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Super weapons break the game (Destiny)

by Korny @, Dalton, Ga. US. Earth, Sol System, Sunday, May 31, 2015, 22:19 (3466 days ago) @ yakaman

It's just really seemed like everyone we played against used one of the same 3 primaries which suggests there is a real advantage to using them.

This is true for a number of reasons, but not entirely. Certain weapons cater to certain playstyles and playlists better than others, which is why you'll see some used more than others. In ToO, there are essentially two ways encounters play out: the initial sniping, and the close-quarters skirmish. And you need to be close-quarters to ensure the enemy can't safely revive. Hand Cannons and shotguns tend to rule this region, so you see a lot of that. But it doesn't necessarily mean that you NEED those weapons.
Last night, the first time that a weapon gave me concern was when someone had a MIDA. That weapon serves a different role, and would dominate us at range. Then we ran into the new Fusion sniper, which we couldn't plan around.
Personally, I'd be very concerned about stuff like Bad Juju, Red Death, Suros, and Plan C, but absolutely nobody has used them because of the thought that Exotic Hand Cannons are the only way to go.
The big reason I've been using Thorn is the ability to track enemy movement when you tag them, but outside of ToO, I have never used it (except when playing on Sammy's account), I'm a Bad Juju/Monte Carlo kind of guy. So don't be afraid to mix it up in ToO. You'd be surprised at how quickly teams break when they can't account for how you will play. I am the only person that I've seen go into Trials with a Machine Gun, and it's actually worked out for me.

And in general almost every "we killed the big baddie so fast" video includes the use of one or two usual suspects.

This is true because certain weapons have advantages when it comes to raw DPS, and that's why Bungie seems to have two options for approaching boss battles: Extremely high HP, like the Strike bosses have been, and using mechanics designed to negate the raw DPS, such as the Templar's shield/Relic/teleporting mechanism, Atheon's banishing and Oracles, and Skolas' Servitor/Infection/Mine disarmings. Those are things that take the focus off of the "superweapons" and more focus on coordination. Personally, I prefer the latter. That we were able to override the mechanics was a simple matter of circumstance (burns) and luck, which won't always be in our favor, rendering the power of these weapons irrelevant (What good is a Gjallarhorn if the mines wipe your team?).


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