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Destiny 2

Discussioni su Destiny 2.
12/22/2019 11:56:23 PM
25

The Aim Assist Issue

It's no secret that the Crucible is more or less abandoned in terms of balance, but something HAS to be done. The state of bullet magnetism is just disastrous. Perks and stats barely matter to any weapon. If it doesn't have great aim assist, it gets dismantled. Period. Every "Unbroken" Guardian, along with those on their heels, uses the same loadout; a Spare Rations or Thorn paired with a Beloved or Mindbenders Ambition. Why? Because the guns aim for you. If your crosshair is in the same county as your opponents head, you best believe you're hitting crits with those guns. Spare Rations is the biggest offender with an aim assist stat of 92. Quick question, Bungie: why? If your reply is to just use the same loadout to compete, let me remind you that this game is a looter shooter: the entire point is to use a bunch of different kinds of weapons. Limiting myself to a couple of choices would be unbelievably and laughably stupid. Obviously, a blanket nerf to bullet magnetism is needed, but specific cases should be tuned accordingly. Kinetic Hand Cannons released during Season of the Drifter with aim assist stats of 92 (not naming any names) should take a hit harder than weapons with lower aim assists. I think it's be best if all weapons of the same archetype rolled with the same aim assist stat. As I said, if a weapon doesn't have good aim assist, it's pretty much going to be dominated by other weapons with higher aim assist stats, regardless of perks and other stats.

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  • Modificato da an Ape with a d2 addiction: 12/23/2019 8:25:59 AM
    Honestly I think the aim assist thing has it's roots in Destiny starting as a console-thing only. Existing mechanics got ported and adapted into the PC version since they have so many stats built into the game's core design that affect those mechanics. First establish that bullet magnetism is another term for bigger hitboxes. Would it be nice to not have Jupiter-sized head hitboxes on MnKB to increase the skill floor / -ceiling gap? Yes. Probably. With the P2P shenanigans that will always be part of Destiny I have a small underlying reserved disclaimer for that in my back-pocket. Would have to see. Was not around in D2Y1. Would it make the game more competetive? Yes. Does Destiny need to be more competetive? No. Destiny is not a competetive FPS game. This is from a 5500 pvp-only player. Destiny is at it's core a fast paced arcade-to-the-extreme shooter. For true competetive FPS experience other better options exist. The current situation at least offers a level playing field. Do I want bungo's development time be spent overhauling the core gunplay gameplay mechanics over all the other priorities? With the stuf I mentioned above being a consideration? I'm veering more towards a no. Eventually this discussion will boil down to separate pve/pvp balancing. Something past experiences also make an unrealistic expectation. For me personally. A single focus point that could realistically be a thing is aim assist on 150 rpm HCs specifically though. Like you stated. I feel 150s in general were all made with relatively high aim-assist because of the high RPM resulting in higher need in recoil management. With shadowkeep's HC recoil nerfs this could be an outdated aspect.

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