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12/18/2015 9:38:10 AM
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Objective players still carry an important role. I can respect that. It's just weird seeing how the things you listed were my EXACT experiences. For a minute, I honestly thought Bungie nerfed ME lol. And this Spear is just something I was experimenting with. After every patch, I like to pull out all different kinds of weapons, new and old, to test them out and have fun with stuff I hardly use anymore. I think it's been a while since I pulled this one outta the ol' vault and I can't remember exactly why it had Rodeo on. My initial thought is for quick recovery for any follow up shot. If the 1st bullet barely misses their head, I know the next shot will hit its mark
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  • Edited by Killlerschaf: 12/18/2015 10:25:26 AM
    Tactically speaking, I see the value on something like the NM Violator or the Low Grade Humility, where the RoF allows you to actually use the high stability to have a glorified Scout Rifle with a OHK option. It just confused me on the Spear (I have outlaw on mine because of the mag size. It's debatable as well I guess). I also like to check out older guns after heavy meta shifts. I personally went back to Thorn for a lot of maps, on which I can't successfully use my Jade Rabbit (I know you're an Xbox user, so sorry for mentioning that one^^). Also dusted off my Matador and rerolled it with Rangefinder and Battle Runner (always used the latter, but with the movement nerfs to shotguns, I would describe it as the best shotgun perk around nowadays) When I say I play the objective, you shouldn't take it too literally. I also mean pushing enemies back to C/A, keeping certain paths clear, or simply killing everything so that my team has breathing room. I usually don't pick up heavy either. I Novabomb/Shadowshot the enemy's heavy and steal that one (while usually dying on the way out) or proceed to lmao when the 2 remaining people who survived the initial blast (and I died to team shooting), die to my Novabomb Vortex when they try to pick up the heavy in the aftermath. I think I have 16.5 kills per game average, so there's that. And 1503 Elo in Rift, the last time I checked. It's reassuring that the issue is universal though. Something broke with the newest patch.

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  • I know what you mean. I meant players like you are a breath of fresh air to play w/. If you check out my DTR stats, I'm mostly top 1-2%, EXCEPT my win%. It's bc when I jump into pubs (normally by myself), I find myself as the only one on the team killing or capping. Several 40+ kill games I've had, the 2nd best on my team would usually have less than 10 kills. That just shows how I have to do all the heavy lifting for my team, but it usually ends w/ a loss. Therefore my win% takes a hit. Every team needs at least an awesome complement to win matches so I respect you for being someone dependable. Kudos to you. I guess all this is rendered irrelevant tho due to the current PVP issues w/ the patch. Only time will tell if you will look into it and correct it

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  • Edited by Killlerschaf: 12/18/2015 10:33:44 AM
    That was always my biggest gripe with the matchmaking of old. Teams had a certain average ELO, and the matchmaking would usually put teams together who combined, have a similar ELO. In reality what happened was that one team got a hard carrying player, while the rest of his/her team were underwhelming players. Whereas the enemy team wouldn't have one hard carry, but the average ELO of all players would be closer together, meaning that 6 players in the enemy team had a noticeably higher ELO than my 5 teammates, while I have a noticeably higher ELO than the 6 enemies. And thus the game basically expected you to "win alone", and overcompensate for the lack of skill the others had. Something that tanks W/L ratios, if YOU (a general you, not you in particular) are the one expected to carry the others. I don't want to say that I preferred that way of getting matchmade, but at least it didn't lag half as much...

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