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Destiny

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Edited by Cozmo Yawn: 3/7/2016 6:36:47 PM
11

My proposed special weapon changes on PvP (read the whole thing) (Long)

I first want to say this is from my friend Antorico2, but he can't at the moment acces Bungie.Net Below, is Antorico2's proposed special weapon changes (Keep it civil) Sorry if there is spelling errors. Not native english person TL;DR: Shotguns back to 1.11 with shotpackage/rangefinder nerfed, less ammo pickup for shotguns. Fusion riifle buffs with differences on archetypes. Snipers may de-scope after damage (depending on the weapon stats), more precise when crouching. sidearm buffs Script for Special Weapon Balance Now, the reason I decided to make this video is mainly because I was some-what sick of Bungie not being able to balance special weapons. Now, just to get this out of the way, my favorite weapon in Destiny is shotguns, I love using a shotgun, is fun for me, especially shotgun blinking, even thought is not effective as before during Vanilla until HoW. Now, let’s start with a quick little rundown of Special weapon balance history on PvP. At first, during Vanilla until December 2014, fusion rifles were OP because they had ridiculous range, you could some-what snipe with them. So, the first nerf them along with shotguns some cough cough felwinters lie with rangefinder, shotpackage and hammer forged all in one cough cough. However, they could still work well, so in 1.11 they nerfed fusion rifles hard on their cone, stability and range. Shotguns were hit with range only; however, they were buffed by 100% on PvE. By this point, most people were shotgun-blinking at this point and fusion rifles especially Pocket Infinity and Vex Mythoclast weren’t used so much as before. Then. During HoW, the thorn, last word and pulse rifles with shotguns were ruling the crucible, and barely any fusion rifles users. Sniping had gotten more popular with Trial of Osiris, and final round on Pre HoW snipers. Then 2.0 came, that left snipers untouched with the exception of no final round and more damage drop-off. Shotguns were hit with damage drop-off and a nerf to shot-package and rangefinder, especially no more shotgun blink, at least effectively. Fusion rifles still weren’t seen anywhere, with more nerfs, because they were obviously too strong (obvious sarcasm is obvious). However, people still used shotguns as their primaries, so on October they removed shot-package from shotguns with another non-range perk. Then 2.1 came, alongside with a few nerfs and buffs to fusion rifles, which made them even worse with a nerf to luck in the chamber for snipers (honestly, who thought that was a good idea?) and another range nerf with more ADS time, and agility to shotguns. A few buffs were added to sidearm, and that is how currently, as of this video was made things stand presently. Let’s start with sidearms. They were introduced on House of Wolves with the Vestian Dynasty as a replacement for the 347 Vestian Dynasty scout rifle, that was later made into the Boolean Gemini. And the exotic sidearm, Dreg’s Promise. Now, to be clear, they weren’t good at all, at best average. This was also an effect from shotguns ruling during this time. Maybe you used them for shit and giggles during PoE or when HoW story launched and the hype for a completely new weapon class was through the roof, after that it died out. Sidearms were at the end of the joke, just like dragon’s breath and super good advice. On The Taken King however, they were buffed on their draw speed, and the new sidearms are hell of a decent, looking at you Havoc Pigeon and the Iron Banner sidearm with zen moment. But, they are still underwhelming, especially with the top weapons being doctrine of passing or is Hakke counterpart, alongside with last word and mida multitool. Here are some changes that I think would made them a better option to use, and to push is role as a weapon to support your primary weapon, unlike a shotgun, sniper or a fusion rifle. Sidearms - All sidearms are ADS and are drawn instantly - Increased base magazine size by 3 – 5 rounds - Increased reserve ammo on PvE to its original size. On PvP, an extra magazine to reserve ammo - Increased hip-fire accuracy - Slight boost to agility when used - You can shoot while sprinting with them, a slight decrease on accuracy when used while sprinting - Cocoon effect added on all sidearms Perks: - Zen Moment can now be rolled for on all sidearms - Hip Fire, Replenish, Icarus, Unflinching, Eye of the storm, Full Auto, Performance bonus, grenadier and Hidden Hand can now roll for sidearms - A new perk, burst fire, which allows the sidearm to be shot in 2, 3 or 4 bursts Shotguns - Weapon values back to 1.11, which for me were fine. - Shot-package added as a roll option, but the values, like range finder, of 2.0 so they aren’t too powerful - Increased hip-fire accuracy, decreased accuracy (not range) when ADS - High impact shotguns get 4 rounds from ammo boxes, low-mid impact shotguns get more - Decrease Rate of fire by 4 on high impact shotguns Perks: - Added hip-fire as an option on the slot where range-finder and shot-package are so you can’t roll both at the same time - Close and Personal gives a 50% melee damage bonus and has a chance to return ammo to the magazine - Rescue Mag and life support triggers more often - Battle runner duration extended to 10 seconds Fusion rifles - Increased range and stability on ALL fusion rifles except exotics by 30 - The higher charge time a fusion rifle has, the better the handling, hip-fire accuracy and agility movement it has, however, is not effective on medium-long range and the stability is lower - However, slow rate of fire fusion rifles have no unflinching and have high stability and range for long to medium range battles, less hip-fire accuracy and handling. Increased stability when crouching - Increased all fusion rifles charge time by 7 - Increased ammo reserves by 5 rounds, and increased base magazine size by 2 (exotics do not apply) - Fixed a bug that fusion rifles projectiles disappear if the user dies while shooting the weapon Perks: - Counterbalance is now an option for fusion rifles - Glass Half full and reactive reload can now roll on fusion rifles - New perk, stagger, slows down enemies for a 3 seconds after being hit by a fusion rifle - New perk, back-up, allows the fusion rifle shot to be instantly return to the magazine and to be shot with no charge time if the user misses is target. Triggers 40% of the time Snipers - Decreased hip-fire accuracy - Player de-scopes after taking damage (this depends on the weapon, for example, a sniper body shot de-scopes the user. 2 high impact shots from a scout rifles de-scopes the sniper. 14 bullets from high rof auto rife de-scopes the user, and so on) - Decreased high impact body shot damage by 70 - Slightly decreased weapon switch time by 0.50 seconds to slow the effectiveness of the sniper body-shot then primary tap setup - Moving when ADS has a slight accuracy decrease - Snipers flinch less and have higher accuracy when crouching - (This changes do not affect No Land Beyond) Perks: waiting changes…. (later will be edited)

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