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    Thursday, July 2, 2020

    Destiny Daily Questions [2020-07-02]

    Destiny Daily Questions [2020-07-02]


    Daily Questions [2020-07-02]

    Posted: 01 Jul 2020 06:01 PM PDT

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!

    Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!

    Be sure to sort by new to see the latest questions!


    Rules


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Shouldn’t screebs be called popscorn?

    Posted: 01 Jul 2020 09:04 AM PDT

    A google search turned up nothing.

    submitted by /u/chattymcgee
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    Should we remove SBMM outside of Destiny as well?

    Posted: 01 Jul 2020 02:57 PM PDT

    I think we can all agree CBMM is a big improvement to the crucible experience for literally every player compared to SBMM....

    With that in mind, as both an avid Destiny player and NBA fan, I can't help but think the basketball community could from benefit from removal of SBMM as well.

    Instead of teams playing against other teams of similar skill, they should instead be matched up based on geographical location. This change would enable basketball players of all skill levels to enhance their experience just like in Destiny!

    Let's use the L.A. Lakers as an example to really showcase the potential benefits:

    1) Less travel time/expenses:

    -In the current SBMM system, the team needs to travel thousands of miles and even leave the country occasionally to find similar skilled teams.

    -In my proposed system the Lakers would only need to travel 1.3 miles from Staples center to play against another basketball team: John Liechty middle school's senior girls team.

    -No expensive flights/buses/hotels means saving money and the environment.

    2) Possible to play outside the meta:

    -Let's be honest, the NBA game has grown stale. Every team plays using the same meta of offensive efficiency paired with defensive fundamentals. Players playing the same position game in and game out. Sweating, literally, all game against opponents of equal skill and athletic ability.

    -Think of how fun it would be for the Laker's players to be able to relax and try out some new things. Playing against a group of 13 year old girls, Anthony Davis could finally try playing a game entirely left handed. There's no reason Dwight Howard, a life-long center, couldn't be the starting point guard. Shots from behind half-court would no longer be reserved for just the last few seconds of a quarter.

    3) Lower skill players are able to learn and improve

    -The John Liechty girl's team has reached their skill ceiling playing against other teenage girls. They are stuck in their comfort zone and therefore unable to achieve their maximum potential.

    -Think of all the new moves and strategies the girls could learn from playing against literally the best players in the world. Sure there might be some blow-outs in the beginning, but over time the skill gap will close and we will be able to enjoy some truly great basketball.

    Thanks for reading.

    Yours truly,

    LeBron James

    submitted by /u/damancody
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    What was the thought process when making the Dungeon and going "You know what, I think they'll really love it if we added Hoosegow, Widow's Bite and the Ikelos weapons" over the Trials of the Nine weapons

    Posted: 01 Jul 2020 07:12 AM PDT

    It honestly baffles me. Like, who was sat there at the desk that day and thought "I think everyone will jump for joy when they see Hoosegow is back"

    The Ikelos weapons baffle me too. We've just finished an entire Season dedicated to Rasputin, the Warmind weapons, Seraph lore etc, but somehow the Ikelos gear ended up in the Dungeon in this Season??

    Edit : A few people have mentioned they're there because of the Wastelands area, and they're all original vendor weapons from there. That definitely makes sense, but ask yourself this; were you excited when you dropped those vanilla items, or would you have been excited if you dropped the Trials of the Nine weapons?

    submitted by /u/Dewgel
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    Almost 1600 IB tokens to get ONE helmet... Can we please get a choice to choose between weapons and armor for vendor rank up packages when Beyond Light launches....

    Posted: 01 Jul 2020 05:14 PM PDT

    Its seriously is discouraging to slowly dwindle down tokens to not get one item you need. It would be nice to have some way to filter out what we could get.

    submitted by /u/InvadingBacon
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    The icon in the top-left corner of an armor piece's thumbnail should aways reflect its seasonal mod slot

    Posted: 01 Jul 2020 05:46 AM PDT

    Right now, the icon changes based on the ornament that's applied. That makes tracking down armor that can take specific seasonal mods a lot more frustrating and time consuming than it should be.

    This change would also help us see which world drops can take which seasonal mods since most, if not all, currently don't have an icon.

    submitted by /u/DaHlyHndGrnade
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    Everyone complaining about six-stacks in Iron Banner must be pleasantly surprised when they face off against my full squad of absolute potatoes!

    Posted: 01 Jul 2020 09:54 AM PDT

    It must be refreshing for you to face a six stack where only 1-2 people manage to have a positive K/D.

    You're welcome!

    submitted by /u/Voelker58
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    Deepest lore 2 electric boogaloo (how much dust has the sweeper bot swept?)

    Posted: 01 Jul 2020 09:31 PM PDT

    Ever since september 9, 2014 the sweeper bot has swept at a constant rate of 30 sweeps per minute. This means he sweeps 43,200 times per day. As of right now it has been 2,122 days since we first saw him sweep. This means he has swept the ground 91,670,400 times. So how weathered should the ground be? Well this broom is clearly of a hard straw variety, which " may scratch the surface of your floor" according to Jamie Price from hardwoodvacuum.net. So how deep is a scratch? Well spray paint is something often scratched, so we will use the average thickness of a layer of spray paint to determine the thickness of a scratch. It is generally accepted that an ideal layer of spray paint is 1 mil (0.001 inch). So every sweep will produce one of these scratches. If this is true, the sweeping bot has eroded 91,670 inches of ground. That is equivalent to 7,639 feet deep or 1.447 miles.

    BUT THIS IS JUST THE TIP OF THE ICEBERG. His sweeps are roughly 1 feet long and the broom is roughly 1 foot in width. This means that this erosion has occurred in a 1 square foot region. This means he has eroded 7639 cubic feet of material. so how much has this costed? Well it depends. In destiny 1 he sweeps a marble like floor, but in d2 he sweeps a material more akin to brick. Brick costs roughly 8 dollars per square foot according to remodelingcalculator.org. But marble costs 60 dollars per square foot. Assuming the release of Destiny 2 marks the moment he moved to the new tower, that would mean he swept marble for 1,093 days, but swept brick for 1,029 days. This equates to 236,088 dollars worth of material eroded in d1, and 29,635 in d2 for a grand total of 265,723 dollars of eroded material.

    This explains why the vanguard put him over brick surface so they would stop needing to spend the entire city's gdp on floor replacement.

    BUT WE CAN GO DEEPER! So 6 years was a long time to do all this, what if it happened all at once? Well lets calculate how much kinetic energy something like this would take. So hes moving a roughly 3 pound (1.36kg) broom 91,670,400 feet, and we want to know if he does it at once, lets say in 1 second. That gives us a velocity of 27,941,138 meters per second (nearly a tenth of the speed of light). If we plug all this into the kinetic energy formula we get 530,880,891,059,830 joules, or 530,880,891 megajoules. Now these numbers are pretty hard to grasp, so lets put this energy towards an explosion. For reference, the fat man nuke had an output of 96,000,000 megajoules. This means that the sweeper bot would create an explosion 5.53 times greater than the fat man. Using this we can determine (using nukemap by alex wellerstein) we can determine the blast would expand out 4.7km (radius). Everything within .52km would be instantly vaporized.

    The only question now is: who does this threat serve? the darkness? calus? only time and bounty grind will tell....

    submitted by /u/GamblerKingOfMercs
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    Bungie: Can you let us get Swashbuckler charges from finishers?

    Posted: 01 Jul 2020 01:20 PM PDT

    For most intents and purposes, finishers ARE melee. I dont want to have to decide to not use a finisher and melee enemies to get my swashbuckler stacks.

    Seems like a straightforward and easy Quality of Life adjustment for the game as we go forwards.

    submitted by /u/ShadowPyronic
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    After 17 attempts I finally did it...

    Posted: 01 Jul 2020 02:13 PM PDT

    I MADE IT INTO THE TOWER!

    Idk why the darkness thinks it stands a chance when the last city has a literal army of fucking beavers defending it

    submitted by /u/bowman007
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    Power Levels, Subclasses, Random rolls, Masterworking, My Wife's Boyfriend, Bounties, XP, The Battle Pass, Good Players, The Season Model and Armor Stats need to be removed. And other suggestions.

    Posted: 01 Jul 2020 05:21 AM PDT

    With Sunsetting on the horizon, our precious weapons and armor we grinded so hard for will be almost removed. These systems are far too difficult and time consuming to regain gear through. So here's my suggestion.

    Remove Random Rolls, Bounties, The Season Pass, XP, Masterworking and Armor Stats. I also highly recommend removing the Power Level aswell. And re-add AFK farming. The game has become far too difficult for the average player, and lets be real, most people only play for fashion anyways.

    Whats the point in going through all these hurdles when we just want to play the game? Most Players should be completing Endgame activities on Day 1 if they wish to do so. And this leads into my next point.

    Why arent we getting more Raids/Dungeons? Ive never actually completed one, but we should atleast be getting 3 of each a Year. Here's my suggestion. Bungie releases 3 Forsaken/Shadowkeep size expansions a Year, like, why hasn't bungie been doing this already? Bungie should cancel the 2020/2021 season pass, and move The Witch Queen and Lightfall into 2020/2021 and make them 50% cheaper.

    Good players need to be removed from the game, and bad PVP players should be receiving the same rewards as good PVP players. Thats how the real world works, should work the same in Destiny aswell.

    Subclasses are too complicated, they need to go aswell.

    Anyways, my WIFI is going to be cut out soon (Bedtime), so Im going to have to end it off here. I hope Bungie will consider my suggestions. Also, can someone tell me what/Who a FOMO is?

    submitted by /u/AmazingMrTrash
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    In these trying Iron Times, here's a bunny I found in one of the maps.

    Posted: 01 Jul 2020 01:40 PM PDT

    We need a better HUD display of all the buffs (and debuffs) we're under. The 5 lines of text just isn't enough anymore

    Posted: 01 Jul 2020 03:24 PM PDT

    A lot of times we're under more than 5 buffs and debuffs at a time. Sure, back in y1, five lines of text was enough, but now for example: Empowered, Charged with light, Well of radiance, Chains of woe, Keened, and god forbid you're standing on a Taken blight or being Poisoned, and armor sundered, while shooting a weapon with feeding frenzy and kill clip... they're all fighting for that 5 slot, you get my point.

    Would love to have an actual, RPG-like HUD to display the buffs/debuffs.

    edit: an idea, how about we have this button that shows all the buffs we have and it goes away when the button released

    submitted by /u/GeneticFreak81
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    It's about time we had freelance Iron Banner

    Posted: 01 Jul 2020 06:42 PM PDT

    Too many times I've joined a game of Iron Banner and been absolutely trampled on and almost unable to even fire off a shot because I'm in a team of 6 randoms vs a stack of 4 or more in a team together

    It's just not fun. AT ALL.

    We have freelance competitive already and that has been an absolute godsend for those nights where I've no clan-mates online and I want to get a few games of comp in without getting put up against full teams practicing their sweats for trials

    So I think we should have the option for freelance IB for that exact same reason because constantly shit on by full teams and losing by mercy almost every game is enough to put me off IB all together

    submitted by /u/KiplingSenpai
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    I have absolutely no ambition to go grind for a god roll anymore

    Posted: 01 Jul 2020 09:03 AM PDT

    Edit 2: I understand loot is pretty easy to get right now. I am not trying to complain about how hard god rolls are to get. I actually wish they were harder to get. This is just one of the reasons why I do not think sunsetting is not the answer. Sunsetting causes us to be showered in loot and personally I absolutely hate it but that is a different issue.

    I don't enjoy complaining on DTG but this is something I feel is important to get out there. I was 100% for sunsetting until this season started and I realized that I have no ambition to grind for the "god roll" anymore because I know that eventually I won't be able to use it in the content I want to. Sunsetting does not respect players time incentive at all and I have realized that now. So if sunsetting does roll out into the live game I will simply just get an "okay roll" and not really grind at all. You never needed insane rolls on your gear to do even the highest level content in Destiny and I am guessing that will never change at this point. Even GM nightfalls can be done with average gear as long as you play smart and take the time to learn the strike properly. People went for that gear because they were willing to put the time in for increased efficiency. The time to get a good roll for a high end activity will result in you actually being more efficient just going in with average gear anyway because by the time you get that good roll it will probably be sunsetting time again for that weapon unless you get lucky. Grinding for good gear in Destiny will literally just be a waste of time. My favorite season in all of Destiny was Dawn primarily because of the dope new perks that came with it. They were not crazy good but they were interesting enough to warrant grinding for them on the new weapons.

    I would rather have one of two new perks every season then have sunsetting go through to the live game because at least the core Destiny grind wouldn't be pointless. This would have been the case this season with the new Iron Banner perks but again its just not worth grinding when I could just go into endgame content with an okay roll and get basically the same result.

    Edit: I am going to explain what I am talking about a little more detailed with an example because I think some people are not completely understanding what I mean by god roll and that's fine it took me a while to understand this as well. :)

    Here is an okay rolled Waking Vigil:

    • Fastdraw,
    • Light Mag,
    • Opening Shot,
    • Slideshot,
    • and a Range Masterwork

    Now these are my options with how to deal with this roll. I could either:

    A.) grind for the god roll > then go into an endgame activity

    B.) use this okay roll > then go into an endgame activity

    Option A takes longer to get into the endgame activity and because your gain in grinding for said god roll will not be forever option A is simply not worth the time at all. Doesn't matter that I will have this roll for a year because you can still get by with this okay roll just fine.

    Option b will get you the same rewards probably even more to be honest because you will be in the endgame activity longer.

    And again this is all because endgame content in Destiny does not require good loot at all.

    Hope this helps get my point across more clearly. :)

    Also I know not sunsetting gear doesn't really fix the loot problems in the endgame as well. The way I would fix that is just make pinnacles exotics. This just seems like a better solution then sunsetting to me personally.

    submitted by /u/-Daveeeee-
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    Iron Banner matches should drop Iron Banner gear...only.........................also, being pinnacle gear, they should have 2 perks in the 4th column.

    Posted: 01 Jul 2020 12:02 PM PDT

    Iron Banner matches dropping world loot is not understandable.

    submitted by /u/OmNomShivan
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    Players who don't, can't, or won't LFG, this week's ordeal at 1020 matchmade is easy to make 100k score for pinnacle drops.

    Posted: 01 Jul 2020 07:32 PM PDT

    Don't be a db and equip mods. At least 1 f.f.s.

    Also. Kill all 🏆.

    submitted by /u/OmNomShivan
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    Massive Breakdown of the Iron Banner Auto Rifle and Sidearm (Including Stats, Times-to-Kill, and Recommended Perks)

    Posted: 01 Jul 2020 08:28 AM PDT

    If you'd like to hear more in-depth weapon, stat, and perk discussion on these weapons, check out the Massive Breakdown Podcast Episode 168!

    Several Things to Note:

    • This is not a comprehensive list of every perk available in the pools, just the ones I recommend.

    • Classes are broken down into Impact Archetypes.

    • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

    • The Bolded Perk/Perks in each slot mean that I recommend using them the most. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

    • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.


    If you're wondering where the numbers and full list of guns are, the Weapon Stats Spreadsheet has you covered.

    Several things to note:

    • This breakdown is for Iron Banner weapons only.

    • Classes are broken down into Impact sub-classes.

    • These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them.

    • The Bolded Perk/Perks in each slot mean that I recommend using them. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot.

    • All Times-to-Kill are assuming Guardian has 200hp (9 Resiliency).

    • Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments.

    Auto Rifles

    Adaptive

    The Forward Path - Kinetic

    Pros - Very high handling. Above average stability, mag size, and aim assist. High reload speed.

    Neutral - None.

    Cons - Below average range and recoil direction.

    • Time-to-Kill: 0.70s (7 crit 1 body ), 1.20s (13 body)
    • Rate of Fire: 600
    • Impact: 21 (25 crit, 16 body)
    • Range: 50
    • Stability: 48
    • Reload Speed: 64
    • Handling: 72
    • Mag Size: 43
    • Recoil Direction: 60
    • Aim Assist: 71

    Perks:

    • Barrels - Rifle Scope SSF/Rifle Scope ST/Red Dot Micro/Red Dot 2 MOA, Cleanshot IS
    • Magazine - Tactical Mag, Flared Magwell, Accurized Rounds, Steady Rounds, Appended Mag
    • Trait 1 - Dynamic Sway Reduction, Pulse Monitor, Feeding Frenzy, Hip Fire Grip, Fourth Times the Charm
    • Trait 2 - Multikill Clip/Tap the Trigger, Swashbuckler, Eye of the Storm, Iron Gaze, Iron Grip

    This is the gun I've been waiting for! Finally a kinetic 600 RPM AR that isn't Ether Doctor. Stat-wise a very impressive weapon. High aim assist, and good range and stability for the archetype are the main calling cards here, while range and recoil direction are the main drawbacks, but if you throw on a long zoom scope and a Counterbalance mod and give this weapon a shot I think you'll find it to be very strong. Perk-wise, I like to try to take as much zoom in my sights as I can, as zoom has a multiplicative effect on range and aim assist fall off, as well as a diminishing effect on recoil which helps to make the gun more easily controlled for non-MnK users. The two Rifle Scopes will be your best bet there, with SSF offering +.5 to zoom and ST offering +.6. With a base zoom of 1.6x you'll end up at 2.1x or 2.2x, which I admit can be on the high end for a primary weapon an the narrow FoV can make some people uncomfortable. If that is the case, your next best bet will be the Red Dots, Micro and 2 MOA which give +.2 and bring you up to 1.8x, the same as the False Promises.

    For magazine perks I don't have a strong preference because there is no Ricochet Rounds, so anything that boosts stability, range, reload speed, or mag size will be fine, mostly depending on what MW you get. I personally think, with a longer zoom scope, that you don't need more than 5 additional stability for controller, especially if you get Dynamic Sway or Tap the Trigger as the traits, which means Tac Mag and Flared Magwell are both great options, considering the come with additional stat bonuses to reload speed. For MnK players, Accurized Rounds may be the prime choice, for the extra meter or so of damage fall off.

    For the traits, I think the choice in slot 1 is easy, with Dynamic Sway Reduction being the only tier 1 perk. Pulse Monitor since the buff is definitely usable, but it terms of perks that help you win your 1s, DSR is it. In trait slot 2 we have several great options, but I think Tap the Trigger and Multikill Clip are heads and shoulders above the rest. MKC can bring your TtK down from 0.70s to 0.60s with only a single stack (while Swashbuckler takes 2 stacks or a melee kill to decrease the TtK). Tap the Trigger is fantastic on ARs, and pairs especially well with DSR since it activates on the first 2-3 shots, while DSR really starts to kick in after that, so you end up with high accuracy and stability during the entire engagement. You can also use Eye of the Storm, which generally procs at the same time in an engagement as DSR, and makes the gun feel super accurate when it's stacked, but the lack of help is noticeable over the first few shots.

    I'd be remiss if I didn't mention the two new IB perks, Iron Grip and Iron Gaze, even though I don't think either of them will be tremendous for this gun. The problem is I don't think +20 stability is worth killing the reload speed for Iron Grip, simply due to the fact that with the perk set this gun has stability isn't an issue. Similarly, if you turn to Iron Gaze you basically cut your effective range by as much as 25% in order to get more aim assist (on a gun that is already high in AA), and aim assist is also affected by the lack of range, so it drops off sooner. Not to mention you can just stack Scatter Targeting mods to get a similar effect with no downside.

    All in all, this is a fantastic gun, a great kinetic companion to Summoner and Gnawing Hunger, and I expect it to be meta for as long as 600 RPM ARs reign supreme.


    Sidearms

    SUROS Rapid-Fire

    The Fool's Remedy - Energy (Solar)

    Pros - Above average reload speed, handling, and recoil direction.

    Neutral - Average stability.

    Cons - Low aim assist. Below average range.

    • Time-to-Kill: .67s (5 crit 1 body ), 0.93s (8 body)
    • Rate of Fire: 450
    • Impact: 35 (34 crit, 24 body)
    • Range: 34
    • Stability: 64
    • Reload Speed: 44
    • Handling: 63
    • Mag Size: 15
    • Recoil Direction: 94
    • Aim Assist: 58

    Perks:

    • Sights - Control SAS/Quickdot SAS, FarPoint SAS/Target SAS (MnK), ShortSpec SAS, Tactic SAS
    • Magazine - Ricochet Rounds, Flared Magwell, Light Mag, Alloy Mag, Appended Mag, High-Caliber Rounds, Armor Piercing Rounds
    • Trait 1 - Moving Target/Hip Fire Grip, Pulse Monitor, Subsistence, Feeding Frenzy
    • Trait 2 - Kill Clip/Iron Grip/Iron Gaze, Quickdraw, Eye of the Storm, Rangefinder

    An archetype that, I'll be honest, I never gave much thought to due to the lack of available randomly rolled models, I'm coming around to seeing their benefits. A fast optimal TtK, and blazingly fast body shot TtK, lead this weapon to be very easy to use within the optimal, albeit short, engagement range. Stat-wise, the lack of aim assist is a little disturbing, but the stability and recoil direction are both solid enough on there own, and the lowish range doesn't actually hurt it a ton, as long as you understand you'll basically be operating inside shotgun range. Normally that would turn me off of a weapon, but the Fool's Remedy has great hip fire and in air accuracy by default, and the lack of reliance on crits to land a fast TtK has really given me a new strategy for dealing with apes, of basically jumping and/or hip firing and spamming shots into targets as they close, and it's proving to be surprisingly effective.

    For sights on sidearms, I like to prioritize stability and handling as a controller player, so I focus on Control and Quickdot, while the MnK users who prefer range could go with FarPoint or Target, but keep in mind those both have handling penalties associated with them so if you're wanting to max out handling it may not be beneficial for the fraction of a meter of additional range you get (the range stat on sidearms only gives a very small fraction of a meter per point, making it nearly useless at smaller values). For the magazine, Ricochet Rounds is the best bet for the stability and range boosts, since most of the other options give bonuses to reload (already fast by default) or mag size, or just range, which again has a minimal effect at the +5 level.

    For the traits, I personally love Moving Target on sidearms, the buff to AA and movement speed with ADS is very noticeable, but you can go 100% the opposite direction and roll with Hip Fire Grip, which just got a buff and basically makes this weapon feel every bit as good hip firing as it does ADS. Pulse Monitor is also very decent, with it basically maxing the handling on the gun and refilling the magazine when you get down to critical health.

    In the second trait slot, I love Kill Clip so much, it basically turns the gun into a chainsaw and drops the optimal TtK to a blisteringly fast 0.53s with 3 crits and 2 bodies, basically as fast and easy to use as a heavy machine gun at close range. I also think the two new perks, Iron Grip and Iron Gaze, are especially good on this sidearm. Iron Gaze helps the aim assist, and the range is already so short that it actually hits the bottom cap, and so the penalty doesn't have much of an effect on the gun which is fantastic! Keep in mind if you use Iron Gaze you do not want to try to buff range with the sites, because Iron Gaze will override that and remove the benefit. Iron Grip is also nice for the same reason, that it hits the bottom cap of reload speed, but even slow reload speeds on sidearms are still fast, and you can swap to a mag perk like Allot Mag or Flared Magwell and get the speed back up if it really does bother you, and the additional stability is very noticeable on controller. Quickdraw is also an option, but if you have a handling sight the benefit is only a few points due to the high base handling, and you can get that with Light Arms Dexterity armor perks.

    It might not be the best right now, but I still highly recommend giving this weapon a shot.


    TL;DR

    Must Have

    1. The Forward Path - Kinetic Adaptive AR - Long or Medium Zoom Sight, Any reload/stability/range mag, Dynamic Sway Reduction, Tap the Trigger/Multikill Clip

    Pretty Good

    1. The Fool's Remedy - Solar SUROS Rapid-Fire Sidearm - Control SAS/Quickdot SAS, Ricochet Rounds, Moving Target/Hip Fire, Kill Clip/Iron Grip/Iron Gaze
    submitted by /u/Mercules904
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    IB Bug: Artifact Power is enabled for some guardians

    Posted: 01 Jul 2020 07:22 AM PDT

    Yesterday as my clan was playing IB, we came across several games where there were guardians with artifact enabled power (all were 1060+ with one guardian that was in the 1070s).

    My clan was all around 1050 in power, yet there was still enough of a light level distance for my clan to have extreme difficulty in killing some of the other players. The guardian that was in the 1070s single handedly won a game for his team, as it was nearly impossible for my team to kill him without all of us working as a group (he ended up with 46 kills and a 9.0 kd).

    This was not a visual bug, as the power disparity appeared with the damage taken and received in regards to these opposing players.

    Edit: as several people have come in to say "it's not hard to kill people above your light, you just need to be more skilled". This is NOT a discussion of skill, but a discussion of a mechanic that is supposed to be disabled in Iron Banner being exploited to be enabled. It is irrelevant whether or not someone or more or less skilled in this situation. What is relevant is the fact that people can exploit the artifact to have higher power level and thus deal more damage and take less damage in Iron Banner, and this exploit will only get worse as the season progresses and people have higher artifact power.

    Edit 2: Because several people have gone "but 20 light isn't a huge difference...." i was using that as an example of the fact that someone had their light level above the season max of 1060. The point of the degree of difference is irrelevant, as the very point of this post is to try and raise awareness for this exploit/bug/glitch/whatever that is allowing for players to have their artifact influence their power level in IB, which Bungie hoped to have fixed in Season of the Worthy. https://www.bungie.net/en/News/Article/48827 It doesn't matter if the current difference is something that players can technically deal with because it misses the entire point of why this is a problem. If you like being below power, good for you. If you see me as a baby for seeing a problem with this, good for you. You are ignoring the problem and turning into an opportunity to circlejerk your ability to deal with people while 50+ light below them. This IB is not casual friendly (as they are likely to be less skilled due to playing less and being lower power) and this is the same type of behavior that drove players away from trials last season.

    submitted by /u/DarthPlagueis06
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    Adding ammo to world chest rewards would be a small but overall positive QOL change.

    Posted: 01 Jul 2020 04:44 PM PDT

    Even if it's just a chance to receive ammo from chests I think it would be nice to be able to get special or heavy ammo from world chests.

    Special and heavy ammo finders seem fairly necessary if you're running just about any activity. So if you're running a strike or doing the flashpoint and your running low on heavy or special it would be nice to be able to hunt chests rather than hope that rnjesus looks upon you with favor.

    submitted by /u/mnm119
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    The pattern on Falling Guillotine is from the loading screen

    Posted: 01 Jul 2020 04:39 PM PDT

    CBMM needs "Fireteam-Size based" matchmaking in order to work properly.

    Posted: 01 Jul 2020 09:20 AM PDT

    I got two reasons first is a connection based one. If a six stack is in a fireteam together the connection based part of matchmaking is just thrown out the window. There is nothing stopping a 6 stack from having 3 people from the U.S host it while also having 3 people from the U.K in the fireteam. Those U.K players are now going to be lagging hard to themselves and the other team. Those people from the U.K would have NEVER been put in a U.S lobby, but because they were in a fireteam it made it so.

    The second reason which I think is the most important reason is the average skill per team. Connection based matchmaking relies on the general idea that the odds are near impossible that the Destiny 2 servers are going to randomly put 6 unbrokens on Bravo while putting 6 new light players on Alpha. From chance alone most matches are semi "balanced" as the odds are just there to make a division of skill. (or at least like I mentioned earlier an EXTREME polarization of skill is almost always not going to happen.) But fireteams completely destroy this little "skill even-ness" in any given match. When you manually create a fireteam for 6 unbrokens (which we do a lot) the odds of Alpha or Bravo having 6 unbrokens now goes to 100%, shocking. Now the opposing team is match-made as intended, randomly finding people hoping it gets a variety of skill, which it usually does. But even if the system works properly and gets an unbroken or two on the other team, they aren't going to beat a six stack of unbrokens. In summary fireteams completely remove the idea that 6 flawless streamers would never be put on the same team randomly. And I believe assuming matchmaking won't making a laughably unbalanced match going off connection to be a point that CBMM relies on and fireteams destroy this rule.

    submitted by /u/Vayful
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    Set out to grind for the Eriana's Vow catalyst quest, I ended up nearly complete the Reckoner title

    Posted: 01 Jul 2020 12:36 PM PDT

    I'm new light and only started playing since season of dawn, got Eriana's Vow last week and the catalyst quest is, not fun. So I put in some extra time for every gambit prime set and aim for Reckoner

    The quest is done, only HVT and medals for triumphant reaper left for the title. After 60 matches I've only managed to get 25 HVT and 1 medal. Any tips for those? Or should I stay away from gambit for a while for my sanity?

    submitted by /u/StrugVN
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    I've finally been broken by PvP, so some quick advice for fellow "get my bounty and get out" players.

    Posted: 01 Jul 2020 06:55 PM PDT

    You need 1 kill per match to progress the weekly bounties which give bright dust. I've been going into Rumble, getting one ape shotgun kill, then running around with my (empty) sword out to get the other players kills up more quickly. No more having to be stressed out, and matches end in ~3 minutes or so. Combined with matchmaking time, you can finish all the reasons you need to be in Crucible within half an hour. Save your sanity, go have fun in a raid with the time you saved!

    submitted by /u/SuperDavio42
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    255 weapons forged from Black Armory frames...

    Posted: 01 Jul 2020 12:26 PM PDT

    Tonight I finally completed the septet... (Tatara) Gaze upon this gallery!

    Dear Ada-1. After doing 255 BA frames for you, I can finally say I've got all the god curated rolls!

    • The Spiteful Fang
    • Blast Furnace
    • Tatara Gaze
    • The Ringing Nail
    • Kindled Orchid
    • Hammerhead
    • Stryker's Sure-Hand

    Why have I been crazy enough to chase these? I don't know. They're absolutely worthless next season. It's been absolute bonkers getting these. The amount of grinding for this is absurd. What a ginormous waste of time.

    The worst part of it all is... I still don't have the Bergusian Night shader because I have yet to dismantle one of these. I think I would rather do the Scourge of the Past raid for the shader instead of doing any more of these BA frames. The RNG is absolutely dreadful.

    That is all.

    submitted by /u/Slight86
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