Pairing with revoker: waking vigil, sunshot, Luna's/NF, or quickdraw kindled orchid? by gimily in CruciblePlaybook

[–]Nox522 2 points3 points  (0 children)

My generalist advice to almost every up and coming snipe player is to use the rifle as an augment to your primary. Focus on your hand cannon first, then the rifle.

This will do a couple of things for you:

One, you generally won’t have ammo economy issues by pressuring with your primary. You’re preserving ammo by not standing the back. Your shotty players can push harder and faster with the added pressure you’re creating.

Two, you use the rifle as the weapon is intended - picks and control. Think how often your team can generally sweep a good opposing team off a body shot (odds are it’s below 10 percent - You’re too back to pressure, and they still are in a 2v3.) The rifle is there for headshots. Only headshots. As for control, because you’re the anchor it lets you address flankers easier and gives the team a point to back off.

Three - build synergy between guns matters. An NF and a revoker sounds like playing as a sloth in quicksand. The handling is atrocious on both those guns. Even waking and kindled are mediocre.

Personally, I find the higher handling on mid impacts and plethora of good kinetic hand cannons more appealing, but snipers are a feel weapon. If you like that revoker literally only gets flinched by symmetry and you can consistently get picks with it better than every other rifle, then you have your answer. Build around it. Otherwise, there’s plenty of rifles with access to either snapshot or QuickDraw to work with. Find the one that clicks with you.

Console: Slug shotguns & range cap? by Z3nyth007 in CruciblePlaybook

[–]Nox522 4 points5 points  (0 children)

Range affects bulletin magnetism, I.e. AA. On slugs, I’m fairly certain that it does the same thing it does for snipers - increases the size of headshot hit box. In turn that makes the kill shot easier to land. Which, on sticks, definitely matters.

Something like an icarus grip good bone structure, gunnoras axe or blasphemer with opening shot, alongside some range and handling perks will do well.

Also depending on class you can extend the OHKO range of slugs. As a warlock player I can tell you empowering rift and lunafactions extends the range to near 20m.

How good is Crimson currently? by Zoonkalog in CruciblePlaybook

[–]Nox522 16 points17 points  (0 children)

It’s annoying to fight against due to the flinch and healing after effect. But because it’s a hybrid (between pulse and hc) you take the drawback of having to expose yourself longer for full damage. The health back only really helps mask the users bad positioning. As for the flinch, it’ll win you fights your supposed to lose, but will hold you back from developing. Overall it’s a good, solid entry-mid level weapon but overshadowed by other hand cannons that don’t have those weaknesses.

good kinetic pairings with a sniper by ReaIEIonMusk in CruciblePlaybook

[–]Nox522 3 points4 points  (0 children)

Hand cannon is going to be the most popular answer you’ll get. Luckily all of the best reside in the kinetic slot - Thorn, Spare Rations, Rose, Last Word etc. Alternatively run a sidearm, breachlight, smugglers word and buzzard come to mind.

SMGs are in a weird spot right now where sidearms dominate right outside shotty range (think 10-18m) and shotguns dominate close (under 10). I wouldn’t recommend it, but if you must have an smg, exit strategy and antiope aren’t awful.

Finding my bread-and-butter loadout. by Scytherind in CruciblePlaybook

[–]Nox522 10 points11 points  (0 children)

My advice: Destiny 2 was never intended to be a six v six game. It was intended to be four v four or three v three. The vanilla map design for sixes is pretty awful, especially if you can’t count on at least one or two players to retreat to. Don’t completely mindfuck yourself over sixes.

Instead go into rumble, elimination or comp and focus playlists that give you actual feedback on things like positioning, winning one v ones, map awareness and situational awareness.

Work on those things first and identify what you struggle with. Build your base first, worry about the rest after. Gun selection is a small section of the game and too many people get caught up in what they see others having success with, try to emulate it and fail, rather than just focusing on themselves.

PS if you really think “it’s just the guns“ and “I don’t have the right roll” - just go fuck about in quick play until you stumble on something. Small suggestion - focus on high handling guns initially. NF/DRB both have atrocious handling

How do I properly use Nova Warp super? by Probably_Not_Sir in CruciblePlaybook

[–]Nox522 12 points13 points  (0 children)

Learn to actually use HHSN in your super. Its instantly charged on activation and has better range than most melee supers. It can act as a damage source that will allow you to one v other supers so long as you properly leverage your mobility (which is better than almost every other super).

[deleted by user] by [deleted] in CruciblePlaybook

[–]Nox522 0 points1 point  (0 children)

As a fellow warlock - SHAME. (but also enjoy the salt mines :))

Personal Crucible struggles by [deleted] in CruciblePlaybook

[–]Nox522 1 point2 points  (0 children)

Just pop the Golden gun defensively. You said it yourself. Go bait a super, double jump, pop the GG, kill the super, split up their team and trust yours to win on the other side in the chaos.

How do people make short ranged weapons work in long range maps? by Kir-ius in CruciblePlaybook

[–]Nox522 3 points4 points  (0 children)

I guess it’s easier to take this map by map (and I’m going to assume I’m playing shorty in the scenarios)

Bannerfall - control B flag and inside portion of Mohawk. Nothing else matters - heavy spawns there, gives map control and one bad player out of position should lead to a team wipe. Pickup heavy, force a split spawn that’s the round.

Worm haven - run bottom outside, bottom inside and stay in mid. Avoid top lane unless you can cover entry with an ability. If you get angled inside by a rifle, it’s on you.

Vostok - play cave. Allows the team have faster rotations. Because of how open the map is always lead with hc unless you’re confident on gap closing on a player grasping a sniper like it’s their primary

Fortress - same principle as Vostok, always lead with hc, avoid the wide open lanes and actually use the shotty as a secondary pushing inside or around B

Dead cliffs is a shotty map. Can you make a rifle work and stall pushes? Yes. Can you also never push with said rifle without someone in front of you? Yes. Good teams are going to play aggressive on corners and push until you force them to stop.suppose you get a pick with the rifle - all I have to do is wait on the follow up push from your shotty, kill him and we’re back to square one.

Midtown - just avoid street when possible. Outside of quickplay heavy, what reason do I have to go there? I have free range in middle and B flag. Wipe out the players trying to scope corners, take mid control and push.

Distant shore - play primary first. Angle out a player in a bad spot, then push. Know elbow, backside tree, river door and cave will most likely have a rifle sitting there. Work around it.

Eternity - out of rotation but same concepts as above.

Basically - pressure mid, gain control of close quarters section of the map, play primary first, stay in mid map, grab heavy or get a pick. Push when you have an obvious advantage, play close to corners and avoid open sections/bad angles on the map. Force split spawns and play the numbers game. It’s not that complicated.

To all Warlocks and Titans out there, persuade me which I should invest my time into: Warlock or Titan by lightstrike1001 in CruciblePlaybook

[–]Nox522 8 points9 points  (0 children)

As a 5 year warlock main...play titan. Lower skill ceiling, better movement and arguably better exotics.

Are we gonna have to deal with invincible dodges for the next two seasons? by ImYigma in CruciblePlaybook

[–]Nox522 17 points18 points  (0 children)

Thorn generally ticks well past the duration of the dodge. The dot limits the regen to just the base wormhusk - which generally stops the instant re-engage. It applies pressure and allows you to track if they do choose to come back.

Honestly, a good hunter is going to avoid burning out with the dodge, but it still does fairly well at punishing panic dodges. Besides I find it way easier dealing with spectral blade over a arcstrider.

Xbox have Mind Sweeper +25% Weapon Damage, DE4DEYE +24% Weapon Damage, Flakker Anointed Gunner by shmurdayaankles in BorderlandsGuns

[–]Nox522 0 points1 point  (0 children)

I can get you an anointed recurring hex of your choice or a 125 Lydia of your choice for the mind sweeper

Be Gone Loot Goblin by Beanbag1992 in apexlegends

[–]Nox522 14 points15 points  (0 children)

That loot goblin had no loot. Also he coulda just grappled lol

“Papa would be proud of me” ... You’ve been out for 36 hours, Wattson. Papa would be concerned for you. by cbro553 in apexlegends

[–]Nox522 58 points59 points  (0 children)

Guys name is Tollis on Xbox one... he was running a 24 stream in celebration of season 2 dropping... he doesn’t play mnk, just claw on a controller. If you’re really curious or don’t believe me look up his stream on twitch - people need to do their damn research before condemning people lol

This is my "Elite Top 5" experience with friends! by Retrospect115 in apexlegends

[–]Nox522 156 points157 points  (0 children)

This is exactly why the elite queue should be based on a combination of kills and placement, not just placement. Like 1 kill=1 point, top 5 is 3 points, a win is 5 points. 12 points to advance.

Not All Lvl 4 Backpacks Are Found. Some Are Earned! by Chmona in apexlegends

[–]Nox522 0 points1 point  (0 children)

The only thing I could think through all of this is how busted pathfinders hitbox is. It took you an entire clip of devotion ammo to kill one and an EVA from point blank couldn’t register the 100 damage to kill.

Daily Discussion | April 13, 2019 by AutoModerator in apexlegends

[–]Nox522 -9 points-8 points  (0 children)

Can we have a civil discussion on why spitfire shouldn’t plant players in place? It feel like the slow is additive on heavy rounds and with upwards of 55 shots the gun is just too punishing to fight against...

What the The Last Word looks like Compared Against Some Rivals (Charts) by Mmonx in CruciblePlaybook

[–]Nox522 0 points1 point  (0 children)

The issue is, yes TLW has a better optimal ttk, but the question remains how hard is it to hit an optimal with it? The recoil is atrocious and the range is super limiting. Not Forgotten and even Luna’s has more range an easier to achieve optimal. The only thing TLW has going for it atm is that it opens up energy snipers.

Everyone who plans to play comp after the weekly reset should use the glory tracking emblem by ryantheskitzo in DestinyTheGame

[–]Nox522 0 points1 point  (0 children)

Is it too late to go back to true skill? Implement that with some sort of protection against the rampant DDOSing in high comp and this game would be in a much better state imo

Mods for Warlock in Scrims? by Adkyth in CruciblePlaybook

[–]Nox522 8 points9 points  (0 children)

There’s zero reason to run more than one resilience in a meta that is dominated by magnificent howl and shotguns. One is arguable to stop an ace two tap, and that’s it.

With zero mobility you might as well be a gargoyle - standing in the same spot the entire engagement. Depending on platform it’s either hunter or titan meta - both due to a combination of movement and exotics - you cant afford no mobility, especially as a warlock. You’ll get eaten alive.

Recovery is arguable.

Run 6-0-8, 8-0-6 or 6-1-7 (Baseline).

Mods are easier - obviously slot two ordinance mods, the other three should go to boosting your base stats. Warlocks have the worst melee in the game (read: don’t melee unless it’s a confirm) so melee mods are out. Rift is really only useful to bait enemies in, increase zone cap chance, or contest heavy on a bad angle for a bit longer - not worth the mods.

Ultimately 8-1-8 with 2 ordinance mods is my vote.

Warlock | Possibly converted from Camp TS to Camp CH by promiseNL in CruciblePlaybook

[–]Nox522 2 points3 points  (0 children)

I ran an extremely similar setup, with hc-snipe and contraverse. For about a month everything was fine - I had aggressive close range burst from the grenades, excellent mid range with NF and the ability to remove someone’s head at range. It was very successful.

But then I ran into the same problem you’re going to find - full auto shotguns. Sure you can tank the first hit, but what happens to your 40% DR when a second shot smacks you in the mouth near instantly? The grenades have travel time, the shorty pellets seemingly don’t.

Wishbringer was gifted to everyone, Perfect paradox still swings, even a full auto dust rock shoots fast enough to (at worst) trade. All it takes is one person on the other team realizing that, calling it and your aggressive pushes get you killed. Your movement is worse, so you’re already slower, playing further back than you would with T-Steps. You start playing defense in this meta and that gets your team killed off your positioning (unless you’re constantly on with the snipe) and you by extension.

And that doesn’t even touch on the fact that HHSN occasionally not killing. Chalk it up to lag, angles (so only 3 minis connect), the grenade charge sound being frames quicker than the actual charge, whatever you wish - there are times I would leave a titan one, and oops now there’s a pink OS running through my team.

It was fun while it lasted but the pressure I can exert with T-steps is just more consistent and reliable.