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#feedback

4/20/2017 11:43:22 PM
27

The Difference Between Primary and Special

Primary Your main source of firepower. The go to for regular use. Auto Rifles are designed for close-short mid range battles, Pulse for short middle-middle range battles, Scout for mid-long-long range battles, and Hand Cannons are meant for close-short mid-middle range battles. Special Your secondary source of firepower. Shouldn't be used as much as your PRIMARY. Should be used for SPECIAL situations. Someone too close? Shotgun/sidearm. Expecting someone to push/a little to far away? Fusion. Someone extremely far away/primary won't do the job at that range? Sniper. All of these are SPECIAL situations. The Problem So why do I see someone across the map with a shotgun who decides to push me from that distance instead of using their primary? Or some dude in the back of the map hardscoping instead of supporting his teammates? And why am I losing to a sidearm from Pulse range? Primary is UNDERPOWERED. The problem is that Bungie doesn't see that special should be used in special situations. Like they were in year one, when primary was powerful enough to shutdown a shotgunner or kill a sniper fast enough before they dome you. The Solution Bring back special ammo and buff primaries. Special will NEVER be a problem, if they are used how they should; and if primaries are powerful enough to enforce that. Auto Rifles need a slight base damage buff, but a more severe damage dropoff. Clever pulses need that frame nerf revoked, and PDX needs a slight precision damage buff. Scout rifles need a better headshot damage multiplier. Leave Hand Cannons alone, but REMOVE BLOOM (and for god's sake allow The Wail to roll with rifled or at least give it 10 rounds). And for special balance, sidearms shouldn't do precision damage. Shotguns need a slight range nerf, but remove the in-air accuracy and rangefinder nerf. Snipers need to do less bodyshot damage, but remove the scope nerfs (and give me a reason not to want shortgaze on every sniper). Also, fix the goddamn head hit box. I'm so tired of getting headshot-bodyshots. That is all.

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  • Edited by Grey-Fox-Omega: 4/22/2017 10:34:12 AM
    I get why they did it I just don't like the implementation if ammo is limited then the guns should be better than they are now, with guns at their current level I don't see why for the most part that ammo should be limited With the lastest round of changes shotguns for example only seem to kill consistently at melee range now and I don't recall seeing that many fusions before and I see even less now. The actual ability to snipe was unaffected, people just lost their favourite legendaries. You can still snipe but have to use a NLB or Icebreaker (not a good outcome for anyone in my view) Personally I think they could do two things Either just revert the ammo change or increase the effectiveness and power of specials, but limit the amount of ammo you get in a round with no loss on death Something like a mag on spawn (sidearms two), no loss on death and you have a special spawn in when heavy drops once a round. That way you get powerful specials but you need to pick the times and places to get best use out of your limited ammo. Current situation feels like a very poor halfway house Although you can technically have special all the time to do so would at a guess require spending 30 to 40% of the round waiting on or looking for ammo which is just not fun. Even when i have ammo, the non sidearm specials just don't feel that special anymore, they spent so much time sitting alongside primaries and getting balanced around them that suddenly loosing their ammo right at the end without getting any improvements to offset such a big change (shotguns actually got made even worse) felt like complete overkill. Hence why I think it would be more fun to either bring the ammo back with the guns as they are now so you have more choice of guns and play style or truely limit special and improve the guns from their current state.

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