Well just think about snipers. They cause more damage than any other secondary or even heavies. I wanted them to require skill so lowering the damage will encourage you to hit those head shots. And the aim assist idea is actually good.
[spoiler]Btw how'd you dig this up?[/spoiler]
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Edited by Kazz0ng: 3/17/2016 8:05:31 PMwell, I got this info from old patch notes. or rather the "newest" old patch notes, and piecing things together on what has been changed and what hasn't by comparison. as for sniper rifles, I think that adding significantly more flinch and significantly lowering handling while ADS would be a fine fix. I argue this because I don't know of ANY fps game that needs more than 2 shots from a sniper rifle to kill your target in pvp. other than the crappy low impact (10-13) sniper rifles in Destiny, which the lowest (10) impact guns take 2 head shots to kill. you don't want to have sniper rifles become OP scout rifles, which might be even worse than the current usage. you also have to take into account the high level of mobility that Destiny has compared to many other fps games. If you make it too hard to snipe because of this very high mobility, then you get the same thing that happened to fusion rifles: you make them worthless. other than Titanfall (which surpasses it), I don't know any modern shooters that come even close and MOBA style games like overwatch don't count because they are drastically different. also, as a universal change I think that stats and stat bars should represent stats on all guns the same, instead of having each category of weapon measured differently like it is now. my scout rifle says it has an impact of 48, and my sniper rifle has an impact of 31, yet I can clearly tell that my sniper is doing significantly more damage per shot. if that isn't an accurate way to measure damage, then what about the other stats? my sidearm has almost maxed out reload speed, and yet reloads slower than my sniper rifle (via reload cancel). why? it shouldn't be this way. I also think that stability is a completely worthless stat on shotguns. unless you have a shotgun that is essentially an AA12. crazy high rate of fire, crazy low impact and insane range. (like... auto rifle range). that is really the only kind of shotgun that would benefit from stability at all. so increased reload is good, but perhaps instead of increased stability Bungie should remove some of the minor nerfs they put into place when they nerfed shotguns. ADS speed, movement speed, swap speed, and at least 2 more handling nerfs. these are what really hurt shotguns in the first place.