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#feedback

12/31/2014 10:02:55 PM
4

Public Event discussion- Eliminate the target

We need to come up with a new way to approach this event. To this day, I find it the most difficult to even find another player in the recent area to gang up on the target and pull a public rating of gold stars. For those of you who are in the dark about this, the timer for the event is not based on when the target will leave. It is based how much time is left before the target will disappear the area if not kept constantly engaged. I say constantly engaged because I watched with my own eyes a month ago where a target ran straight from checkpoint 1 to 6 without stopping after waiting in his area for a single minute. I did not engage him and regretted it because I knew I could have rotated weapons and had a decent chance at killing him. With that said, here's my idea of a solution: 1. Event timer is greatly reduced to reflect the need to kill the target. Consider it special intelligence operation where it's a dead sprint for them to a ship or transport of some kind. 2. Enemy shield strength and health remain the same, but the target needs to establish contact for 1 minute in each of the given checkpoint areas. If that means they have to run, for example, to enemy patrol areas and/o reinforcements? Ok. 1 minute per checkpoint. Cannot move from one to another without that one minute requirement. Reduced checkpoints? Maybe only two or three? Fine. But the point is 3 minutes are required for three checkpoints. 3. Final checkpoint spawns reinforcements. Enemy attempts to warp out. Majors try and stop us. Final checkpoint requires an additional 30 seconds to minute on top of the normal checkpoint for the final confrontation. Anyone agree about these suggestions? Think we need more or less?

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