on weapon performance.
Appreciate you showing the weapon data.
I understand the game is made with many play styles in mind. Aside from Khvostov and Elsie's, which I may personally find [i]egregious,[/i] I quite like the weapon balance.
I have the utmost respect for Chris Proctor and other members of the team. All the PvP Strike Team sandbox creators, weapon creators, and all other contributors under different titles.
The talented parties that continue to communicate with those of us that offer feedback.
[spoiler]I personally prefer the game when mid-range, short range is the focus. [b]Complemented[/b] by people laning or holding areas strategically at range, supplementing the skirmishes or getting the initial pick to start the momentum.
Emphasizing a focus on movement, precision, territory acquisition and control. Not always just sitting behind a wall, in a rift, or at a distance with knucklehead/wormhusk.
[u]Generating momentum to secure calculated points at relevant times[/u].
For the sake of more casual players to enjoy success, I understand pulses/autos should be strong, but not as the primary way.
Not with everyone playing with rolls that make up for lack of precision against those unfortunate enough to not have high resil.
I know peek shooting on precision weaponry is strong. But also easy to punish.
Time in danger can be mitigated, sure. Changes in verticality or breaking line of sight is exceptionally strong. But setting up to give yourself an advantage by peeking or remaining accurate as you slide and get shot demands game sense and skills accumulated through experience.
It will often take longer to do this effectively when the environment becomes saturated with the weapons with shorter ttks that don't necessarily need to land all their shots. Weapons/builds where people are less hampered and restricted or don't have to expose themselves in the same way.
Weapons not limited to casual players but used by the ardent and competitive that will exploit their strengths with builds and rolls that eliminate their weaknesses.
The increase in time can be used to great advantage by people that understand they are not restrained by such a play style.
So I will always advocate for striking the balance where things continue to move, highlighting some of the best aspects of Destiny. Rewarding the ones that learn to use a thing properly, not just ones that grinded out the current cheese and got lucky. Or crouch spam with near recoilless weapons that shoot continuously.
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what do you think about role queue labs? UNLIKE overwatch, all classes are rewarding to play so d2 beats that but i like how a match could bring less of the same ability in a game and then makes each class specific ability worth more in a fight its not new but it has potential to emphasize team builds, exotic synergies and so on new trio meta is radiant dodge, OS from barricade and an arc soul from rift 💀💀 nvm idk how i feel about this teased into comp or trials