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PvP "feel" changes in 2.0 (Destiny)
So PvP last night was much smoother with no noticeable lag for me. This is a vast improvement. Thank you, Bungie. I hope this is consistent and not a one-off lucky night.
There were, however, a few oddities that i noticed:
- My crosshairs appear to have little to no aim assist any more. Was this fully removed? Turned off by default? I was constantly swinging wide of people without meaning to.
- The level of zoom on the Ambush 25 sniper scope appears to have been increased. Completely disorienting, but I'm sure I'll get used to it.
- ARs are not effective in the ranges that I want to use them in. /Sadface. My god-roll Shadow Price is now middling at best.
- Some guy was wasting my face with the Eidolon Ally. It's shocking how quickly I was dying to him.
- The hand cannon nerf is real, and I welcome it. Thorn's DoT doesn't last for nearly as long, I never got counter-sniped by a hand cannon, I could still kill people with my hand cannons, but not with the impunity I used to have.
- The change to regen speed across classes is a pretty big buff to those of us who favor low regen specs.
- Something about special ammo availability (starting ammo? Ammo on pickup? Something with my particular perks?) changed - not once did I need to seek out special ammo, whereas previous to the patch if I wanted to snipe I also had to periodically play "special ammo seeker" every couple of lives.
- It disappoints me when Shaxx yells out "double down" "triple down!" and then doesn't say anything for merciless or machine lord.
- Golden Gun still doesn't count as a primary weapon for the purposes of Knucklehead Radar. This is certainly by design, but it makes me sad.
- Pulse Rifles are really, really good in PvP now. I expect Red Death to be the go-to weapon for pretty much everyone. Though, to be fair, Monte Carlo is also pretty good now.
- The one new map I played on (at a train yard?) was great. Really interesting paths through the level, some open areas to fight without a single door to just sit and watch, interesting control point locations. That being said, the heavy ammo spawns were... weird. One near B, but closer to point A, and one on the opposite side of the map from B, but still closer to A. That being said, C's spawns felt better than A's.