JavaScript is required to use Bungie.net

#feedback

Edited by Spawn: 10/10/2018 6:49:19 PM
209

Bringing Sniping Back in Destiny 2! (To: Sandbox Team)

Sandbox Team. With the next few updates I think a large portion of the community would be really happy to see some positive changes for snipers in the crucible. In today's meta, the strength, range, ammo advantages, and overall usability of shotguns make them a clear choice as the superior weapon. Many of us want to branch out and use snipers but with how they work in the game today... it's just not realistic. - [b]Flinch[/b] I think anyone who has attempted to snipe in the past few weeks will tell you that the flinch on snipers in unreasonably bad. The maps are already small but even when you are far enough away and well within "sniper" range, a handcannon shot from across the map can still send your reticle into the sky. I think most of us don't mind how powerful pulses are in the current meta but a sniper should be the better choice at longe ranges... and right now it's clearly not. Also, horizontal flinch is probably one of the most frustrating game mechanics and makes all snipers feel very flimsy. - [b]Handling[/b] If you put Destiny 1 back into your console and pull out a sniper, you'll immediately notice that holding one feels much different. It doesn't have the sluggish feeling that most snipers in Destiny 2 (Note: on console) - [b]Scopes[/b] Small maps in Destiny 2 is fun. It keeps the gameplay exciting knowing there are always enemies right around the corner. The fact that snipers are long scoped, high zoomed weapons makes them really tough to use in most situations. Most lanes are not more than a few hundred feet, so using a long range scope on these maps is about as useful as trying to use a telescope to read a book. It's just unnecessary and does more harm than good. - [b]Aim Assist / Hitbox Size[/b] I truly believe that you can fix snipers even if you only touch ONE of these two things. If you want to argue that snipers shouldn't have aim assist and everyone should just [i]get good[/i] that's fine but then we need to increase the size of the hitbox. Just play a game with a sniper or watch someone else do it. The amount of times that you will get a body shot that you thought was a headshot is far too often. Watching the clips back in slow motion, I really think the hitbox is just too small. That combined with the flinch means that you will lose most 1v1's where the other player is looking your general direction. - [b]Damage[/b] Imagine you hear a super pop, you are aware of their location, manage to escape, gain some distance, turn around and make an incredible play to headshot them. To your dismay, sniping a sentinel / hammer / nova warp in the head only for them to notice you and then proceed to wipe the floor with you using their super is frankly just defeating. You did everything right, you made the right decisions, the skilled play, and still lost. Sniper headshots should kill supers. Enough said. In conclusion, there is currently not a single situation in the game today where a sniper is the better choice for the everyday player. Up close you will lose to shotguns, sidearms, fusions, etc. At range you will lose to pulses, scouts, and even handcannons. Note: Just because you can get kills with a sniper doesn't mean that it's the better option. Just look at the use rates for snipers. Almost non-existent. I hope you take this as genuine feedback from a long time supporter who loves the game. You've made a lot of strides in the past year and the snipers in the community are ready to make those legendary plays. We don't want easy mode, we want a chance... to make the legendary plays that made us fall in love with the game back in Destiny 1. Please upvote this and hopefully @dmg is reading this and will pass it along to the sandbox team. [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in.  [url=https://www.bungie.net/en/Forum/Post/139533839/0/0] See Cozmo's thread here[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • My main issue with it, is that even at the range where pulse rifles will deal like 8 damage to you and don't even have enough aim assist to hit you with more than 1 shot of each burst, you still get the same HUGE fricken flinch like you just got domed by a high caliber point blank 110 hand cannon. If you're out of optimal damage range, you should not flinch as much. It's stupid that just blindly spraying from way outside your effective range will make you point at Saturn even WITH the unflinching mod. I'm fine with flinch if you're like 50 feet away, sure. But like 150m away with a hand cannon or spammy auto rifle is absurd to still stagger you with full force. "oh it's bullets they would still hurt, duh" - but why do space bullets stop working like 200m shorter than regular bullets we have today? Obviously something is severely wrong with them. :v

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

1 2
You are not allowed to view this content.
;
preload icon
preload icon
preload icon