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#feedback

9/9/2016 2:58:31 PM
21

This is not the Flinch I was looking for....But...

As many will know I was one of the many that preached for a change in flinch. Here's one of my more [url=https://www.bungie.net/en/Forums/Post/212266593]recent posts[/url] My primary focus was that it should be randomized and not re-center. The previous implementation in no way promoted gun skill and definitely cheated people who were in a good and proper position to counter a sniper. Despite the current change not being random it may still be effective. I am glad they acknowledged that countering a sniper properly was an issue. It really was the main point for a lot of people and most of us didn't want to see an actual nerf to the weapon itself (with regard to countering). Something we may not have known was the amount of flinch that was being used. Especially on the first hit. To learn that the initial hit was only producing 30% flinch was rather surprising. Now that it's 50% and increases on subsequent hits will increase the risk factor to a better place. One thing they didn't mention is Precision VS Body damage. What is the "Damage" they're taking about when they say "take damage"? The change to mid-high impact damage is interesting but is not that significant to destroy it's usability. You just can't kill "high Armor" supers with it. Again another thing that reduced the risk of using a sniper. Taking down supers should be a team effort not a 1 man job (except for another super) They didn't change double body tap which is good nor did they change Res-sniping. (Other than the Rift change: [i]Added an overshield on player spawn to cut down on spawn-camping[/i]) I feel they really took a good look at what the real issue were and made adjustments accordingly. As for how the flinch will affect PVE we'll see. Although if you feel that you should take AI damage without flinching then I don't know what to say.

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