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Edited by Kone19ps: 7/1/2016 3:17:36 PM
1
Why does everyone use the argument they haven't been changed much? It doesn't mean anything. Who cares what they were like then what matters is how are they balanced now. Year one didn't have damage fall off, year one had two burst pulse rifles which I don't want to return, year one had two shot primaries with thorn and hawkmoon. All these things kept snipers in check but they were broken. Primaries actually function correctly now. Also snipers have changed. In year one vanilla they had much lower aim assist and there was a sharp distinction with low impact having higher aim assist. This changed with HOW when longbow and shadow of aim assist appeared and bungie compressed the archetypes. In year 2 they have been compressed even more to res snipe making sniper diversity almost nonexistent. Fusions, shotguns, and side arms. These are not the counters. They rely on movement speed which by map design is easily countered with sniping lanes and ease of mechanics to quick scope of body shot with one primary tap. Especially while under fire. The single most important thing to balance snipers is reducing their effectivness while under fire. I'm sick of snipers staying in the open because they know they can tank headshots no problem to drag off flinch and auto recenter. A massive flinch increase or descope would hurt pve so I'm personally for massively reduced aim assist and reseparation of the archetypes. High impact snipers should be lucky to see over 30 aim assist not regularly having 60-90. Hidden hand should be removed like shot package for snipers and on precision hits the sniper should descope or have massive flinch and reddening of the screen/reticle cracking distorting vision. This affect would be reduced as you go down in impact. Making high impact high skill and low impact more user friendly. This would finally restrict snipers to longer ranges without being able to snipe through machine gun headshots.
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