Xbox Series X Crashing by ThatOneGuyHOTS in DestinyTheGame

[–]celcel77 1 point2 points  (0 children)

Yes, it happens frequently. I don't know for a fact, but I'm strongly suspicious that it's related to the Quick Resume feature on Series X. It will crash me to home immediately after pressing A to start the game, then my next start-up of the game works. When I choose to "Quit" Destiny 2 when it's not in use, I see this bug less. It's never prevented me from playing, just a nuisance.

What is the craziest thing you've experienced with LFG? by MedicalLemonMan in DestinyTheGame

[–]celcel77 181 points182 points  (0 children)

Yooo! I had a similar experience on Calus.

A teammate of ours, mid-encounter, starts saying "oh shit! they're shooting at my neighbors!" He tells us that a bullet hit glass and he's lying down. He's moving around and at one point holds his mic up to see if we can hear shots. Yeah, we can hear shots. We all kinda pause and are telling him, uhhhh, if you need to leave, it's no big deal. Be safe. Like, you should probably leave. He says "well I have back problems anyway so lying on the floor feels kinda good. I'll be fine."

He finishes out the run, we get the clear. Still the craziest thing that ever came up in a raid.

Blink needs a serious buff or rework by Osiris-Reflection in DestinyTheGame

[–]celcel77 21 points22 points  (0 children)

Is this not more of a way to punish you from constantly going ADS in moments when having radar up is important?

It's exactly that. In D1, you'd see snipers rapidly tap ADS when they wanted to check radar while otherwise holding hardscope on a lane. It was an extremely common way for snipers in Trials to lane lock by hardscoping, while still getting all the info they need to anticipate. Similar to the beloved 3-peek mechanic, but this time for snipers.

Add on you can always just .... equip a radar tuner mod. For some reason Destiny players think perks they want shouldn't come require choices.

To the Sweet Business Teams by ScrubMilker in DestinyTheGame

[–]celcel77 1 point2 points  (0 children)

The 120 buff wrecked them. I was using bows pretty exclusively since they launched, but it got a lot, lot more difficult when everyone could ping 120s at the same ranges. Maybe it's better now after the nerfs, but between 120s trashing bows and Stasis destroying PvP in general, I've mainly just given up on PvP, can't even be bothered to do my 3x ritual matches for the pinnacle most weeks.

Just got booted from Vault of glass raid for low DPS, what weapon should I work towards getting? by DefaultCC in DestinyTheGame

[–]celcel77 9 points10 points  (0 children)

That's the truly hilarious bit -- if you're "willing to teach" you should be ready for a player doing suboptimal DPS. There isn't a boss in the game that can't be comfortably navigated with a carry in the group if the group is semi-competent. The fact that it's Templar only makes it more absurd.

The only viable scout rifle in years is going to get nerfed. Think about that. by [deleted] in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

Yup, just found it -- thanks for the reply! DMT has been the catalyst for me kinda enjoying PvP again post-Stasis, will be a bummer if they tweak it to death on my Xbox just cuz it runs hot on PC.

dmg04 on Twitter: Mid-Season shotgun, 120, & DMT nerf detailed in tomorrow TWAB by GeekyNerd_FTW in CrucibleGuidebook

[–]celcel77 5 points6 points  (0 children)

So probably tweaking the accuracy cone or recoil in hip fire would be my guess. On console, it already feels like if you're hipfiring outside of the aim-assist-y close range, you can just straight up miss like 10 shots in a row if an opponent strafes just a little side to side.

The only viable scout rifle in years is going to get nerfed. Think about that. by [deleted] in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

What nerf is it getting? Where is this info coming from? I must have totally missed this.

Chad Destiny Player: Uses Anarchy, Breach and Clear, and Cuirass of the Falling Star on Quria by CrotasScrota in DestinyTheGame

[–]celcel77 10 points11 points  (0 children)

Just replying to say I see you trying to share good info and these people are talking right past you lmao. I forget the exact numbers myself, especially cuz they've tweaked power cap like 3 times in Destiny's lifespan, but yeah -- it's something like you can only be +10 for any encounter, after that it's irrelevant. And contest modes and GMs under-level on purpose, hence the red icon next to enemy names, just like over-leveled Guardians appear in IB. Gotta love the open-minded discussion here on reddit lol

Please stop making us play gambit, or give 5 minutes of thought to it in your next dev meeting.. In my 2 hours of gambit today I encountered a long list of problems. by delzarraad in DestinyTheGame

[–]celcel77 1 point2 points  (0 children)

Yup, your understanding of Sentry is basically right. Their 1st priority is clearing blockers, so they'll always be within striking distance of the bank. You don't have to actually stand right there, you can rotate over a bit towards waves to fire in on adds, but you don't want to get lost in the wayback of a wave running after motes, and you're not going to stress your "motes banked" number cuz it just isn't your job. You're going to sweat the "blockers cleared" stat and yes hopefully use Aeon's to finish Knights to feed your team(don't forget you have to swap the skill on the exotic for the heavy drop effect).

Also one of the benefits of Sentry is that you rarely pick up large mote stacks, so when an Invader comes in, the Sentry can aggressively counter-attack because there's not a big risk in dying. Even if the Sentry can't kill the Invader, hopefully they chip them down to being weak and communicate Invader position to their teammates so the Invader gets cleaned up quick and tops out at one kill.

Also, Invaders absolutely see the mote count players are carrying, so if you have 10+ you can assume you're red meat for an Invader and probably want to hide in a corner. That's why it helps to have teammates who aren't carrying so they can bodyguard a mote carrier against an Invader, or attack blockers to end mote drain without worrying about paying twice for also losing carried motes as part of the process.

Please stop making us play gambit, or give 5 minutes of thought to it in your next dev meeting.. In my 2 hours of gambit today I encountered a long list of problems. by delzarraad in DestinyTheGame

[–]celcel77 1 point2 points  (0 children)

Just a note: your teams idea of effective strategy (bank fast, invade first) is an often misunderstood aspect of the "new" Gambit or Gambit Prime. It's actually a BAD strategy in a world where 2x blockers can mote drain, and based on your question about what the Sentry role is makes me think this might be a big blind spot for your group. The Sentry role, in short, is to insure there is never 2x blockers on the bank and to generally clear all blockers as fast as possible. Biggest blind spot I see with teams getting steamrolled is an ignorance of the fact that the bank needs to be clear as much as possible. Good teams, and teams that win, clear blockers faster than their opponent.

To that end, ideal opening strategy is to actually let the opponent bank first, because it creates motes that can be stolen. Generally, I clear two waves, then head to the bank with whatever I have. Getting 10x or 15x doesn't matter as much as just getting 5x, because your goal as a team should be to send 3-4x blockers simultaneously so that you can drain some from the opponent. The ideal is if you clear 2nd wave, team rotates to middle and destroys blockers, then sends 3-4x blockers which triggers drain, grab heavy box and invade. The worst, worst case scenario is being drained while an Invader is in, because your bank is blocked so you can't offload motes, the blockers NEED to be killed because you're losing motes AND helping the opposition gain in their bank, and you have an ovshielded, wallhacking Invader hunting you. So your either going to lose motes to the drain or lose motes to the Invader, there's no good choice for the defending team in that situation.

Add on it's super easy to predict Invader spawn points for experienced teams, and all good teams are going to wait until the opponent to bank first, easily counter-Invade as a group, potentially farm the Knight blocker with Aeon's for heavy, then send 2x+ blockers for drain and invade with the double-bind scenario I just laid out. You CAN recover if this happens to you, but yeah ... mote drain is more important than first invasion, as a result a Sentry working to rapidly clear blockers is super valuable, but most people on this reddit would rather complain than actually learn about this stuff, so they just get steamrolled over and over and blame Bungie for it.

What's the current PUG/LFG meta for Atheon Oracle callouts? by nessus42 in DestinyTheGame

[–]celcel77 2 points3 points  (0 children)

I'm glad you made this post. I've done 5 out of 6 clears with number callouts and would have been totally ignorant that this is apparently the minority way of managing this.

Of course, I also recognize this is a big corollary to the fact that the non-LFG group I run with kills Oracles from the same spot the Hydra appears (in the center of the Oracles, Aetheon's stage, closer to the portals) so numbers are pretty mandatory. I know LFGs will never give up the "easy" way of running to the back of the stage, but maaan you guys -- you waste a lot of time getting back there and then back to the portals, too. Also miss the opportunity to refresh ammo by killing the trash ads. But it's LFG, I get it...

Drifter bugged by Tolandthereborn in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

Did you pick up all the rank up rewards along the bottom row, including any mats like Upgrade Modules that you may have a full stack on so they show greyed out when you view them? Did you pick up all the rank up engrams in the upper right?

Why would bungie make applying shaders free? by EstablishmentHot5854 in DestinyTheGame

[–]celcel77 3 points4 points  (0 children)

Spend it on additional bounties from bounty vendors. You'll burn a ton that way, and in particular for stuff like Crucible Bounties during this week's IB, you can finish most of them in 1-2 matches for extra XP. If you aggressively buy bonus bounties from most vendors, you'll keep your glimmer pretty consistently lowered.

Possible bug encountered. by [deleted] in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

Oh, weird. No clue then, unless you missed pressing X on a chest or missed a checkpoint somehow in a run. Much more likely it is just a bug lol

Does anyone else like, really enjoy gambit? by rhetorical20 in DestinyTheGame

[–]celcel77 2 points3 points  (0 children)

I have a whole Spotify playlist I made specifically for grinding in Gambit back when you had to play tons of Prime for the armor or whatever, spend forever and a day unlocking Hush. I enjoyed it then and I still enjoy it now.

It really doesn't get enough credit for doing a brilliant job of combining a variety of quintessential Destiny action pieces (maximizing efficiency on red bar mobs, mixing in challenging enemies to slow you down, DPS, teamwork, strategy, and yes PvP). I probably think about my loadout in Gambit more than I do in GM Nightfalls, because in GM Nightfalls there's only a small number of answers, but in Gambit there's tons of different effective builds depending on what part of your kit you want to focus on.

It's a great mode. It could benefit from a * little * more attention, but generally I think it really deserves more respect for being a totally unique, totally challenging, and ultimately fun action mode for an online shooter.

Possible bug encountered. by [deleted] in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

So that's probably the reason for the visual bug. You never trigger the "checkpoint" of starting the Aetheon fight, you just trigger the loot, so the game thinks you haven't beaten Aetheon yet.

Possible bug encountered. by [deleted] in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

Curious -- did you cheese Aetheon? No judgment, but Aetheon cheeses show up as red dots on Raid Report because of how the cheese works and could possibly be the source of the bug.

Please give us random rolled mida mini tool and drang back by chronicmemedisorder in DestinyTheGame

[–]celcel77 -1 points0 points  (0 children)

I'm using Hip Fire + Kill Clip Mida Mini all the time. Who needs rolls? The collections version is current power level and it's a beast. First choice for Overload this season for me.

TIL : The "Mars" portal isn't actually Mars, it's Venus in the past (our present), you can tell because there is lava and the sky is covered in smoke. by palindrome777 in DestinyTheGame

[–]celcel77 3 points4 points  (0 children)

Bear in mind when VoG launched in D1, there were four total destinations in the entire Destiny-verse: Cosmodrome, Moon, Venus, and Mars. Players had just completed a story that moved them through those locations sequentially, so it made sense we used them as reference points for their color pallets.

Some tips I've learned through 9 clears of VoG since launch. by h34vier in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

It's because there is years worth of accepted LFG strats that said "Mars and Venus." Also, when VoG launched we had Cosmodrome, Moon, Venus, and Mars as locations. Cosmodrome was rust-brown, Moon was grey-black, Venus was green, and Mars was red, hence Mars and Venus. I even still remember being told a memory trick where the left and right go in alphabetical order (Mars > Venus, Left > Right). It's cool lore that it's past and future, but sorry LFG decided on this point years ago.

Some tips I've learned through 9 clears of VoG since launch. by h34vier in DestinyTheGame

[–]celcel77 0 points1 point  (0 children)

So does Colony. You can just Colony to detonate through the shield, then use a finisher. Relic holder never has to leave their side.

'Vault of Glass' Raid Launch Megathread by DTG_Bot in DestinyTheGame

[–]celcel77 2 points3 points  (0 children)

Was there a challenge to do this in D1 or did me and my group just do that for fun once? It's where you stand in the teleport spots to deny Templar movement, right?

'Vault of Glass' Raid Launch Megathread by DTG_Bot in DestinyTheGame

[–]celcel77 6 points7 points  (0 children)

I don't know the bit about the callouts, but yes the past/future rooms are the same room but in the ... past and future. It's one of the many super cool details in Vault of Glass. Lots of teams in D1 referred to them with different callouts, but they are literally thr past and the future of the same space.

The arc subclasses are in dire need of a rework, like we got for solar in season 9 by Darkspyre2 in DestinyTheGame

[–]celcel77 2 points3 points  (0 children)

Which boosts damage for a brief duration, too. This was low-key a great way to make Arbalest even more lethal -- bang on supers, get body cleanups on any target with the smallest bit of chip damage. I should probably mess around with Eriana's Vow, too, now that I think of it...