to go invis all the time, the bladedancer subclass has a lot of great perks. The grenades are still good, built in quickdraw is awesome, and the super is pretty good even with the shotgun meta currently. Anyway, that's my 2 cents.
I would love to see trip mines stick again but only trigger when someone else is in range, when they are shot or expire. I find it more of a means to a primary kill or notification someone is sneaking up on you instead of instant death now and I'm ok with that for the time being. Future grenade imbalances could change that stance.
I accept the shotgun imbalance and still like that fusion rifles are still useful. Trespasser is no joke either.
I would like to see priming grenades so you can toss when released or drop on death. That would add an amusing twist in Supremacy and trials.
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Why Bungie Can't Get it Right (from a design standpoint)
by Kahzgul, Wednesday, October 26, 2016, 18:42 (3042 days ago) @ ChaosSociety
As I'm sure I've mentioned like a million times, I used to be a Production QA team lead many moons ago. One of the games I worked on was Call of Duty: Big Red One. Cod:Bro was innovative in pvp in several ways, and I played a fairly large role in making that happen.
First: Our pvp designer flatly refused to make the guns stronger or weaker than they really were. He actually had quantified the amount of damage each gun could do based on projectile penetrations into ballistics gel. Rate of fire, recoil, ammo capacity, all similarly fixed in the name of historical accuracy. The result was that the BAR was the best gun in the game by a wide margin. Why? Because it was also the best gun in WWII. The only reason ever soldier in the army didn't have one was that there literally were not enough of them to go around. But in our PvP game where you spawned with whatever guns your chose, everyone could have a BAR and so scarcity wasn't a reasonable factor. How, then, could we balance this weapon that was a 2-shot kill above the waist, held 30-something rounds, and fired fully automatically with little recoil?
So we innovated. We made it so that different guns modified your turning speed, running speed, prone/crouch/standing speed, and ADS speed. Dual pistols became the definition of run-n-gun, while the BAR was given a slow running and turn speed, forcing BAR users to set up sightlines and camp rather than allowing them to roam the maps like some kind of 1940's era terminator.
Affecting the mobility of players allowed us to balance the weapons' effectiveness in pvp without actually balancing the weapons.
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Destiny, simply put, doesn't have this luxury. This is a game that is all about movement. Fast, agile movement. Bungie built this game to balance player speed against their armor and recovery stats, and that's the crux of the problem when it comes to why pvp is so reliant on one hit kills and superior positioning rather than primary weapon gunskill. Case and point: The TTK of most primary guns falls between 0.7 seconds and 1.0 seconds. But think about how quickly a guardian moves, how far the average distance of engagement is, and where those primary weapons' optimal ranges fall. A guardian can easily traverse 20 meters in a second. Easily. And the average distance of engagement is, what, 15 yards? And what's the optimal range for your primary weapons? Hand cannons are the shortest at... 11-17 meters depending on range values. So great, hand cannons are optimal within the average distance of engagement. Oh, but even if you achieve an ideal TTK with that guy, the shotgunner has more than enough time to close the gap and OHK you.
This is the problem right here. The TTK for a primary weapon needs to be faster than the amount of time it takes for a shotgunner to close the gap into his optimal range to OHK you. And, in Destiny, it almost never is.
Think of it this way: A shotgun fires instantly, so the distance he can close in 0.7-1.0 seconds is his optimal range. That's 14-20 meters.
Now look at This is Keen Koala's testing on Hand Cannon accuracy. While the effective range of his gun is 23 meters, he has to be at 15 meters in order to reliably land every shot. Well within Shotgun lethal range.
Other primary weapons have slower TTKs than hand cannons. Furthermore, the farther out their ideal range to engage is, the closer they get to being inside of a sniper's ideal range (which is any range at which the sniper can track you just as quickly as you can move).
Another contributing factor here is that the map design in Destiny sucks. They really do. Almost every map is designed with corners, doors, and other visual impairments such that your average range of engagement is quite short. Part of this is that snipers are so unparalleled at long ranges (anything over 30 meters, I'd say) that players complained that larger maps (first light, skyshock) were boring sniper camp-fests. They weren't wrong. So Bungie made maps where the design puts you closer to the action... and inside of shotgun ranges.
Getting back to snipers, did you notice the number I threw out there? 30 meters? Compare that to a shotgunners ideal 20 meter range and then consider the fact that the difference between those two ranges - sniper range and shotgun range - is a scant 10 meters, which is a distance so small that a guardian can close that gap in half a second. That means that there is a 10 meter window where pulse rifles and scout rifles are the best guns in the game (Hand cannons only being truly effective inside of 15 meters).
This is the issue, right? 0-20 meters... Shotguns are king. 21-30 meters... Pulse rifles or Scout rifles. 31+ meters... Sniper rifles.
It takes 1 second to close to shotgun distance and only 0.5 seconds to move through pulse and scout rifle distance on the way to shotgun distance. If a shotgunner catches a primary user looking even slightly in the wrong direction, the shotgunner will win. Add in Juggernaut and the shotgun range becomes 25 meters. It's scary, right?
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So Bungie has fucked themselves. They've made a game all about movement and then made weapons slow enough that the movement beats them. I had a game yesterday with 19 kills, of which only 3 were primary weapons. Primaries are the backups, not the - name aside - primary option in this game. If bungie wants to fix this, they have very limited options. They can't change player movement too much because that is the killer app element of Destiny. They can't nerf shotgun range with any sort of effectiveness because the issue is really players closing the gap quickly, not the range of the shotguns.
They could make primary weapons more effective. Vanilla destiny with it's two-shot Hawkmoon kills and SUROS and Thorn meta was better for primary weapons than we have now. But these exotics were so good that nothing else was ever used. It was a three gun game. Rather than nerfing just the problem exotics, Bungie screwed up and nerfed every class of primary across the board. Ooops.
The real solution I believe, is better map design. Bungie doesn't use vertical space well at all. Bungie doesn't design maps with open spaces. Bungie isn't making maps with ideal weapon ranges in mind.
I would make some big ass blood gulch type maps. Tight warrens around the outside, generous sniper lanes down the middle. I'd increase minimum zoom on all sniper rifles to something like 10x zoom so that they were only useful at extreme ranges. I'd raise their ADS time to the ballpark of 4 seconds, and/or make it so taking damage instantly dropped you out of ADS when scoped in.
----
But that's not the game we have, and none of us can go home and play Kahzgul's fantasy dreamland version of Destiny after reading this right now.
So look at the real meta. Shotguns everywhere, and with good reason. What counters shotguns? Other shotguns make it a 50/50 split, but I'd argue that fusion rifles are a good counter to shotguns. They *must* have a charge time of 0.5 seconds or shorter to ensure you beat that shotgunner to the punch, but they are effective from farther out than shotguns. Of course, fusion rifles being a tad slower to fire, and forcing you into choosing engagements at longer ranges puts you squarely into the pulse rifle and scout rifle optimal ranges. Well shit.
So if you want to counter aggressive shotgunners, a fusion rifle works well until your enemies switch to their primaries. But if you want to play the meta, the fact of the matter is that you've got to join them to beat them. I'll see you (and your shotguns) starside, guardians.
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*Looks down at Trespasser in my hand* *scoffs at Shotguns*
by Korny , Dalton, Ga. US. Earth, Sol System, Wednesday, October 26, 2016, 19:01 (3042 days ago) @ Kahzgul
- No text -
This is a great point. Trespasser, specifically, is a great anti-meta gun right now, if you're good enough to use it.
It seems like you want and enjoy "sniper camp-fests"?
by Pyromancy , Wednesday, October 26, 2016, 19:11 (3042 days ago) @ Kahzgul
edited by Pyromancy, Wednesday, October 26, 2016, 19:16
I don't fall for the if you can't bet 'em, join 'em. I haven't joined the current meta of all Shotgunning all the time, but then again I pretty much avoid PvP except for Iron Banner or for a quest/bounty. And yes, the last one (Iron Banner) was a very frustrating shotgun fest.
Recently you have repeatedly asked for more map verticality and more sniping areas, no?
I don't mind if there was a sniping gametype that I could simply not participate in, or certain sniping friendly maps that I could veto out of if I don't want to play them on a certain day.
I find sniping to be fun occasionally, but not when it overtakes every map and I'm getting spawn killed by the same person over and over again. (and no, git gud-er is not an active defense or positive piece of advice)
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It seems like you want and enjoy "sniper camp-fests"?
by Kahzgul, Wednesday, October 26, 2016, 21:40 (3042 days ago) @ Pyromancy
I don't fall for the if you can't bet 'em, join 'em. I haven't joined the current meta of all Shotgunning all the time, but then again I pretty much avoid PvP except for Iron Banner or for a quest/bounty. And yes, the last one (Iron Banner) was a very frustrating shotgun fest.
Recently you have repeatedly asked for more map verticality and more sniping areas, no?
Yes, yes I have. I'm also simultaneously calling for adjusting snipers to be far longer range weapons than they are right now. They basically rival scout rifles for optimal range right now, which is just silly. Snipers should be pushed back twice as far, IMO. Problem is, not a single map in rotation right now supports that kind of play.
Also, I don't think a sniper camp-fest would be bad if it took snipers longer to ADS such that they pretty much had to stay scoped in (limiting their turning, vision, and movement). It would become a trade - you're completely vulnerable to flanking but you're good at holding a sight line. You know... like a sniper. People who want to play the way snipers currently play would find scout rifles a perfect fit.
I don't mind if there was a sniping gametype that I could simply not participate in, or certain sniping friendly maps that I could veto out of if I don't want to play them on a certain day.
I find sniping to be fun occasionally, but not when it overtakes every map and I'm getting spawn killed by the same person over and over again. (and no, git gud-er is not an active defense or positive piece of advice)
On no map should spawn killing ever be possible. I think all spawns should come with a three second buff that reflects projectiles back at the shooter, simply to discourage spawn camping. The spawns in Destiny are god-awful and need dramatic improvement. Please note that while I'm advocating for having more open space in maps, I don't want to see snipers become the preferred choice. Rather, I'd like to see maps designed such that sniping is an option in a couple of lanes, but also has lanes where sniping isn't effective. Your team would want at least one sniper to hold that long, open area, but the majority of the team would need to be non-snipers in order to compete. It's a delicate balance and one that Bungie has understandably whiffed on.
Interesting, not sure if fully balanced. Good reply, thanks
by Pyromancy , Wednesday, October 26, 2016, 22:06 (3042 days ago) @ Kahzgul
- No text -
It's important to keep in mind that what I think will "fix" the crucible would also fundamentally change it, especially at longer ranges. While I think these changes are necessary to make the meta more dynamic and allow for a wider variety of "top" weapons depending on playstyle, I can easily see someone who feels like snipers are "in a good place" adamantly denying that these changes should be implemented.
I feel like the big take away is that tweaking the weapons alone isn't enough. In fact, the only way I can see weapon tweaking having much impact on the current meta would be to make current OHK weapons no longer capable of OHKs. Even then, shotgun+melee would still be effectively the same as an OHK, so you'd have to nerf shotty damage so much that the shotgun + melee combo didn't work, or you'd have to set up shotguns such that you couldn't melee immediately afterwards. Either way, that would be really, really different from what we have now and would effectively remove secondary weapons of all sorts from the meta. Not ideal, imo.
I also believe that tweaking player movement should be off limits (with the exception of titan skating - a full armor, full recovery character should not also be the fastest character in the game) because I think the movement is the thing that sets destiny apart from other shooters. Lose that, and you lose what makes the game compelling.
So while I think I've got good solutions (if difficult ones), I want to make clear that I am purposely limiting the scope of what I would feel comfortable adjusting, while recognizing that other people may feel like some things I'd be fine changing would not be fine with them to change.
On Titan Skating
by someotherguy, Hertfordshire, England, Thursday, October 27, 2016, 07:44 (3041 days ago) @ Kahzgul
I always kind of liked that Titans were so fast, but only in a straight line. They're essentially a freight train, or an unguided missile, but they lsck the fine control of a Hunter. Plus the necessary low agility mean ADS speed, strafing and basically all non-skate movement are very sluggish compared to a high agility build. Their air-game is weaker than both Hunter and Warlock too.
I always kind of liked that Titans were so fast, but only in a straight line. They're essentially a freight train, or an unguided missile, but they lsck the fine control of a Hunter. Plus the necessary low agility mean ADS speed, strafing and basically all non-skate movement are very sluggish compared to a high agility build. Their air-game is weaker than both Hunter and Warlock too.
TItans can turn quickly as they hit the ground, and with their air dodge can make necessary evasive maneuvers. Juggernaut also persists while in the air.
I'm not sure ADS speed is affected by agility at all, by the way. At least it's not noticeable to me when I swap between my max agility hunter and min agility titan or warlock.
On Titan Skating
by someotherguy, Hertfordshire, England, Thursday, October 27, 2016, 16:06 (3041 days ago) @ Kahzgul
Sorry, I mean speed while ADS.
The air dodge is an Exotic, so I feel that's a little unfair. That's like me complaining about Warlock's habing the highest armour and Recovery when wearing the ram, or Hunters having Grenades on spawn with Lucky Raspberry.
Sorry, I mean speed while ADS.
Ahh, gotcha.
The air dodge is an Exotic, so I feel that's a little unfair. That's like me complaining about Warlock's habing the highest armour and Recovery when wearing the ram, or Hunters having Grenades on spawn with Lucky Raspberry.
Well, I meant that it's a thing you can do if you are worried about lateral mobility on a skating titan. It's good enough to rival the armamentarium, imo, especially in 3s.
On Titan Skating
by someotherguy, Hertfordshire, England, Thursday, October 27, 2016, 18:09 (3041 days ago) @ Kahzgul
Well sure. But if we start talking Exotics there's all sorts if weird options, few of which are comparable to others.
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I like it
by Mid7night
, Rocket BSCHSHCSHSHCCHGGH!!!!!!, Thursday, October 27, 2016, 15:35 (3041 days ago) @ Kahzgul
It would become a trade - you're completely vulnerable to flanking but you're good at holding a sight line. You know... like a sniper. People who want to play the way snipers currently play would find scout rifles a perfect fit.
Imagine if you actually had to play as a TEAM in a team game, meaning someone actually watches the sniper's back, covering nearby corners while they hold the long lane. Strategy, tactics, communication....the HORROR!! >_< :P
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1 Sniper + 1 Spotter
by DiscipleN2k , Edmond, OK, Thursday, October 27, 2016, 15:45 (3041 days ago) @ Mid7night
It would become a trade - you're completely vulnerable to flanking but you're good at holding a sight line. You know... like a sniper. People who want to play the way snipers currently play would find scout rifles a perfect fit.
Imagine if you actually had to play as a TEAM in a team game, meaning someone actually watches the sniper's back, covering nearby corners while they hold the long lane. Strategy, tactics, communication....the HORROR!! >_< :P
This would be fun :)
-Disciple
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Before crazy boost jumping, this was how CoD played
by Kahzgul, Thursday, October 27, 2016, 16:32 (3041 days ago) @ DiscipleN2k
MW2, ME3, BLOps, BLOps2, all played pretty much this way. Find a building with one door, a guy snipes out the window while another protects the back entrance. Or put four guys at a crossroads and lock down the whole map. Adding the stupid future tech jumping to the games really changed the experience (and not for the better imo).
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Before crazy boost jumping, this was how CoD played
by SonofMacPhisto , Thursday, October 27, 2016, 19:09 (3041 days ago) @ Kahzgul
To pile on one more awesome example: mounting up an anti-vehicle team in Battlefield. One support, one recon w/ the recon thing that tracked vehicles, and two engineers with Javelins. Would absolutely smash nearly any vehicle assault on maps like Caspian Border.
More of that, always.
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Anyone with BF4 on Xbone wanna do this?
by ZackDark , Not behind you. NO! Don't look., Thursday, October 27, 2016, 19:33 (3041 days ago) @ SonofMacPhisto
I love AA play, but since I play alone, I pretty much always run out of ammo too soon...
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Before crazy boost jumping, this was how CoD played
by Kahzgul, Thursday, October 27, 2016, 21:01 (3041 days ago) @ SonofMacPhisto
To pile on one more awesome example: mounting up an anti-vehicle team in Battlefield. One support, one recon w/ the recon thing that tracked vehicles, and two engineers with Javelins. Would absolutely smash nearly any vehicle assault on maps like Caspian Border.
More of that, always.
Yes. I love it when games present intuitive team play opportunities and reward players who take advantage of them. I miss the warthog.
Helldivers had a great mechanic for Launchers
by someotherguy, Hertfordshire, England, Thursday, October 27, 2016, 22:43 (3041 days ago) @ SonofMacPhisto
Launchers called down from orbit always came in two parts - The launcher and an ammo pack. The launcher was carried in your hands as a heavy weapon while the ammo was a backpack.
Because they occupied separate slots you could carry both at once, but the size and bulk of them made your reloads suuuuuper slow as you awkwardly loaded an item from your back into a large pipe. The alternative was to have a teammate carry the ammo for you. They'd lose their backpack slot, but the tradeoff was lightning fast reloads as they simply stood behind you and popped another rocket into the back of the launcher when needed.
While map design can help, I think some more less then lethal weapons could help as well. The shotgun rush is dependent on the rush and close range. Nightstalker smoke can ruin that, if available and if deployed.
I think if you pushed out AR and HC range, coupled by a small buff to FR charge time and Sidearm range, you could fit a grenade launcher into the special category. Like the "pro-pipe" from reach, it would be a one shot deal, but leave smoke (void), flames (solar) or a flare (ark) upon detonation.
Players could sacrifice offensive capability for some map control and indirect fire. I think destiny definitely needs more indirect fire to flush players out of corners.
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Fusion Rifles with Skip Rounds are great for that
by ZackDark , Not behind you. NO! Don't look., Wednesday, October 26, 2016, 21:00 (3042 days ago) @ Durandal
I happen to have rolled a Thesan FR4 with Rangefinder and Skip Rounds and I can assure you the ability is there. For some reason, it isn't that big in the meta.
While map design can help, I think some more less then lethal weapons could help as well. The shotgun rush is dependent on the rush and close range. Nightstalker smoke can ruin that, if available and if deployed.
I think if you pushed out AR and HC range, coupled by a small buff to FR charge time and Sidearm range, you could fit a grenade launcher into the special category. Like the "pro-pipe" from reach, it would be a one shot deal, but leave smoke (void), flames (solar) or a flare (ark) upon detonation.
Players could sacrifice offensive capability for some map control and indirect fire. I think destiny definitely needs more indirect fire to flush players out of corners.
I would fully support these changes.
Why Bungie Can't Get it Right (from a design standpoint)
by Claude Errera , Wednesday, October 26, 2016, 19:27 (3042 days ago) @ Kahzgul
Your numbers seem screwy. There used to be a Google Doc with TTKs for Destiny weapons; I don't know where it is, but the FASTEST primaries on that list were over 2 seconds, not this sub-second stuff you're talking about.
According to the Destiny Wiki, run speed ranges from 5-6+ m/sec (depending on agility), not '14-20 m in 0.7-1.0 sec'.
I can't look at what kills me any more (DestinyTracker no longer keeps those stats, unfortunately), but I am NOT killed by Shotguns all the time. I will totally agree that PC+1/Matadors with range perks are pretty frickin' dangerous... but so are a lot of other guns. I don't use shotguns at all (except in Supremacy, where they're sort of important), and I don't feel like I'm at a disadvantage because of it. My K/D is as good (bad) as it's always been; no huge changes since the shotgun buffs.
Yeah, it's anecdotal; but (as far as I can tell) so is everything else. :(
Well...almost everything.
Guardian.GG keeps track of useful stats in arguments like this, and yes, the shotgun was dominant starting in early October... until a couple of days ago, when pulse rifles surpassed them. (In early October, they passed Auto Rifles, which had been super-dominant for a couple of weeks before that. Auto Rifles are on their way back up, too, likely buoyed by the recent acquisition of Unbent Trees by a large chunk of people.)
I dunno - the meta changes fast enough (imo) that complaining about a specific gun seems silly, because in 2 weeks it's going to be surpassed by something else.
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Why Bungie Can't Get it Right (from a design standpoint)
by Cody Miller , Music of the Spheres - Never Forgot, Wednesday, October 26, 2016, 20:07 (3042 days ago) @ Claude Errera
I think your recollection of the doc is either wrong, or you are looking at average rather than optimal time to kill. A hawksaw type pulse rifle kills in three bursts if you get criticals. That is around a second.
Why Bungie Can't Get it Right (from a design standpoint)
by Claude Errera , Wednesday, October 26, 2016, 20:27 (3042 days ago) @ Cody Miller
I think your recollection of the doc is either wrong, or you are looking at average rather than optimal time to kill. A hawksaw type pulse rifle kills in three bursts if you get criticals. That is around a second.
You're right. (Found it.)
Doesn't change the travel speed stuff, though, with the exception of blink (which is used by way fewer people than it used to be, at least in my experience).
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Why Bungie Can't Get it Right (from a design standpoint)
by Durandal, Thursday, October 27, 2016, 15:21 (3041 days ago) @ Claude Errera
I think your recollection of the doc is either wrong, or you are looking at average rather than optimal time to kill. A hawksaw type pulse rifle kills in three bursts if you get criticals. That is around a second.
You're right. (Found it.)Doesn't change the travel speed stuff, though, with the exception of blink (which is used by way fewer people than it used to be, at least in my experience).
The added pause between blinks, and the weapon readiness and handling nerf have removed most of the offensive utility. People still use it, but it only works with the longer range shotguns where you are less at risk for getting shot out of the air.
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Why Bungie Can't Get it Right (from a design standpoint)
by Kahzgul, Wednesday, October 26, 2016, 21:53 (3042 days ago) @ Claude Errera
As cody said, the optimal TTKs for weapons are faster that you remembered.
For travel time, you're not actually moving 20 meters in 1 second. Rather, you're starting 20 meters away and closing into shotgun OHK range in 1 second. It's more like 11 meters of movement with a max range shotgun, which is about how long you move if you press sprint and immediately slide.
It is admittedly difficult to gauge distance in Destiny. I'm basing my numbers more on what you see in Keen Koala's video, just for clarity. At the range he stands at for what he calls 23 meters, that's just outside of where I know I can sprint/slide/shoot and get a lethal OHK with a shotgun. At the range that he calls 15 meters, that's well within my sprint/slide/shoot range (I probably wouldn't even bother sliding). This is also discussing guardian movement speed at that of a near-max hunter or titan skater, and is *not* the movement speed of most warlock PvP builds, nor could a non-skating titan achieve this speed.
I feel like mentioning that it's a pretty realistic speed for gameplay, which also probably adds to why movement in Destiny feels so good. Human sprinters run at about 10 meters per second (Usain Bolt's world record being 9.58 seconds for the 100 meter dash), so it makes sense that our superhuman destiny dudes run at about the same clip.
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Why Bungie Can't Get it Right (from a design standpoint)
by dogcow , Hiding from Bob, in the vent core., Wednesday, October 26, 2016, 19:37 (3042 days ago) @ Kahzgul
So look at the real meta. Shotguns everywhere, and with good reason. What counters shotguns? Other shotguns make it a 50/50 split, but I'd argue that fusion rifles are a good counter to shotguns. They *must* have a charge time of 0.5 seconds or shorter to ensure you beat that shotgunner to the punch, but they are effective from farther out than shotguns. Of course, fusion rifles being a tad slower to fire, and forcing you into choosing engagements at longer ranges puts you squarely into the pulse rifle and scout rifle optimal ranges. Well shit.
Perhaps it's time for Plan C.
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Why Bungie Can't Get it Right (from a design standpoint)
by Harmanimus , Thursday, October 27, 2016, 15:41 (3041 days ago) @ Kahzgul
While I have a great many things I disagree with in your post (and some I agree with at least in part) before I dive into the rest of the bag of cats I have to respond to this:
First: Our pvp designer flatly refused to make the guns stronger or weaker than they really were. He actually had quantified the amount of damage each gun could do based on projectile penetrations into ballistics gel. Rate of fire, recoil, ammo capacity, all similarly fixed in the name of historical accuracy.
Because utilizing potential energy and technical specifications for the purpose of historical accuracy while disregarding functional ballistics and erratic wound patterning and response (exsanguination, shock, CNS damage) really razzes my y berries. Especially in the contrxt of a game. Either MilSim it or go for game logic, don't try to do both.
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Why Bungie Can't Get it Right (from a design standpoint)
by Kahzgul, Thursday, October 27, 2016, 16:30 (3041 days ago) @ Harmanimus
While I have a great many things I disagree with in your post (and some I agree with at least in part) before I dive into the rest of the bag of cats I have to respond to this:
First: Our pvp designer flatly refused to make the guns stronger or weaker than they really were. He actually had quantified the amount of damage each gun could do based on projectile penetrations into ballistics gel. Rate of fire, recoil, ammo capacity, all similarly fixed in the name of historical accuracy.
Because utilizing potential energy and technical specifications for the purpose of historical accuracy while disregarding functional ballistics and erratic wound patterning and response (exsanguination, shock, CNS damage) really razzes my y berries. Especially in the contrxt of a game. Either MilSim it or go for game logic, don't try to do both.
I don't quite understand what you're saying. The game should have had a level of realistic damage that no game has ever achieved?
This was a game logic situation where the constraint was to find a way to balance weapons without changing them from historically accurate technical specs. The priority was still game balance, and if we couldn't find a way to do it then I'm sure we would have changed the stats to make weapons more fair, but we did find a way and it was largely successful.
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Why Bungie Can't Get it Right (from a design standpoint)
by Harmanimus , Thursday, October 27, 2016, 16:42 (3041 days ago) @ Kahzgul
Potential energy != damage from a ballistic impact. Turning a bullet impact into a damage stat is inherently unrealistic. I just have beeves with that logic as a reason to maintain a damage stat. It's arbitrary, and fine to make that what you balance around, but I don't like realism used as the excuse.
Something something absolutes
by someotherguy, Hertfordshire, England, Thursday, October 27, 2016, 18:12 (3041 days ago) @ Harmanimus
Why does it have to be one or the other? Apparently this middleground worked out, thus proving that it can be done.
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Something something absolutes
by Harmanimus , Thursday, October 27, 2016, 18:19 (3041 days ago) @ someotherguy
The practical application did. I hold no beeves with that. The use of "realism" (see, historical accuracy) for use of arbitrary game logic doesn't hold up. I don't consider that a middle ground, that's reasoning that doesn't follow its own supposition. It's a semantic pet peeve that I have, that's all.
I personally like the way CoD games balance themselves while maintaining relatively flat TTK. So I'm rustled by the game design solutions. Just the reasoning.
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Something something absolutes
by Kahzgul, Thursday, October 27, 2016, 20:59 (3041 days ago) @ Harmanimus
The practical application did. I hold no beeves with that. The use of "realism" (see, historical accuracy) for use of arbitrary game logic doesn't hold up. I don't consider that a middle ground, that's reasoning that doesn't follow its own supposition. It's a semantic pet peeve that I have, that's all.
I personally like the way CoD games balance themselves while maintaining relatively flat TTK. So I'm rustled by the game design solutions. Just the reasoning.
This was a CoD game, and arguably the FPS game we have to thank for modern FPSes where different "classes" have different speeds of movement ADS times, and so forth (many credit team fortress 2, but that wasn't until 2007, whereas cod bro was 2005. TF1, which had classes, didn't change any of their speeds of movement, only their abilities). As far as I'm aware, this game was the first FPS ever to make those sorts of adjustments. Both Sony and Microsoft sent us concerns about how the game seemed to make their controllers behave oddly because their in-house people had never seen a game that messed with look speed before.
Anyway, I get that ballistic gel is not the same thing as actual "damage" to a target, but our guy chose to use penetration into gel as his model for per-round damage. That's just what he did. It wasn't a wholly arbitrary decision, but I imagine it was close enough for your purposes. That being said, the rates of fire and ammo capacities were wholly accurate. We could have made the BAR just do no damage (because of the high RoF and mag size) but that wouldn't have made sense. In the end, we got a gun whose use in-game closely resembled it's use in the real world. It was a squad support weapon that worked well as a street sweeper but not so well as a full-on assault rifle.
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Why Bungie Can't Get it Right (from a design standpoint)
by Cody Miller , Music of the Spheres - Never Forgot, Friday, October 28, 2016, 11:25 (3040 days ago) @ Kahzgul
This never happens in practice. I virtually never am in say, a pulse rifle engagement only to lose because the opponent rushes forward and shotguns me. I die to shotguns when they can close on me and not be shot. Around corners. Jumping from below obstacles. That kind of thing.
The game you describe is not the game I have been playing, at least in my experience. Plus fusions are the counter to shotguns. Still love them and always have.
Maybe not in the low SBMM bracket ;p
by someotherguy, Hertfordshire, England, Friday, October 28, 2016, 12:11 (3040 days ago) @ Cody Miller
I kid. I know nothing about your ELO, or mine. But I see talk of that behaviour (and see it in-game) often enough to know that either you're matching into vastly different lobbies to me or being a little liberal with the truth.
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Why Bungie Can't Get it Right (from a design standpoint)
by Ragashingo , Official DBO Cryptarch, Friday, October 28, 2016, 14:50 (3040 days ago) @ Cody Miller
This never happens in practice. I virtually never am in say, a pulse rifle engagement only to lose because the opponent rushes forward and shotguns me. I die to shotguns when they can close on me and not be shot. Around corners. Jumping from below obstacles. That kind of thing.
The game you describe is not the game I have been playing, at least in my experience. Plus fusions are the counter to shotguns. Still love them and always have.
Agreed.
The only way someone starting from Sniper range (which I'd count as from B on Shores of Time to the sniping point beside C or from one side of the waterfall sniper lane on Pantheon to the other) kills me with a shotgun in the open is if I was in the other room grabbing some more Dr. Pepper.
As long as I have a clear line of sight, I can kill them with my sidearm nearly every time even if they start pretty close (say... from C on Black Shield to that stack of pipes at the C door or even a little closer).
Where shotguns get me is when someone uses a 90 degree turn or a doorway to lure me in. Or when they use cover then pop over or around an obstruction. Basically, when the enemy plays to their advantage and I don't properly counter. (Sometimes properly countering means backing off and leaving them camping)
I still think Destiny's real weapon problem is we have three or so main engagement distances (Short, Medium, Long) but too many weapons vying for relevance within those zones. Like, what is a Hand Cannon but a short range Scout Rifle that feels more and more iffy as you move past its intended range? If my heavy Scout Rifle and Hand Cannon both kill in three shots... why ever use the Hand Cannon?
Maybe Hand Cannons should be merged into the Sidearm group, have their range pulled in a third and their power upped a third so they're two shot kill heavy Sidearms? Make them feel loud and powerful and distinctive (I always like the Bioshock Infinite Hand Cannon, for instance) but meant to be used in close instead of being in a primary slot where most other primaries just outrange them...
Its such a tricky problem though...
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Why Bungie Can't Get it Right (from a design standpoint)
by Kahzgul, Sunday, October 30, 2016, 03:41 (3038 days ago) @ Ragashingo
This never happens in practice. I virtually never am in say, a pulse rifle engagement only to lose because the opponent rushes forward and shotguns me. I die to shotguns when they can close on me and not be shot. Around corners. Jumping from below obstacles. That kind of thing.
The game you describe is not the game I have been playing, at least in my experience. Plus fusions are the counter to shotguns. Still love them and always have.
Agreed.The only way someone starting from Sniper range (which I'd count as from B on Shores of Time to the sniping point beside C or from one side of the waterfall sniper lane on Pantheon to the other) kills me with a shotgun in the open is if I was in the other room grabbing some more Dr. Pepper.
As long as I have a clear line of sight, I can kill them with my sidearm nearly every time even if they start pretty close (say... from C on Black Shield to that stack of pipes at the C door or even a little closer).
In my post you'll note that I call "shotgun range" 20 meters or closer. What you're describing is well outside of that and I would expect you to win against a shotgunner all day, every day in those situations.
Where shotguns get me is when someone uses a 90 degree turn or a doorway to lure me in. Or when they use cover then pop over or around an obstruction. Basically, when the enemy plays to their advantage and I don't properly counter. (Sometimes properly countering means backing off and leaving them camping)
Yes, agreed.
I still think Destiny's real weapon problem is we have three or so main engagement distances (Short, Medium, Long) but too many weapons vying for relevance within those zones. Like, what is a Hand Cannon but a short range Scout Rifle that feels more and more iffy as you move past its intended range? If my heavy Scout Rifle and Hand Cannon both kill in three shots... why ever use the Hand Cannon?
The whole thrust of my post is that short is the vast majority of encounters, and shotguns excel in those ranges. 0-20m is most people you see in this game. Medium is 21-25 m, and long is 26m+ So you have a distance that you can close in less than half a second that is your optimal hand cannon distance. The honest difference between scouts and HCs is that scouts tend to zoom in more than some people are comfortable with. That's about it. I agree, why ever use most of the primary weapons in this game? This is Bungie's failing here. There aren't enough ranges at which primaries are the correct choice, and the maps don't provide much opportunity to stretch the ranges with weapon changes. Rather, if weapon ranges were expanded across the board, long range weapons would become completely useless due to how tight the maps are.
Maybe Hand Cannons should be merged into the Sidearm group, have their range pulled in a third and their power upped a third so they're two shot kill heavy Sidearms? Make them feel loud and powerful and distinctive (I always like the Bioshock Infinite Hand Cannon, for instance) but meant to be used in close instead of being in a primary slot where most other primaries just outrange them...
This would be okay, but what it's really doing is eliminating a primary option rather than fixing the fatal flaw of the game - players can close distance too quickly and the maps don't generally force players to engage at long ranges.
Its such a tricky problem though...
Hence why I said Bungie can't get it right. They literally cannot. The movement is so good that it kind of screws the options when it comes to gunplay.
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Why Bungie Can't Get it Right (from a design standpoint)
by Kahzgul, Sunday, October 30, 2016, 03:34 (3038 days ago) @ Cody Miller
This never happens in practice. I virtually never am in say, a pulse rifle engagement only to lose because the opponent rushes forward and shotguns me. I die to shotguns when they can close on me and not be shot. Around corners. Jumping from below obstacles. That kind of thing.
The game you describe is not the game I have been playing, at least in my experience. Plus fusions are the counter to shotguns. Still love them and always have.
You may be the rare player who doesn't let himself get out of position. Though a shotgunner jumping up to meet you should not win that engagement. You can brain him with your shotty before he can hit your feet with his.
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Great points re: map design
by CruelLEGACEY , Toronto, Friday, October 28, 2016, 21:51 (3040 days ago) @ Kahzgul
I made a post a few weeks ago about how the size & spacing of the maps often clashes with the weapon archetypes and the ways they *feel* like they should be used:
http://destiny.bungie.org/forum/index.php?id=119746
I don't think the crucible can ever feel "balanced" without addressing these issues.
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Great points re: map design
by Kahzgul, Sunday, October 30, 2016, 03:47 (3038 days ago) @ CruelLEGACEY
Bummed I missed that; it's a great post with very keen observations. You're 100% right. The maps allow players to traverse them in such a way that they are never more than 20 m from their target, so there's no reason for them to ever not use a shotgun. Map design dictates what weapon you use. Large open spaces favor snipers and tight hallways favor shotties. But Destiny is all tight hallways. Even classic "sniper" maps like Pantheon actually have enough obstacles in the way that you can avoid every sniper lane and still cross the map with ease (and with a shotgun). Bannerfall is the closest map they have to actually allowing for all weapons to function well, but again - it's pretty easy for a shotgunner to just avoid the outdoors area and only allow brief flashes of vulnerability to enemy snipers. And that's just a single map out of the... 20 in rotation? More?
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Skyshock, First Light, Bastion...
by Durandal, Sunday, October 30, 2016, 12:06 (3038 days ago) @ Kahzgul
All the large, open maps were taken out of rotation, because vehicles or something.
Admittedly, these often turned into headglitching sniper campfests on clash.