Sniper inventory reduced by 5-7 shots. That's freaking huge!
Let's talk math(exciting I know lol)
If I have 23 rounds max on my stillpiercer, with boots on and all.
For simplicity sake let's say to a pve boss I do a flat 1000 per hit.
23x1000=23000
Now with hit to ammo lets use avg and say 6 rounds removed
18
17x1000=17000
That is a 26% reduction in potential damage (over a quarter)
That's horrible, and a bad call please bump and comment maybe someone will see this
Edit, I have never trended before so thanks to all
Edit 2, near 1500 replies thanks I've never had over 20 before lol so thanks to all and be careful out there in the update
-
Snipers and Shotguns are probably in their worst season yet. The ammo drought will be for real. I just want to know where this "battle rifle" that Deej and the Nerf Lord were referring to is. It feels like Bungie keeps referring to battle rifles as a thing we should have. It's a Halo thing, but we play Destiny. "Don't use a sniper like a battle rifle"
-
Guys it's ok. We'll have more hand cannon ammo in PvE LEL. Who needs snipper ammo when we'll have 5 more handcannon bullets.
-
-
Subscribe to me on YouTube/ StayHot
-
Goodbye black spindle...time to use different exotics on war priest and golgoroth
-
Edited by AboundingChip85: 4/9/2016 9:52:57 AM
-
-
I like the change (-: #teamfusionrifle
-
That maths though
-
Kings fall is going to be ridiculous.
-
Bump for pve players
-
Wait so if special spawns 3 min the first time then 2 min after that then basically we will be playing trials with whatever special ammo we spawned with? Matches don't usually last 2 min :/
-
Or you can use other methods to fight the boss instead of being the boring prick you are and just sniping rinse repeat
-
In PvP you should hopefully now not be able to run special weapon all match long. In PvE raids sniper damage will be down on dps rounds, is that a bad thing? I personally like players using different things not just black spindle.
-
The sniper meta is why I drink... i spend matches waiting just because I know no one is going to actually engage until snipers run dry in which it is doctrine or mida and AAAAAAAALLLLLLLLLLLL!!!! the grenades it's really like i could stay in spawn go take a shower come back and they would still be trying to pick someone off. Ughhhh his meta needs to die and never return.
-
So what? If your team is good, then there is no point to care about ammo. Just shoot with everything that you have. Special weapon supposed to be a SPECIAL, not primary.
-
Screw the charts. Screw what the forums say. Play the damn game developers (on all consoles!). THEN tell us what needs rebalancing.
-
Don't expect pvpers to understand this....they are more concerned about kd than boss killing.
-
However, ads will drop ammo more often; so killing ads is going to be A LOT more efficient now. Unless you run into that problem where ads NEVER drop ammo. THEN we're screwed.
-
I just wish they would've just made this. Pvp change instead of it being universal.
-
Lol bungie at it again with their shitty logic. We are not fighting Atheon in Exodus Blue you pricks, stop hindering PvE because of the delights of PvP
-
They have sniper ammo in the division.
-
Special ammo will be dropping more in pve. Besides nobody really cares about pve content except for new stuff for a week
-
Just want to remind you of how much shotguns have suffered in comparison to snipers. I see no real issue with this. Let's compare. Sniper Rifles Update 1.0.1 Increased the base Stability range by [6% to 100%], modified by weapon stat Update 2.0 Final Round on Sniper Rifles buffs precision damage only, not base damage Update 12/8/15 Extended Sniper Rifle damage falloff so damage only reduces on very long range shots Luck in the Chamber on Omolon Sniper Rifles now only buffs precision damage April Update Increase base zoom distance on the lowest range sniper scopes. Medium to long range scopes are untouched Increase base zoom distance on Sniper Rifles that did not have Optics enhancing scope nodes Add 2 frames of zoom time to base Sniper handling Reduce Snapshot perk to 20% benefit to base zoom time (down from 30%) Reduce Stability across all Sniper Rifle stats so that reacquiring a target after firing requires more care Addressed a bug where Zen Moment was not providing perk benefit to Sniper Rifles Zen Moment removed from uncommon and rare sniper grids Legendary Hakke Sniper Rifles trade Zen Moment for Performance Bonus Legendary Omolon Sniper Rifles trade Zen Moment for Battle Runner Shotguns Update 1.0.1 Improved Shotgun damage falloff networking. Reduced base Damage per bullet range by [2% to 5%], modified by weapon stat Reduced base Shotgun range by [1% to 7%], modified by weapon stat Update 10/14/14 Decreased base damage at maximum range (falloff) by 20% Shot Package Perk now has a slightly wider cone of fire The Rangefinder and Shot Package perks are now mutually exclusive Update 1.1.1 Increase damage by 2x (100%) against all non-Guardian combatants (aliens) Reduce high end range values - damage falloff starts sooner, so Crucible players with long range shotguns need to be a little closer for successful one hit kills (Like the Fusion Rifle) Initial starting ammo is reduced across all ammo stats in the Crucible: Starting a Crucible match, you’ll have less Shotgun ammo in reserve Update 2.0 Shotgun perks that enhance lethality at range should be less effective when combined with a high initial Range stat: Reduce Shot Package Accuracy buff by 30% Rangefinder adds a 5% base Range increase on ADS (was 20%) Reduce Precision Damage multiplier on Shotguns by 10% Reduce damage against AI combatants by 10% Update 9/8/15 Shotgun precision damage scalar grants 10% bonus damage (Was 25%) Shot Package perk reduces the cone spread by 20% (was 50%) Rangefinder perk adds a 10% base Range increase on zoom (was 20) Damage done against AI combatants reduced by 45% ( 2.25-> 1.15) Update 12/8/15 Reduced damage falloff to start at melee lunge ranges Low range falloff starts at standard melee lunge High range falloff starts at Blink Strike lunge Final damage falloff extends 0.5 meters longer for a smoother drop Slower ready/put away time for all shotguns Additional recoil on weapon fire for all Stability values Slower reload speed for all Reload stat values Slower time to Aim Down Sights speed for all shotguns Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected Add 2 frames delay when firing out of sprint Increased base damage against AI combatants by roughly 5% Fixed Kneepad perk on Hakke shotguns April Update 5-7 rounds removed from reserves.
-
It's what you assholes get for crying nerf on snipers
-
Meh, this is no problem at all, because you're playing aggressively, killing things, moving forward and picking up ammo, right? The only way I can see this being a problem is if you've found a clever spot you can use to bypass the challenge, and don't want to leave it because you'll get killed. And nobody plays like that, right? Where would be the fun in 'winning' like that?