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Edited by LiamCDM: 11/16/2016 11:54:14 PM
34

A Top 20 Rumble Player on Why Ghost Bullets Have Removed the Skill Gap

[b]Shotguns[/b] https://www.youtube.com/watch?v=rFrrUHR9UR4 https://www.youtube.com/watch?v=L0wZDcsoTzc https://www.youtube.com/watch?v=M9nO-fh9Uwg [b]Handcannons [/b] https://www.youtube.com/watch?v=bZ24eDTg_s4 https://www.youtube.com/watch?v=F7m07sLoT-s https://www.youtube.com/watch?v=OqVXKNdEQDw https://www.youtube.com/watch?v=_HfQ-MoGHbU https://www.youtube.com/watch?v=gxZ6nc4Sq-s https://www.youtube.com/watch?v=ab05QofVNG4 [b]What Bungie had to say about it[/b] https://www.youtube.com/watch?v=wVLmBRFTI5E Before you tell me to "get gud," as most of the unintelligent, uninformed individuals say on the forums, let it be known that not only am I a top 20 Rumble player, and have been in the top 50 for well over a year, but I regularly do competitive scrims and am about to begin to compete in Gamebattles. Ghost bullets are a buzzword and community created term, that describes bullets that hit their target, but don't register. This is commonplace on handcannons and shotguns, where one's shot could've been landed perfectly, but didn't register. Bungie refers to this as "Bloom" which also appeared in Halo, but was removed after community outrage. It seeks to decrease bullet registration when rapidly pulling the trigger on a semi-auto weapon. However this can't possibly be the extent of it, as even firing slowly can still cause this to initiate, and these issues were not reported before the launch of TTK last year. The way this reduces the skill-gap is quite simple: your accuracy is luck based. It's up to RNG; even the best players in the world can confirm this, including TripleWRECK, Wish You Luck, nKuch, and various others. This feature systemically punishes skilled players by limiting their abilities through basing their aim on luck. Even average and below average players suffer due to this. It limits their abilities as well; not to mention how rage inducing it is to know you just died because your bullets didn't register, and not from anything you did. If Bungie ever wants Destiny to succeed as a bona fide eSport, and be up in rank with CoD and Halo, they must fix the hit detection issues that have been plaguing us for over 15 months. This needs to stop, and I hope Bungie makes the right decision.

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  • Edited by Spamz: 11/18/2016 6:57:55 PM
    Moar super competitive opinions: I get what Bungie's going for, here. They're trying to represent each weapon class as having unique accuracy statistics. For a game like Battlefield, where the simulation is chaotic and involves tons of players, tons of ammunition loaded into each weapon, varying projectile speeds, bullet drop, fast kill-times, and a generally slower pace to player movement (a generally more "realistic" sim), base accuracy decrease and per-shot accuracy reduction makes sense. This is Destiny, where characters are literally flying, floofing, and bouncing around - every shot counts in competitive matches. Base accuracy should always be one hundred percent - per-shot accuracy reductions have no place here either!! Reducing a player's accuracy outside of their own ability to aim, in Destiny, really hurts the gameplay. Precision is the key word when it comes to gunfights in Destiny. We're talking the difference between winning and losing, decided by a single gunfight over a power position or ammo crate. Securing the fastest time to kill is the priority, and in a competitive scenario, either player, with hand cannon ready to go, isn't going to even [i]consider[/i] pacing their shot - they know exactly where to aim, and how to counter the recoil of their weapon of choice. This means that they're gunning for the fastest possible kill, but being denied often enough due to the base accuracy reductions and spread-increases for repeat shots. This same issue was present in Halo: Reach, and manifested itself in almost the same way. Two players engage in close quarters with the DMR. Either player is firing as fast as they can, because pacing their shots simply [i]isn't worth it[/i] when the chances of scoring that 5-shot kill are still [i]relatively high[/i] at max bloom in comparison. The exact same issue exists here - you simply won't feel the benefits of pacing your shots in Destiny, because the player gunning for the fastest kill-time still has an alright chance of scoring it. On the flip-side, you can still lose out, even in close-quarters, because of the spread-increase. Can't you see that this system favors nobody? All it really does is restrict high skill-bracket gameplay to a minimal selection of weaponry, where the range stat is absolutely king (in the case of hand cannons - other archetypes have their own minmax setups). Why is everybody using the vendor palindrome? Because its base accuracy is the highest, which means its the most consistent across the board, unless you're willing to play classic FFA for hours and hours in hopes of rolling a better eyasluna. Basically, Destiny's accuracy mechanics are trying in some respects to emulate a "realistic" simulation, where barrel length determines the accuracy of a weapon. If this is the case, Bungie, I'd like to turn your attention to [url=https://www.youtube.com/user/hickok45]hickock 45's channel[/url]. He's got literally hundreds of videos in which he drives all kinds of ammo from short barreled pistols and revolvers of all makes and models onto small targets from hundreds of yards away. Even if the intention was simply to divide weapon accuracy based on class, in Destiny, this shouldn't mean reductions to base accuracy or spread fire increase. The only weapons in which I can see how you'd make a case for accuracy reductions as you're shooting are auto rifles, but other than that, shots should be landing in the center of your crosshair, with range determining damage drop off and magnetism radius'/proc distance, and stability determining weapon kick, and recoil decrease parameters, with recoil direction being tied to the weapon archetype or individual weapon. And that's that.

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