Thoughts on Weapon Balancing: Everything needs to be balanced out!
I got into some arguments on a Facebook post regarding the new community manager, but what myself and others were wondering if this new "manager" will listen to the majority of players woes to balance ALL weapons. Here's my reply to someone that said there is no need:
[spoiler]"Call of Duty has more balance and variety than Destiny. Yes, many "pros" use BAL or ASM1, but you don't see everyone using those same weapons every game, unless that's all their even good with. I can get multiple kills using different weapons, but in Destiny, I usually end with around 5 kills and 20 deaths, all from everyone camping with Thorn and Shotgun.
You say once handcannons get nerfed, everyone is going to complain about PRs, then SRs, and so on.... Not true. Every weapon was fine the way it was in Crucible, UNTIL they introduced the buffs and nerfs of all weapons. If everything was balanced, there would be variety, making you change your strategy in real time, making those NOT use the same 3 OP weapons in the game.
Here's what the weapons were originally intended to be BEFORE the nerfs/buffs:
-Auto Rifles are meant for close to long range. ARs are the most versatile, most well-balanced weapon in the game. Depending on how far your target is, the damage output will change. (Which is why Suros Regime was such a great weapon in Crucible)
-Scout Rifles are meant to do damage from medium to long range. Up close, not so much, due to semi-auto fire. Highest accuracy. They do around 5-6 shots to kill someone, 2-3 at the head. The higher rate-of-fire, the less damage done.
-Pulse Rifles are meant for close to medium range, but will scatter shots at long range. Some fire off 3 shots, others 4 (rare). Usually have a large magazine to deal with many situations. These weapons shouldn't be taken so lightly, some can have high rate of fire, but have little damage. Others have slow fire rate, but can be as deadly as a Scout Rifle if taken lightly.
-Hand Cannons were meant for close to medium range, but could do some decent damage at long range. The only problem with long range shots, it's harder to hit the target due to massive recoil and they don't have great range in the first place. Plus, very small magazine size, long reload times.
-Shotguns are meant to be instant death and melee range. They can be a 2-3 shot kill if at medium range, and impossible and long. Slow reload, big magazine, some can have full auto, lots of recoil. (And when I say melee range, I mean, TITAN melee range, not Warlock, or Hunter Throwing Knife for the matter....)
-Sidearms are still new, but not used as much as hand cannons. They are quick to pull out if Primary needs a reload in a desperate situation. Unlike Hand Cannons, they fire MUCH faster than them, at the cost of range and damage. High stability.
-Snipers have always been the underdogs. They can be deadly up close, and at the longest range possible. They have the highest damage output out of any weapon (besides Rockets) and can be used in nearly any situation, depending on the skill of the player. They are usually 2 shots from afar, instant kill to the head, but SHOULD be instant kill at close to medium range. (Why is it that you fire at someone 300 hundred feet away and does the same damage to someone at 3 feet away?)
-Fusion Rifles are a medium range shotgun. They have a charge up before firing, but can instant kill someone at that range. Long range is the same as shotguns, but at least you can hit someone with a single shot. Between a small or medium size magazine, little to a lot of recoil, and always high damage.
-Machine Guns are either high fire rate with a low stability, low damage output, or low fire rate, high stability, high damage. Some can have high rate-of-fire, high stability, low damage output. Can kill from near to medium range, long range if shots are fired one at a time. Massive magazine size, but long reload times. Or small magazine, fast reload times. (All depends on how you customize your weapon to fit your play style, like Xerxes-C, which takes 3 shots to kill someone at slow fire rate, small magazine, average reload.)
-Rockets are instant death at any range, but can kill you if at near to close range. Some have low velocity, but end up having the biggest blast radius. Others having high velocity, medium blast radius. Rare to see some that have both high velocity and blast radius. They have slow reload times (unless a perk gives you fast reload when mag is empty). Magazine size is an average 2, with medium reload speed. Larger the magazine, the longer it takes to reload. (Many single shot rockets reload in under 1 second.)
I think that about covers it all. If everything was balanced, there'd be more variety. But unfortunately, people would rather use the same gun and call themselves the best player in the game, although EVERYONE uses that same OP gun."[/spoiler]
I personally enjoy using Scout Rifles, Snipers, and Auto Rifles. Pulse Rifles are handy in some cases, but the damage output for my SR is better in my opinion. Snipers are great for any situation, but sucks I can't pop someone off at close range, no matter where my shot lands other than the head. As for ARs, I still use them. I have Suros Regime and my Vanquisher XIII. They are still useful in many situations, but lack in damage, thanks to the AR nerf. Until this is resolved, I'm temporarily ending my Crucible time in place to upgrade new weapons/armor for all 3 characters. Crucible USED to be fun, but there is just no variety anymore. I always have to run a counter-Thorn/Shotgun setup that I'm just not used to. I'd rather play with people that make myself change my strategy/weapons to take them out at each encounter. This is why Halo still dominates the multiplayer aspect of gaming these days.
If you disagree, let me know. This is feedback to the new community manager. I'm a massive fan of Destiny, a daily player, same with my siblings, but it's time for change!
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