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    Monday, February 22, 2021

    Destiny Sunday Plz - Buff Attunement of Fission (Nova Warp)

    Destiny Sunday Plz - Buff Attunement of Fission (Nova Warp)


    Sunday Plz - Buff Attunement of Fission (Nova Warp)

    Posted: 21 Feb 2021 01:00 AM PST

    Greetings Guardians!

    Ever since the conception of this sub, we've dealt with floods of reposts. We're sure you're familiar with them. Many are for important issues that are shared by the entire player base, while others are just for personal requests and desires for the game. The Bungie Plz was shortly implemented after conception as a central "wish-list" for all that we, the community, desired. It is completely user driven. With rare exceptions, nearly all submissions are sent in by you, the users of this subreddit!

    However, just like Destiny 2, our wiki article began to experience problems as it grew over time. It's been getting just a few sizes too big. We understand that the continued addition of topics has begun to encroach on your ability to continue the conversation towards matters that mean the most to you, and even though the Bungie Plz has seen so many successes over the years, with well over 100 officially implemented game suggestions and desires, there's still dozens upon dozens of retired topics that haven't seen the light of day for many months...even years!


    Every Sunday, this thread will focus on a certain retired Bungie Plz topic of your choosing, voted by the users. We will curate a list of 5 suggestions to help focus your voting process, but you get the final say on what is talked about each week. By all means, if one topic is overwhelmingly desired despite not being part of those 5 items we picked, then we'll be happy to go with that one. Our curated list is only to help you focus the conversation. The only stipulation is that the topic must be new every week. This thread is for the entirety of the Bungie Plz wiki, so no back-to-back voting!

    Think of these threads as a way to keep the spark alive, and to bring old topics up to fresh light. For example, do we still want to move Queenbreaker to the special slot? Or does Arbalest serve that purpose well enough now? Do we still want an all-black shader, or do we want a character barbershop more?

    You tell us! This is your conversation, guardians.

    For this week, you voted on:

    Buff Warlock's Attunement of Fission

    For next week, here are some suggestions:

    • Bring Back Factions As Permanent Vendors
    • Rework the Black Talon catalyst
    • Display Light Level/Power Level instead of season pass rank
    • Give Shaders unlimited use/non-consumable
    • Add a Crucible mode without Heavy and/or Supers

    Sound off in the sticky comment for which one sounds good (just give us a moment to put it up), or anything else in the Bungie Plz wiki that catches your eye, and we'll do our best to accommodate!


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Daily Questions [2021-02-22]

    Posted: 21 Feb 2021 07:00 PM PST

    New player? Please read the New Light Guide & Gameplay Guide

    Want to buy the DLC? Beyond Light Guide

    Returning and not sure what was vaulted? Destiny Content Vault: Year 4

    Unsure what you need to pay for and what's free? Check out the Beyond Light & Season of the Hunt Calendar

    Top Known Issues List by Bungie


    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 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!

    We also have a nice collection of useful resources below "Useful links" in the sidebar / top menu.

    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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    Bungie employees should refrain from playing Trials with streamers.

    Posted: 21 Feb 2021 02:34 PM PST

    Not going to call anyone out by name, but Bungie employees who engage in Trials might have a better appreciation for how the mode feels for normal players if they didn't get carried on the regular by famous streamers who are, for obvious reasons, always looking to score points with Bungie.

    submitted by /u/gobongo
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    My favorite thing about H.E.L.M is that Tess isn't there

    Posted: 21 Feb 2021 02:27 PM PST

    There's no Fenchurch in the HELM.

    submitted by /u/poozzab
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    Bungie, if your PvP team actually exists, please give us a sign

    Posted: 21 Feb 2021 07:35 AM PST

    Let me preface this by saying that I understand that "Destiny isn't a PvP game". It's primarily PvE, and the PvE side has been relatively strong since Beyond Light (with the exception of Wrathborn hunts). But the fact remains that there are still thousands of players who play PvP casually or exclusively, at any given time 10% of players are in Crucible and this number goes up when Iron Banner or Trials of Osiris are active. And those players deserve some love, as much as the other players of this game, because although Crucible's an F2P activity many of those players have purchased the expansions and seasons, and for the simple reason that players who play a self-described "core activity" shouldn't be neglected entirely. Same goes for that last one with Gambit.

    We went an entire expansion launch without a new map for either PvP or gambit. There were even three new/D1 reprised PvP maps that launched in Shadowkeep, a smaller expansion. And this is the third season running of no new PvP maps too, the last three were introduced in Season of the Worthy. And of course, we got 10 vaulted with the DCV. Everything said about this can also be said about modes, we lost at least 4 modes as well as Crimson Doubles. (I am aware Scorched and Momentum Control are coming back at some point this year, but it still sucks.)

    I don't understand what you all are trying to do with Trials of Osiris. No changes within the past two seasons except for 3 new (admittedly awesome) weapons and a cool new armor set, but rewards won't change how fundamentally unfun the mode is for 80% of players. Players would rather repeatedly kill themselves than play the game for the three-win reward, and something tells me it shouldn't be this way. And the issues players have with Trials boils down to two basic things: Matchmaking is bad, and rewards that aren't the 3-win bounty are stupidly hard to come by. I've never been flawless, I shouldn't be getting matched with 50x flawless people with the gilded Flawless title my second match of the season. Reward team really knocked it out of the park this season, the only problem is the rewards were made unnecessarily hard to actually acquire. You gave us new rewards for the game mode that you know is horribly inaccessible and not fun to the majority of players and couldn't get us even a new Iron Banner armor set?

    This goes for my next point as well. We can tell you nerfed weapon drop rates at the end of matches to be absolutely awful. In Crucible last season, every other match there was a Stars in Shadow. Now I had to play 20 games to get 1 Frozen Orbit with garbage perks. If this is an attempt to drive up player engagement numbers, then that's just a shitty way to do it, with no respect for player time. Same goes for Gambit, but the only difference is, in Gambit the drop rates are even worse.

    The only meaningful Stasis change within the last three months was the nerfing of the Shadebinder melee so it's not op as hell (within 9 days, might I add). Then, because you couldn't allow us to have a semblance of balance for more than two months at a time, you made the already powerful hunter melee become a virtual one-hit kill. Shadebinder is balanced in PvP now, but now it's not fun to use in PvE, and you still have Revenants shatterdiving and casting ice tornadoes that track and stick around even after they die, and Behemoths with their super that lasts entirely too long.

    I'm not gonna complain about the meta. Players will never be happy with the meta, and that's been proven time and time again.

    We've had so much taken away from Crucible and stuff about Crucible made worse since Beyond Light. Please, Bungie PvP team, if you exist and you're reading this, give the mode some love.

    Sincerely,

    A casual player who used to love PvP.

    Attention Everyone:

    Wow, this gained a lot of traction. Put it to good use! Lobby your favorite D2 streamers to do a video on this sort of thing. Bungie evidently doesn't care about PvP unless the big streamers do, so leave comments on videos and youtube posts, anything! Hopefully they're more sympathetic to the common player than Bungie themselves are.

    Thanks for all the awards. I'm just hoping Bungie sees this. You just can't keep blatantly ignoring a whole gamemode you claim to be a "core playlist". People aren't happy. u/dmg04 u/cozmo23

    Oh, and, you can't ignore PvP content ENTIRELY and then still balance weapons and abilities around PvP. RIP Nova Warp and Shadebinder forever I guess. Same goes for Gambit. Sleeper and Queenbreaker haven't come out of my vault since their respective nerfs.

    submitted by /u/SeaCranberry72
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    Trials of Osiris is the worst experience I’ve had in a video game ever.

    Posted: 21 Feb 2021 02:59 PM PST

    I mean, this is pitiful. We have no matchmaking, so effectively no casuals will ever play it. Speaking of matchmaking, why am I playing against people with gilded flawless titles at my second win? The weapons are completely garbage with the exception of a few, and it's more effective to jump off the map than to actually play. There's a real problem with this mode, and I don't understand why bungie is literally blind to it.

    submitted by /u/Ramsey0321
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    PVP and PVE should both be removed from the game

    Posted: 21 Feb 2021 06:37 PM PST

    I've seen people on here post about wanting an apartment in the Last City that they pay rent for in Glimmer. Maybe this game could become a life simulator?

    submitted by /u/OEMStasisAbuser
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    Each class has unique jump physics and inputs. If you're confused by why one class's jump seems Bad, read this for more information!

    Posted: 21 Feb 2021 07:48 PM PST

    So in my experience with the Destiny 2 playerbase, I think I see someone complain that Warlock's jump has "no vertical momentum" something like twice a week. It's something I used to think, too, since I came to this game with a mentality from a lot of 2D platformers, where the jumps often work like Hunter jumps.

    So, here's a primer on jumps in Destiny.

    The Big Difference:
    - Hunter jumps cancel vertical momentum.
    - Warlock jumps multiply vertical momentum.
    - Titan jumps maintain vertical momentum.

    What does this mean? It means that if you're coming to Destiny from a lot of games with "double-jumps", you're probably primed to expect they work like Hunter jumps.


    A Hunter's jump gets maximum vertical movement by double-jumping at the peak of its arc. When you jump as a hunter, it zeroes out your vertical momentum. This means that, when jumping up, you want to wait until you hit the top of the jump, where your vertical momentum has "run out" (and you're about to fall back down), then jump again. This way, you "waste" no momentum! The second jump will cancel the existing vertical momentum (which, if you timed it right, is 0), and then jump again, for maximum height.

    If you jump early, then it will cancel the momentum while you're still going upwards, meaning you lose out on the leftovers you overwrote with the second jump. If you jump late, however, it will mean it cancels the negative momentum you had gained during the fall, then goes upwards. In this way, hunters are the best at falling. They can stop a fall from any height midair, and replace it with their normal vertical momentum from a jump.


    Jumping Example: https://i.gyazo.com/c97195d43c173c01e66d430a688d8814.mp4

    In the above gif you can see the differences between Hunter jumps. First, I do a spaced-out triple jump, jumping at the peak of the arc, then, I do a rapidly-pressed set of triple jumps, getting significantly less vertical momentum.

    Falling Example: https://i.gyazo.com/4391977c5b354bb3a684be2331660f50.mp4

    Similarly, in the above gif depicting a fall, you can see that Hunter jump cancels the downwards momentum, saving me from fall damage by pressing it at the last moment.


    Conversely, a Warlock's jump gets maximum vertical movement by double-jumping at the start of its arc. When you double-jump as a warlock it applies a "gravity slingshot" so to speak, it multiplies your current vertical (upwards) momentum and returns it as a large or small boost to your glide's speed and height. What does this mean? Well, to go back to the Hunter jumps, when you jump at the peak of the arc, your vertical momentum is zero. If you do that as a warlock? Since your vertical momentum would be zero, zero times anything is still zero, and you get no momentum. Double-jumping at the start of the arc (or in the middle) means that you get maximum vertical momentum from this multiplication. So, while as a Hunter you want to space out your jumps, as a Warlock, if you want to go up? Double-tap that button.


    Jumping Example: https://i.gyazo.com/258b7475a3b0f6908d6eedbcca0758ef.mp4

    In the above gif you can see the differences between Warlock jumps. First, I do a spaced-out double jump like I would as a hunter, getting no vertical momentum from the multiplication. Then, I do a rapidly-pressed double jump, and you can see the significant slingshot effect applied to the height gain.

    Falling Example: https://i.gyazo.com/c49f24293c1ba1a04afea28615be1b5b.mp4

    In the above gif you can see how falling works as a Warlock. Since you have no upwards vertical momentum during a fall, there's nothing to multiply, so you just go into your horizontal glide animation and gently continue to fall. You can save yourself from fall damage by jumping at any point, unlike a hunter, but cannot go up with warlock jumps if you're already falling.


    Finally, a Titan's jump maintains vertical momentum, upwards or downwards, across the entire jump. Titan jump has two parts, the first one a hop, and the second one a jetpack boost. At no point in a Titan's jump does it cancel momentum. This means, no matter when you jump in the arc, you will get the same vertical height. Jump 1 adds X momentum, Jump 2 adds Y momentum, so every jump gives you a total of X+Y, period.

    This means that Titan jump input is a middleground between Hunter and Warlock jumps. With no restrictions on when you input the jump, whether you play titan "like a Hunter" or "like a Warlock", you will get the same result (except for falling; see below). The different jump options change how horizontal movement and the feel of the jumps work, but the vertical height will be the same regardless of choice or input.


    Jumping Example: https://i.gyazo.com/00e86cddc364b495def1e8f0f112b6f5.mp4

    To illustrate this, in the above gif I do a spaced out jump and then a rapid-tapped jump, as before. The resulting height gains are identical.

    Falling Example: https://i.gyazo.com/3b93e04bbfa1dc798d224ba134089994.mp4

    However, this can make platforming tricky in some situations. As mentioned above, Titan jump does not cancel momentum, it merely adds its jump's upward momentum values to your current momentum. In many cases, this might not matter, but during tricky long-fall platforming, it can be fatal. In the above gif I jump from a high place and try to save myself as I would with the other classes; this just results in the jetpack boost being added to the significantly greater negative momentum of the fall... and not canceling anything. So I hit the ground and take a bunch of damage. In order to get around this problem, you can activate your jump midway through the fall and let it burn down, slowly reducing your momentum, for the rest of the fall. Arc titan can also use shouldercharge midair, which does cancel momentum.


    So now you know! Each class has its own unique jump physics, centered around its theme and informing its playstyle. If you're like me and spent a long time confused about why other warlocks in pvp could fly circles around you, but your own experiments with warlock bore no fruit, that's the answer. Warlock and Hunter have opposite input methods, and Titan can use either.

    submitted by /u/Talna_Shadowblade
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    Bungie, please, I wouldn't care when I get insta-killed by Cabal Drop Pods if there was literally any warning before they dropped.

    Posted: 21 Feb 2021 04:58 PM PST

    If there's one pain point that this season it's really driving home, it's the Cabal Drop Pods.

    It's infuriating that the only way to avoid them is to memorize where and when they drop in any given activity.

    If there was a red "incoming fire" indicator where they were going to land for just 2 or 3 seconds, I could admit it was my own fault when I get crushed. But as it is, it's the most frustrating thing to be killed instantly, with no warning, because I was standing in the wrong spot when enemies spawn in.

    submitted by /u/Th3Element05
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    The amount of blue drops in Crucible is obnoxious.

    Posted: 21 Feb 2021 08:05 AM PST

    It's unreal with the amount of blues that drop in Crucible, and how fast it fills up your postmaster. I'd rather get materials from the maps I complete matches on instead of blue armor/weapons.

    submitted by /u/zFLuFFy
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    I attempted trials today.

    Posted: 21 Feb 2021 10:36 AM PST

    Thought I would try my hand in some trials this evening since I haven't had the shotgun before. Here's how my games went.

    Game 1: 3x gilded flawless players using stasis (I've never been flawless once) Game 2: this game was okay, regular ass players. Game 3: 3x people using arbalest. Game 4: 3x Flawless title players with a combined total of 200 flawless runs. Game 5: 3x hunters ability spamming. Game 6: the same flawless players as game 4 who proceeded to bag and emote knowing full well my team had no chance.

    I gave up after this. Turned in my bounty and got a shotgun with celerity, great game mode. I'm sure bungie is super proud of their balancing and matchmaking systems. The game is so much fun /s

    Waiting for the hand cannon to be the 3 win and I'll just throw 10 games next time.

    submitted by /u/DistantFlea90909
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    Warlock Stasis is the best Warlock Tree and is incredibly overpowered /s

    Posted: 21 Feb 2021 03:21 PM PST

    Warlock Stasis comes with an absolute treasure trove of abilities that make it a worthy pvp and pve slayer that every warlock main should use /s

    With a penumbral freeze ability that deals a whopping 38 damage, an incredible range of a inch and takes 1 second to unfreeze out of.

    With amazing aspects such as the stasis turret, which can tank an entire single shotgun shell before it's destroyed, only freezes targets slightly on first hit and has an impressive range of nothing.

    We can't forget about the stasis freezing rift which requires the rift animation to be cast before it freezes which is almost always cancelled out by a close range shotgun kill

    What about the star of the show? The super, well if you like to have about a combined 7 seconds of super uptime with enough damage to tickle a bosses HP bar and enough usage to maybe kill 2 people in a single super activation (Granted they aren't all bundled together in bubblewrap moving at a snails pace) then this is the super for you.

    You'll never ever have to look at the other classes supers, a titan super that has 60% damage reduction, lasts about 30 seconds and freezes and instakills and can move at mach 5? Naw don't need it.

    What about a hunter super that can kill you in the initial cast with one of the scythes hitting you, before then becoming an immoveable area denial tool that can render entire capture points unpushable for the enemy team all while being automated and non controlled whilst they're off getting additional kills by throwing a single grenade on the floor and diving into it causing an instant OHK, naw don't need it.

    If you think that Warlock Stasis is bad you're wrong and it's not because the class is clearly incredibly overtuned and lacking in comparison to the other classes stasis trees, it's because you aren't using it correctly /s

    submitted by /u/DestinySeekers
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    Great to have umbrals back but requiring FIVE hammer chargers to focus a SINGLE armor engram is insane. Please lower this.

    Posted: 21 Feb 2021 04:48 PM PST

    As the title states, if you want to focus a particular stat armor it requires five entire hammer charges, which of course means playing 5 whole battlegrounds. That's over an hour of playtime easy for an inevitable <58 stat roll armor.

    That is insanity. Please lower across the board (guns should not be so expensive either).

    Edit: we will, when fully unlocked, be able to pay more gold to get two charges and have a chance at 3/run for legendary shards. Still think it's too expensive.

    submitted by /u/ProbablyTitanMain
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    What’s the deal with people in quickplay?

    Posted: 21 Feb 2021 04:18 PM PST

    My only question is why does every single game feel like my teammates haven't touched a video game for 80 years while my opponents are playing like it's the grand finale of a 10 million dollar prize pool tournament?

    submitted by /u/beggers9
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    How would everyone feel about making Ascendent Shards cheaper?

    Posted: 21 Feb 2021 06:42 AM PST

    Let's make a hypothetical

    Enhancement Prisms now cost 5 Cores instead of 10 and Ascendent Shards cost 5 Prisms instead of 10 so now 1 Shard would cost a total of 25 Cores instead of 100

    Let me know what y'all think

    submitted by /u/PartOk6863
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    We need a Bright Dust Archive Section in Eververse

    Posted: 21 Feb 2021 12:05 PM PST

    Title says all.

    submitted by /u/bahcelionur
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    Legend Lost Sector exotic engram glitch

    Posted: 21 Feb 2021 09:56 AM PST

    I haven't seen this posted anywhere nor have I heard anyone talking about this "glitch".

    If your engrams are full when you get an exotic drop from a legend or master lost sector it will go to your postmaster. If you don't pick up the exotic before the daily rotation happens your exotic will change to whatever it is for that day.

    Example: I farmed veles labirynth when it was legendary and arms were the exotics dropping. I had 5 exotics go to my postmaster and waited until the next day when chest pieces are the legendary lost sector reward. I opened all of my exotics from my postmaster and they should have been arms but they were all chest pieces.

    So you can just farm the easiest/fastest lost sector and stock your postmaster with exotic engrams. Then just open them on whatever day has the pieces you're looking for.

    Just be careful because enhancement cores for whatever reason show up as exotic engrams from legendary lost sectors. They will go to your postmaster and have 0 as their power level. This can overflow your postmaster fairly quickly.

    submitted by /u/Mr_Regulator23
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    If stasis is allowed to continue in the Crucible, some of the light subclass nerfs need to be reverted.

    Posted: 21 Feb 2021 04:14 PM PST

    Back when it was light vs light, I was okay with some (not all) of the nerfs for light based subclasses because it was in an effort to make the Crucible balanced and more enjoyable.

    With Stasis, however, it makes me feel like they threw the balance philosophy out the window. Crucible isn't unplayable but it's frustrating to play against a subclass that can freeze you at a moment's notice despite superior positioning, tactics, and situational reads. There's a few things that can alleviate this like having "aspects" and "fragments" for light based subclasses or reworking them to have similar beneficial features but I'll counter that reverting some of the light based subclass nerfs can alleviate the situation for the time being.

    Now it's got to be specific ones and I don't have the patch notes handy but it wouldn't hurt to see the Traveler push back against the Darkness a bit.

    submitted by /u/The_Owl_Bard
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    I hate to say it: PvP right now is not fun for starting (maybe even returning) players and I don't know if they will ever come back to it.

    Posted: 21 Feb 2021 01:35 PM PST

    Preface: I know this reddit likes to just use the rejoinder "get good n00b" and dogpile on ANY PvP criticism... but the following, to me, is a worrying trend, so hopefully there is some dialog in the dogpile. Why do I care? Because if a game mode is going to be important, it can't keep being the cause of people not playing it or quitting the game - kinda worried about the game moving obscurity and honestly I like the game too much to watch it happen.

    ---

    3rd time this has come up in the last month from friends who decided to jump into D2 via gamepass - they either quit straight up or refuse to do more pvp (theres more that complain about it and still play).

    Matches are full of sweat is the main culprit. "The fucking titan is sliding across the map shotgunning me while I am still trying to come to grips with the map and the game mode" is pretty universal. "why am I always up against groups?". "Why do shotguns kill in one hit from forever away?". Etc etc.

    I saw the results at the end of the last season - almost no one under 150 in any of the "casual" playlists.

    And, lest I forget, none of them like Stasis in pvp - it comes off as inconsistent (some stasis freezes you longer) and they aren't getting how to get out (and some of them were playing warlocks, poor souls)

    ---

    I personally thing Bungie will be 100% unwilling to make any drastic changes to the pvp sandbox - so, what little things could be dont to lower the friction?

    submitted by /u/dibship
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    You shouldn't be able to freeze a missile titan mid thundercrash

    Posted: 21 Feb 2021 09:41 AM PST

    Bungie please fix this also when they do get frozen they cant get out because they are still in "mid air" whoever designed that you can't break out of freeze mid air should be fired

    submitted by /u/randraw_
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    Mercied PVP games in non competitive playlists should end with an invincible NPC Shaxx attempting to murder everyone with fist of havoc.

    Posted: 21 Feb 2021 07:52 PM PST

    That would about be the funniest thing in the world imo to have Shaxx suddenly drop in and start drop kicking everyone in sight while the 20 second end of match timer is counting down. Hell maybe even make it an achievement to not die to Shaxx's rampage at the end of a mercy and get a special emblem for managing to outrun him..

    submitted by /u/dark1859
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    Pulses Need Their Range Back

    Posted: 21 Feb 2021 10:44 AM PST

    When hand cannon range was nerfed, pulse range was also nerfed. Time skip to today and hand cannons got range again but pulses were left untouched. At the moment 120s easily outrange pulses with their 44m range they can reach. Also, that 44m is just the range the damage fall off range where 2 head 1 body may not kill but a 3 head can still kill pass that mark.

    The Noticeable Problem

    So the problem is that up close pulses have the disadvantage because they have the slower ADS turn speed than a hand cannon and they are tracking weapons where you need to keep the burst completely on a strafing target. If the target is too close, this is too clunky to do.

    At range, the 120s can out range them because the pulse is suffering both damage fall off and lower bullet magnetism.

    So where do pulses have the advantage in this very very dominant 120 meta? Up close, disadvantage. Far away, disadvantage. At least having near the same range would allow more competition through bullet magnetism to register crits as crits and less damage fall off. 120s have so much range that the battles have evolved to people being fine with challenging from far away and this is where the range problem really comes into play.

    Below I go into more details about disadvantages for those who want a further OPTIONAL read :

    Why the Time to Kill Difference isn't as Strong as it Seems

    Sure you may say they can out time to kill 120s, but most pulses have unreliable time to kill paths and consistency is much more valuable than time to kill. This is why 120s are heavily meta despite the "1 second ttk". 450s can 2 burst but most of the time you'll be 3 bursting, rapid fires can 3 burst but most of the time you'll be 4 bursting (I'm sure some reading this didn't even know rapid fires can 3 burst), high impacts can 2 burst but most of the time you'll be 3 bursting. Oh and 120s, the meta archetype by a long shot, flinches hard because they have built in high caliber rounds. These extra bursts push the time to kill to a bit above 1 second making the 120 actually kill faster because the 1 head 2 body or 2 head 1 body on a burst damage weapon is easier to manage on a strafing target. You can look at your favorite (or one you think is very skilled) YouTuber's vids and notice that they aren't 2 bursting often. They are 3 bursting with 340s and 450s. Maybe in the montage intro you'll see some but when you watch the raw game you notice this isn't as frequent as you'd think. Also, if you look even closer, like 90% of the kills aren't from primary weapon duels. Either they are shooting someone caught off guard or shooting at someone already in a fight or theyre using the shotgun. But when you see them in an actual 1 on 1 with a hand cannon user, you see they often disengage or die unless the person has bad aim that engagement.

    In addition, time to kill difference doesn't affect burst damage weapons like hand cannons as bad as it seems on paper. Hand cannons play cover very well. The best unless you put bows in the argument. If someone has a faster time to kill gun than you, you peek shoot whereas an auto user, for example, needs to remain exposed to do effective damage. When you peek shoot with a hand cannon, you're extending the time to kill of both you and your enemy. Pulses can't peek shoot well because the duration of the burst is too long. Many times part of your burst hits the wall or only 1 bullet out of a burst registers against the hand cannon user who is also peek shooting.

    Also, people say it is very unforgiving if you miss with a hand cannon but pulses also have a delay between when their next burst can start. So if you miss a crit and hit a body instead, against a strafing target, your time to kill goes up to over 1 second as well since you're waiting for the next burst to start. It isn't a full auto

    Sometimes it feels like the game doesn't register time to kill differences. Have you ever shot with a 140 hand cannon and still traded with a 120? This can happen because of server lag etc. Same thing with adaptive pulses which are in the 0.9s ttk range so only barely barely faster than a 120, but you still trade or sometimes the 120 user somehow still kills before your third burst is done.

    Think of it. If time to kill on paper is so important, why do so many feel comfortable bringing 120s into duels? Burst damage for cover + in air plays and the game's ability to register tiny time to kill differences, give more control of an engagement that is beyond time to kill on paper.

    submitted by /u/Shock_Burst
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    I just want to say, I really like that we have new Holliday dialogue this season.

    Posted: 21 Feb 2021 01:22 PM PST

    I love some of the stuff she says too, pretending she's flying through a tunnel and audio cutting out lol. She has not had much new dialog since the freaking RED WAR (correct me if I'm wrong?) so it's nice having her speaking to us again, really starting to make some older characters feel more alive rather than just some useless vendor in the tower.

    submitted by /u/ThatGuy128512
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    Please increase the bottom dollar drop rate to 2 per season, thanks!

    Posted: 21 Feb 2021 05:56 PM PST

    Played over 30 matches and one infant reset and still not 1. It's a bad day when legendary weapons drop this infrequently.

    submitted by /u/TheMany-FacedGod
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    How are you going to label a Legendary Weapon drop rate as "Uncommon" and drop less than exotics do?

    Posted: 21 Feb 2021 11:33 AM PST

    I've been at this Nightfall thing for the last 5 hours, nonstop. In the last hour alone, I've received Wormhusk Crown, Liars Handshake x2, Aeon Swift x2, Tilt Fuse x3 and a Knucklehead Radar. Haven't seen a SINGLE Palindrome drop yet. This is getting ridiculous. Maybe fix your numbers?

    Edit: I'm going to track my current loot drops from after the initial post, here after each run until I get the Palindrome.

    So far:

    Run 1. Mask of Bakris, Tilt Fuse

    Run 3. Aeon Swift, Palindrome

    Edit: That Palindrome dropped with Outlaw, Rampage, Chambered Compensator, Armor Piercing Rounds and a stability Masterwork.

    submitted by /u/Verothyn
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    The Master version of Presage will likely have champions.

    Posted: 21 Feb 2021 07:28 AM PST

    No reason why it wouldn't, Harbinger did, but the only enemies aboard are Scorn......

    Oh god.

    submitted by /u/FC_mania
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