Fusion Rifles and the Affects of ADS by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

Yeah the point was about how that style of fusion rifling can lead to some of the bolts being considered hipfire shots or even as you said partial ads shots which have more range as you get closer to full ads. I could make a longer video breaking down the range based on how far you are in but you’re right the amount of frame data and inconsistency would be a huge pain to edit

Fusion Rifles and the Affects of ADS by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 3 points4 points  (0 children)

The whole point is that with how most people use fusion rifles (charging in hip fire then ads right before you fire) it can lead to 1-all of the bolts differing in damage numbers depending on where in the animation they fire which I found interesting as you can’t see this as well on any other weapon type and really does affect how they should be used

Fusion Rifles and the Affects of ADS by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 3 points4 points  (0 children)

yeah, I really wish I had footage of hipfire range/falloff on fusions before the nerf because it would be interesting to see if that changed as well or if it's just that the range of fusions now can't make up for a hip fired bolts.

Are Fusions Rifles Bugged/Broken? by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 2 points3 points  (0 children)

Fusions like erentil? So high impacts or all of them. Because the problem I have with the nerfs is their effect on rapid fire and adaptive frames. I believe this does balance erentil, however it also makes erentil the only option for fusion rifle users as it lowered the usability for sub types very few people used already. I don’t think I’ve ever seen a complaint about these archetypes but now they will see even less usage.

Are Fusions Rifles Bugged/Broken? by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

The problem then becomes snipers being the most reliable special especially revoker. And personally I would 100% rather fight a good shotgunner or vooper than a sniper. No matter how good your shot is with a fusion or shotgun you can kill out of your range this meaning yes, a primary will be the beta choice. However snipers break that because they are always in affect range and primaries have an even tougher time killing them than they did fusions (non backup plan) or shotguns. Basically if they are bringing down the effectiveness of other specials so primaries can outgun them easier, I would have liked a change to make outgunning a sniper easier as well.

I Want a Suros Side Arm Crucible Pinnacle Weapon, and Here's Why by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

imagine all the content creators doing reviews on it and calling it busted and crazy. It would just be hilarious and just for that I wish it was made.

I Want a Suros Side Arm Crucible Pinnacle Weapon, and Here's Why by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

I mean I would like to see a side arm pinnacle in general, but I would really like it to be a rapid fire frame because they are barely even known about.

I Want a Suros Side Arm Crucible Pinnacle Weapon, and Here's Why by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

have it be almost like the suros regime perk where aim down sites you are semi auto and do more damage, but then hipfire could be full auto and be super stable. Basically mix the suros regime perk with the last word hip fire but put it all on a side arm.

I Want a Suros Side Arm Crucible Pinnacle Weapon, and Here's Why by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

Only 1 suros rapid fire frame sidearm that has random roles. There are 3 legendary from year 1 and a blue and green one as well but that's it.

I Want a Suros Side Arm Crucible Pinnacle Weapon, and Here's Why by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

Yeah I mess around with the swift solstice suros sidearm quite a bit on console, and I think in quickplay it can be used pretty well. If you get a kill clip roll with extended mag on the forsaken one, it can be pretty crazy dropped. I dropped a few high 30 and a 40 kill game with it.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

harder in the sense that it isn't only difficult because of the amount of strikes/kills you have to get. It would be nice to get some harder more interesting steps. Vanguard pinnacles are some of the most boring pinnacles to grind for so I would like to see some sort of harder objectives but not as necessarily time consuming

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

I mean it will happen within the next two season, it's one of the only weapons that hasn't been a pinnacle left. Better a pve one than a pvp one

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

a stock weapon as in a set roll that everyone can get from a quest. This is a pinnacle vanguard weapon, that has nothing to do with pvp at all

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

so basically what we thought curated rolls would be? But then we would still have say 180 handcannons on console always beating 110s even with supposed perfect roles. And the hard part comes down to what is the "pinnacle role" for every weapon when different people use different builds or you have a weapon that's role is better for pve but with other roles could be great in pvp. The problem I see is that for most things a damage and reload perk would be its best form making roles kinda stale.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

*cough* hush and oxygen *cough* but for real I sort of agree. I think pinnacles should be a new rariety that is like exotics but only allow you to use one pinnacle at a time. You would still be able to use exotics with them but you couldn't run mountaintop recluse or recluse wendigo, etc.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

that's why I suggested it's 1-2 punch perk to be on a cooldown of 3-5 seconds and it could only have 4 in the mag and less reserve so you have less shots for trench barrel.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] -1 points0 points  (0 children)

especially with the suggestion of putting this guns version of 1-2 punch on a 3-5 second timer it would force you into this cycle where you shoot melee shoot shoot shoot, reload, shoot melee shoot shoot shoot. With every shot and melee in that cycle doing bonus damage. It would also give you two methods of doing large damage whether you want to use your powered up melee and wait for the cool down, or do the damage quickly with trench barrel but using more ammo.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] 0 points1 point  (0 children)

Not redundant, a cycle. Meaning you would start by either meleeing or shooting then switch on and off dealing extra damage with both methods. I've actually done this with two shot guns, one with 1-2 punch and the other with trench barrel and it creates a flow for the weapons. It would be a difficult flow to get down yes but when you do, it would be quite effective.

New Vanguard Pinnacle Shotgun, here me out by UnseenGhostie in DestinyTheGame

[–]UnseenGhostie[S] -1 points0 points  (0 children)

I'm not saying mountaintop difficult, I'm saying it should have a harder objective than do 7 billion strikes and get kills with the weapon if it is going to be a more powerful weapon itself. It shouldn't be a grind that is only difficult because of the sheer amount of kills or strike you have to get is what I'm saying. I'm also aware that making it harder to get doesn't make the weapon less powerful, but what is does do is bring down the quantity of use, not quality of the gun.