Destiny Sandbox Balance - Never.0
GOALS:
- Increase weapon diversity and encourage primary weapon gunplay
- Emphasize mobility
- Reward map movement
- Raise skill ceiling by increasing average Time To Kill
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AIM DOWN SIGHTS:
10% movement speed increase to all class base player traits and 10% less movement speed reduction while ADS
AIRBORNE:
Every weapon retains 100% accuracy after the first jump, and loses 50% accuracy during additional jumps. Icarus perk returns that 50% accuracy back. Pojectiles are subject to momentum and travel time.
HIPFIRE:
First shot is always 100% accurate (except on a Sniper), however
every successive shot is less accurate when fired at max rate of fire. Hipfire perk increases accuracy by 50% at max rate of fire.
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AIM ASSIST:
Aim assist chart in order from most aim assist to least aim assist. (Low rate of fire and low stability = higher value; High rate of fire and high stability = lower value.)
- Swords - MAGNETS
- Sidearms - 80-90%
[*]Scout Rifles - 70-80%
[*]Auto Rifles - 60-70%
[*]Pulse Rifles - 50-60%
[*]Hand Cannons - 40-50%
- Fusion Rifles - 30-40%
- Machine Guns - 20-30%
- Shotguns - 10-20%
- Sniper Rifles - 10-20%
- Rocket Launchers- 0-10%
(
NOTE: Values only relative to one another. Each archetype has its own 1-100 scale. e.g. 50% aim assist on a Hand Cannon is lower than 50% on a Pulse Rifles.)
(
NOTE 2: Primary Weapons may or may not switch places depending on their average stability.
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PRIMARY SHOTS TO KILL:
All TTKs are enhanced with perks (e.g. Glass Half Full, Headseeker, Final Round, Luck in the Chamber, etc.)
Auto Rifles
- MIN/HIGH IMPACT = 15 bodyshots; 12 with crits (9 enhanced)
- MAX/LOW IMPACT = 30 bodyshots; 25 with crits
Hand Cannons
- MIN/HIGH IMPACT = 4 bodyshots; 3 with crits (2 enhanced)
- MAX/LOW IMPACT = 5 bodyshots; 3 with crits
Pulse Rifles
- MIN/HIGH IMPACT = 12 shots/4 bursts; 9 with crits/3 bursts (2 enhanced)
- MAX/LOW IMPACT = 15 shots/5 bursts; 12 with crits/4 bursts
Scout Rifles
- MIN/HIGH IMPACT = 6 shots; 4 crits (3 enhanced)
- MAX/LOW IMPACT = 8 shots; 6 crits
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RANGE CHART:
Melee to Close Quarters:
Close Quarters to Mid Range
- Auto Rifles
- Hand Cannons
- Fusion Rifles
Mid Range to Long Range
- Pulse Rifles
- Scout Rifles
- Machine Guns
Long Range:
- Sniper Rifles
- Rocket Launchers
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RADAR RANGE
Reduce Radar range by 10 meters in the Crucible. Range enhancement tied to perks.
TIME TO KILL
Increase average TTK across the board by 0.1 second for critical hits and 0.4 seconds for body shots (accomplished by aim assist changes and precision damage scaling above).
SUPER METER GENERATION:
Reduce Orbs of Light super meter generation by 30% in the Crucible.
AMMO SPAWNS
- Remove Special Ammo spawns at the start of match
- Spawn Special Ammo on static 2 minute intervals; Special Ammo drops from crates do not stack
- Heavy Ammo crates provide 2 Rockets (3 with perks) and 5 kills' worth of Machine Gun ammo (7 with perks)
- Special Ammo despawns 30 seconds after crate pickup or player drop; Heavy despawns 15 seconds after crate pickup or player drop
- Increase pickup radius on Heavy crate to 30m