OK fair enough. People had to earn those coins too then.
lol
"hmm, what can we do to make these different?"
"why not raise the wings?"
lol
"hmm, what can we do to make these different?"
"why not raise the wings?"
lol
"hmm, what can we do to make these different?"
"why not raise the wings?"
All ships share the same 3 components, they are just arranged differently. Body, nose and wings. Bungie just mixed and match elements as if they were making them in Kerbal Space Program.
lol
"hmm, what can we do to make these different?"
"why not raise the wings?"
Is there any reason in changing capes?
You can't upgrade them yet they have levels attached to them, they don't seem to do anything.
I'm still rocking the the one I've had since the beginning.
This is true for Sunsinger. Can anyone test/confirm that the Surge effect on Voidwalker does affect reload speed, though?For warlock I'd put the one with the precision kills increase reload speed personally. Since they have no other way to speed up the reload speed (cept the glove bonus if you have one) it's really nice.
Sigh... Just played a game where a guy on my team openly told everyone he was going to troll and force the team to lose in Iron Banner... And he did just that by never capping a point, purposely feeding the enemy kills, and doing everything he could to make things harder on the rest of us.....
lol
"hmm, what can we do to make these different?"
"why not raise the wings?"
Had to take corrective measures in the Crucible for the win!
http://youtu.be/zuU_YWWsrfM
But yeah, it's a beast machine gun that I got from the VoG.
My Raid group has a guaranteed method of giving exotics to the people in order. They deliberately die a ton so that they always get the exotic. They have done it since the Moon and it has been consistent.
Perhaps this guy wanted to do that?
During that E3 demo... when the ship hovers in and your dude jumps down... I wish you could just fly ships over the environment and drop anywhere.
I find it more than a little concerning how Bungie can't seem to understand that a territory-based gametype needs the following things:
1. A center zone that's equal distance away from either team. There's a small map on Mars (forgot the name) where Bravo team can cover both A and B from basically their spawn point.
2. In a Control match, why do kills count towards the final match score? It should be only captured zones that add towards your team score. It's bullshit how the main objective nearly becomes secondary.
3. Don't spawn enemies in zones that they don't control. Does your team control zones A and B? Not for long, since Destiny's spawn system will spawn enemies behind you at control points that they don't even control.
Control is just filled with bone-headed decisions and map design that I wonder if Bungie even played the game before releasing it. Jesus, all they had to do was copy Domination from Call of Duty. It's only been one of the most popular gametypes in that series for seven years.
Trying to do weekly and daily. Level 25 hunter. Psn jude_government
Is there any reason in changing capes?
You can't upgrade them yet they have levels attached to them, they don't seem to do anything.
I'm still rocking the the one I've had since the beginning.
Ships are there to give variety to the abundance of loading screens, its just too bad most of them are poop colored.
Sooooo......was that it? Gain access to a tiny room with nothing inside it? Is it that way with all these other areas that had those powerful enemies around?
So, in the beta, there were these areas that had high level enemies, supposedly there to block particular areas.
I went to one area I remember in Old Russia, kinda right where you get dropped off in patrol mode, and killed two knights that had ?? over their heads when you saw them in the beta. Turns out, it's just a small room with absolutely nothing remotely interesting inside it.
There was an interview with Deej about these encounters, and he said these are aspirational moments, where one day, you aspire to be powerful to take these guys down and move into these blocked areas.
Sooooo......was that it? Gain access to a tiny room with nothing inside it? Is it that way with all these other areas that had those powerful enemies around?
All ships share the same 3 components, they are just arranged differently. Body, nose and wings. Bungie just mixed and match elements as if they were making them in Kerbal Space Program.
Serious question:
I'm level 29 and am one pair of boots away from reaching 30. Is there any point to play iron banner? Other than bragging rights??? The gear won't scale me to 30, correct?
I think what makes it worse is that the only time you really see your fireteam's ships are at an angle from directly behind everyone's thrusters, or from a top-down angle that flattens the features of the ships and make it hard to appreciate some of the (minor) differences.
So, in the beta, there were these areas that had high level enemies, supposedly there to block particular areas.
I went to one area I remember in Old Russia, kinda right where you get dropped off in patrol mode, and killed two knights that had ?? over their heads when you saw them in the beta. Turns out, it's just a small room with absolutely nothing remotely interesting inside it.
There was an interview with Deej about these encounters, and he said these are aspirational moments, where one day, you aspire to be powerful to take these guys down and move into these blocked areas.
Sooooo......was that it? Gain access to a tiny room with nothing inside it? Is it that way with all these other areas that had those powerful enemies around?
Is there any reason in changing capes?
You can't upgrade them yet they have levels attached to them, they don't seem to do anything.
I'm still rocking the the one I've had since the beginning.
The Fallen will continue to claw at the walls of our city unless we strike them down. Beneath the ruins of a Cosmodrome, in the shadow of an old colony ship we've located the house of Devil's Lair, and their high servitor feeding them their strength. We must destroy their machine god, and send their souls screaming back to hell...
The more points you own the bigger the bonus you get for each kill. It's important to own the points as each kill gets more points and your team is that much closer to winning.I find it more than a little concerning how Bungie can't seem to understand that a territory-based gametype needs the following things:
1. A center zone that's equal distance away from either team. There's a small map on Mars (forgot the name) where Bravo team can cover both A and B from basically their spawn point.
2. In a Control match, why do kills count towards the final match score? It should be only captured zones that add towards your team score. It's bullshit how the main objective nearly becomes secondary.
3. Don't spawn enemies in zones that they don't control. Does your team control zones A and B? Not for long, since Destiny's spawn system will spawn enemies behind you at control points that they don't even control.
Control is just filled with bone-headed decisions and map design that I wonder if Bungie even played the game before releasing it. Jesus, all they had to do was copy Domination from Call of Duty. It's only been one of the most popular gametypes in that series for seven years.
I'm ready to feast on Atheons Glass body.
In 15mins
So tired of that line
The Fallen will continue to claw at the walls of our city unless we strike them down. Beneath the ruins of a Cosmodrome, in the shadow of an old colony ship we've located the house of Devil's Lair, and their high servitor feeding them their strength. We must destroy their machine god, and send their souls screaming back to hell...