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originally posted in: Season of the Drifter
2/28/2019 8:59:21 PM
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Was any effort or thought put into addressing core weaknesses of Gambit for players who have been generally dissatisfied with the mode since launch? Key topics: -Motes evaporate too quickly, disproportionately pushing closer ranged play. -Picking up crap dropped by enemies is the least fun type of patrol, and at a high level, that’s a huge fraction of Gambit’s mechanics and minute to minute gameplay. -Invaders are overpowered. -catchup mechanics are obtuse and of dubious value and balance to begin with. -Variety of play. Gambit gets stale fast. I’m not sure two more maps changes that.
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  • Took me until Friday to finish the 40 Gambit Matches for the Breakneck... Simply because I couldn't stand playing more than 2 Matches at a time. Boring. Way to much time for one match (it should have always been 1 round with 100 Motes) I solo, invade and I do have fun at times but it just gets boring.

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  • The Motes issue is a team issue, either someone needs to collective, or the team needs to learn how to push and repel enemies to get said motes instead of every guardian for him/her/their self. They exposed this with the roles of the buffs they just showed in the video. The second - you listed goes with the first, and is somewhat repetitive. If anything is an issue about pickups, maybe convince Bungie to increase the diameter of "pick-up" mechanic, and speed of such (like when picking up Forge Cores, seems to take longer than other pickups). Invaders overpowered depends what the Invader is coming in with. Yes, Linear Fusion Rifles have issues, the patch coming up may address such, Large Machine Guns are also nice and powerful (Thunderlord is quite efficient), beyond that depends on range of them to you and you to them of your weapons against each other. But you have to think of if you are invading, you want to bring your OP weapons and such. Catchup mechanics last I checked were scaled back some. The questionable thing is are teams balanced to begin with and if people are being cooperative to each other to spike up mote and kills. And sometimes shit just doesn't work out due to whatever enemy groups you are against, weapons/energy types, and subclasses. Remember Light/Power Level matters, and that guy 50 below everyone on your team is going to make it harder for your team due to the power drop off against the other team that is all max light. Gambit can get stale, if you keep playing the same two maps, and same set of enemies over time. The game does change the type of enemy subtypes present (think Cabal Sentries, or the Hive ones that sometimes are spawned but not always). Then think back to what Shaxx says in crucible, "Did you ask yourself this? Did you throw enough grenades?!?!" Much like did you invade enough, or get invaded enough to liven stuff up. Remember the name of the game of Gambit is PvEvP or some combo of that. It's meant to be chaotic somewhat, so some will be better at the PvP portion vs the PvE portion.

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  • I haven’t seen any posts or experienced any of the problems you just said. You sure you played gambit.

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  • I agree with most of what you said except that the picking up stuff dropped by enemies thing is more subjective that objective (not saying I [i]enjoy[/i] it but that’s just a matter of preference, and I wouldn’t say the invader themselves are op. Simply getting focused by one player and not paying attention can melt an invader pretty easily. So the actual health and damage the invader can do I wouldn’t say is the problem. Maybe the time they can Incase can be tweaked, and maybe an easier way to know where they are for easier counter play. Aside from that, you hit the nail on the head with gambit.

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  • I definitely cede that some of the points I brought up are open to debate and/or simply player opinion. Whether ultimately action on those points needs to be taken or not, it is important that Bungie’s mulling these things over. So much that has been pushed live with this game for a long time now has felt like it’s been under considered, under tested, and has needed more time being worked on. So I just wanted to reiterate some feedback I had. I know not everyone will agree with every point I made; I also have, especially when Gambit first launched, run into people who felt exactly the same way I did.

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