Twilight Gap
Member
I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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Grenade? Check. Direct hit with super? Check. Tether not turning off their super? Check. Stab? Check. Gunshot? Check.
Balance.
Uh why didn't the tether work? My super goes away after being tethered yet this guy walks it off.I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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All those red pings tho
Uh why didn't the tether work? My super goes away after being tethered yet this guy walks it off.
Also, he's a red bar it seems looking at the scoreboard at the end.
That's a Microsoft request.
I thought the bow was supposed to suppress supers.I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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The tether isn't an instant-off. There's often a bit of time before it enacts. It's a known thing that people gripe about and for good reason.
Yeah, the guy was tethered for a good while. Super should have been deactivated. This is just a case of lag and not the subclass like you said.Yeah that gif is specifically a problem w lag, not subclasses. Tether should have inactivated hammer long before he kept swinging.
Of course there are plenty of well-worn issues w the subclasses but "complete tether immunity" isn't one.
Yeah that gif is specifically a problem w lag, not subclasses. Tether should have inactivated hammer long before he kept swinging.
Of course there are plenty of well-worn issues w the subclasses but "complete tether immunity" isn't one.
That is an issue but that's not what's in your gif.
And quite how is that a MS request? It's an account request. Why we don't have access to our accounts on both platforms is mind boggling.
Departing when? How long is the estimated travel time?
I've been looking for passengers forever, PvP has been super dead. I'll hop aboard a bit later if I can finish some stuff up.
I thought the bow was supposed to suppress supers.
Because Microsoft doesn't want you to be able to switch platforms at will.
It was brought up around the time of Destiny's launch.
Normal mode?
Well, I know at least 3 of us were on vacation then so even though we're a miniscule sample size compared to the entire population, middle of september was a decent vacation period. I'd be curious to know what it would have been like had it released around the same time.
Nonetheless, that's really interesting. I'm guessing it's because of those 6 mans and the mechanics, it takes a lot of teamwork between 6 and wiping galore, etc. At least the overall gist of 3v3 elimination stayed the same. Also, there are still lots of carries in Trials. Not nearly as much carries in Raids.
Too bad it's KFNM stats.
Well to be fair we had little time to gear up for the raid and almost 2 months to gear up for ToO
Tether is definitely the super most affected by lag. I've seen many times where they will attach to a enemy and not actually do anything. It's ridiculous too that a direct hit isn't a OHK since it takes forever to actually deploy.
One more reason why I play as gunslinger, with the main reason being that I much prefer to play offensively and aggressively as opposed to doing lots of zoning and trapping.
If spiderman shot his web at Thor, can it keep him from throwing his hammer? There is your answer.
Either way, shitty netcode or bullshit super issue, it's not fun.
Tether is definitely the super most affected by lag. I've seen many times where they will attach to a enemy and not actually do anything. It's ridiculous too that a direct hit isn't a OHK since it takes forever to actually deploy.
One more reason why I play as gunslinger, with the main reason being that I much prefer to play offensively and aggressively as opposed to doing lots of zoning and trapping.
Of course. But your original post was about subclass balance which is why I clarified. Nobody here thinks Hammers are balanced or the netcode is good but it's still important to tell them apart.
Of course. But your original post was about subclass balance which is why I clarified. Nobody here thinks Hammers are balanced or the netcode is good but it's still important to tell them apart.
Sidearms are right where they should be.
I'm just surprised they shared participation data. We don't get Destiny population data often, but for the hardcore, no matchmaking, high light required PvP endgame, over 800k players struck me as a lot.
Converted to weapon parts on sight?
Let's see if we're on the same page here.Good, since we think alike you can post why Sidearms don't need a buff.
Tether is definitely the super most affected by lag. I've seen many times where they will attach to a enemy and not actually do anything. It's ridiculous too that a direct hit isn't a OHK since it takes forever to actually deploy.
One more reason why I play as gunslinger, with the main reason being that I much prefer to play offensively and aggressively as opposed to doing lots of zoning and trapping.
It's a little funny to me.
Hunters have Bladedancers were the lag usually works in their favor, and Nightstalker where the lag usually doesn't. Feels like some sort of karma.![]()
Me me... Psn gunawi.2 more spots on Crucible train but I'm gonna go ahead and start for now.
Streaming some rusty PvP shenanigans:
http://www.twitch.tv/twilightgap
Let's see if we're on the same page here.
Side arms don't need a buff because before tossing them aside we need to consider *why* they're not effective. And the reason is shotguns having a kill time of 0 with long range body one shot kills.
Shot package and rangefinder aren't an issue. High impact shotties are. They shouldn't exist. Have something like Invective be the max impact - you need 2 shots, shotgun melee, or a well placed crit at reasonable range for the kill.
If this were to happen, Sidearms would be far more viable. It's not so much that they're bad, it's just that shotties of the Matador/Conspiracy archetype hit too hard to be fixed with perk nerfs.
Btw: wish I were home to jump on the train bro.
I'm down.Starting HM Oryx. Join on me PSN Jafku
It's a little funny to me.
Hunters have Bladedancers were the lag usually works in their favor, and Nightstalker where the lag usually doesn't. Feels like some sort of karma.![]()
I'm almost always a Gunslinger too, but I've been experimenting with the Graviton Forfeit. The neutral game of the Nighstalker is super fun, but the super--especially in light of the unreliable connections present in pvp often--is super not fun.
2 more spots on Crucible train but I'm gonna go ahead and start for now.
Streaming some rusty PvP shenanigans:
http://www.twitch.tv/twilightgap
They don't have a one shot sweet spot because unlike the others, there's no penalty for missing a shot or two. They're the perfect quick reaction tool in a frenzy. Miss your Conspiracy or Fusion one shot and you're dead. With a sidearm you have some leeway, which is great. Or would beSidearms are such an odd man out. Every other secondary weapon has a 1HKO sweet spot, so why don't sidearms?
Sidearms need some sort of gimmick, other than always respawning with ammo, to make them a more valuable option. No idea what that could be though.
Maybe give them the slower movement speed debuff the old halo plasma rifles used to have. So when you are shooting a player with them, it's harder for them to close the gap, and maybe they can't sprint and thus can't slide into you for that shotgun kill.
I don't see what the big deal is. Subclasses seem perfectly balanced to me.
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That gif makes my stomach turn in anger and frustration. I'd likely quit crucible for a while if that happened.
2 more spots on Crucible train but I'm gonna go ahead and start for now.
Streaming some rusty PvP shenanigans:
http://www.twitch.tv/twilightgap
I think one shot kills with shotguns should exist, but the range needs to be dropped off such that they are 2-3 shot kills outside of very close range. That would open up a space for sidearms to fill a role where they would be more reliable weapons at medium-close range (kill faster with a side arm at 20 feet than a shotgun at 20 feet, but a shotgun blast from 10 would be fatal; must making up distances here for examples).Let's see if we're on the same page here.
Side arms don't need a buff because before tossing them aside we need to consider *why* they're not effective. And the reason is shotguns having a kill time of 0 with long range body one shot kills.
Shot package and rangefinder aren't an issue. High impact shotties are. They shouldn't exist. Have something like Invective be the max impact - you need 2 shots, shotgun melee, or a well placed crit at reasonable range for the kill.
If this were to happen, Sidearms would be far more viable. It's not so much that they're bad, it's just that shotties of the Matador/Conspiracy archetype hit too hard to be fixed with perk nerfs.
Btw: wish I were home to jump on the train bro.
Hola is dadBack to destiny already Zoba?
Shotgun one-shot should require a crit or be close enough you can smell his breathI think one shot kills with shotguns should exist, but the range needs to be dropped off such that they are 2-3 shot kills outside of very close range. That would open up a space for sidearms to fill a role where they would be more reliable weapons at medium-close range (kill faster with a side arm at 20 feet than a shotgun at 20 feet, but a shotgun blast from 10 would be fatal; must making up distances here for examples).
That said: I don't use sidearms any longer and never fired one in Crucible, so I don't know how effective they are or are not. But that's the role I imagine them playing, but the effective range on shotguns overlaps too much with them.
They don't have a one shot sweet spot because unlike the others, there's no penalty for missing a shot or two. They're the perfect quick reaction tool in a frenzy. Miss your Conspiracy or Fusion one shot and you're dead. With a sidearm you have some leeway, which is great. Or would be![]()
3 spots left on the Crucible train
I think one shot kills with shotguns should exist, but the range needs to be dropped off such that they are 2-3 shot kills outside of very close range. That would open up a space for sidearms to fill a role where they would be more reliable weapons at medium-close range (kill faster with a side arm at 20 feet than a shotgun at 20 feet, but a shotgun blast from 10 would be fatal; must making up distances here for examples).
That said: I don't use sidearms any longer and never fired one in Crucible, so I don't know how effective they are or are not. But that's the role I imagine them playing, but the effective range on shotguns overlaps too much with them.
Mainly because I'm a PvE player, I don't touch sidearms or fusion rifles. Shotguns and snipers fill in all the roles that I need.
I'm down.
I'm going to be home in 30 minutes with a Heroic Oryx checkpoint, anyone want to help me kill him? I'm 309 light and it's the last damn thing I need to do in this game.
If the spot is open for a 309, I'm down for helping in 30 mins!
3 spots left on the Crucible train