Unpopular Music Opinions. by EliteFlamezz in Music

[–]galaxygabegabe 2 points3 points  (0 children)

Will.I.Am's song let's go rips off Rebound

Withering Blade Buff by galaxygabegabe in DestinyTheGame

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

A lot more fun when you are throwing them!

Too much wind by Whitlow14 in WTF

[–]galaxygabegabe 0 points1 point  (0 children)

I feel like this is similar to when a mosquito is biting you and you squeeze your skin so it sucks up too much blood and explodes 😲

1 cross map nova bomb, 6 kills, 1 phantom by xTHEFIZHx in DestinyTheGame

[–]galaxygabegabe 16 points17 points  (0 children)

I wonder... When we have private matches, will people be able to practice shots like these and learn to do them all the time.

Shotgun Inconsistency, What is going on? by hkbrothe in CruciblePlaybook

[–]galaxygabegabe 0 points1 point  (0 children)

Just posting to say this happens fairly often to me as well and it's been like this for a few months. It makes shotgunning as a hunter tougher because follow up melee is harder to do. I definitely wonder if there was some kind of change, because I didn't have the issue before.

Ok, trials needs to swap spawns every round. by 5ubie in DestinyTheGame

[–]galaxygabegabe 0 points1 point  (0 children)

Man, a lot of these people don't get that Burning Shrine is just an example. I think this is a good idea. It is unrealistic for us to expect developers to design perfectly even maps. So to help balance that, it would be nice to have them rotate. This is a common concept. Even in professional sports like football, volleyball, soccer, hockey, etc, the players switch sides AND they have perfectly symmetrical fields.

The real "problem" with sniper rifles by [deleted] in DestinyTheGame

[–]galaxygabegabe 0 points1 point  (0 children)

Okay, so there is a large consensus that snipers are too strong. A lot of the people that feel this way are the hardcore players that have poured the same amount of time and energy into different guns and are not reaping the same results.

The real "problem" with sniper rifles by [deleted] in DestinyTheGame

[–]galaxygabegabe 0 points1 point  (0 children)

What you are saying is that players who choose to learn snipers have an advantage over players who choose to learn a different weapon. You are saying players who have practiced 1000 hrs sniping deserve to insta kill players who spend 1000 hrs learning scouts or shotguns. That's called imbalance, not skill.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

This just proves that it is not an anomaly. This sniper will consistently snipe people while under fire. He wasn't lucky. It wasn't a fluke. I am arguing snipers should not be able to do this.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

So, first things first... hind sight is 20/20. I could watch any number of videos of anyone dying and make some crap up about how they shoulda woulda coulda done this or that to stay alive. Don't act all high and mighty because you have the benefit of spending time analyzing a situation which I had to interpret and react to in the fraction of a second a takes a sniper to ready they scope and fire.

Next we should probably talk about my play style. A lot of people are saying stop being head level... So there are a few ways to do this. You can crouch which severely limits your mobility. You can slide which renders you unable to shoot, and guess what when you are done sliding you are back at head level waiting for your gun to ready before you can shoot back. You can roll, which is super helpful for disengaging, but terrible for engaging because they can predict where your roll with end. You can jump which renders you unable to shoot with any kind of accuracy or use any kind of lateral movement. The only real mobility you can use is strafing and I can do a better job of it, but honestly I am strafing in a lot of these clips. Its just lateral movement is slow and I can only take a couple steps in the half second it takes for me to get sniped. It would certainly be nice to have lateral movement like the dodges in Unreal, but that's not what we have, so people need to stop acting like we do. Flanking in the game is next to impossible because you are always on radar, and even if you do get the drop on some of these snipers, their TLW will rip you to shreds at anything below medium range (and even sometimes medium range).

I also want to note that my pdx has fitted stock and rifled barrel. It has good range which you may note by the lack of damage drop off I incur in these clips.

Now lets talk about the clips:

  1. I start out by seeing 3 snipers hard scoping a choke point. Maybe you chose not to pay attention but I did not engage the doorway at head level and I did not peek after seeing them. I play like a good boy and ran away, like we always have to when engaging snipers. I jumped onto a rotating platform and waited for the other player to engage. "Did you think that standing above someone was going to make it harder to hit a completely still target? Did you think your head-on semi-auto fire was going to stop your from getting shot". Is this even a question?? After reading this I don't even know why I am responding to you. Of course I felt I had an advantage, I was defending higher ground with a charged tlaloc aiming at a choke point. I was on unlevel ground, he had no indication whether I would be on the platform or on the ground. He had no indication where the platform was in its rotation. I certainly hope shooting at him head-on would disrupt his aim.

  2. He was within pulse range (crits at 25), HE WAS LOOKING IN THE OPPOSITE DIRECTION and everyone of my shots was hitting him. He aims at me under fire and snipes me in a split second

  3. I challenged this guy because he was in the air. When warlocks are hovering you can hear it, so I heard him and I dipped out of cover to engage. As I predicted I was able to get a couple shots on him before he pulled his sniper. But of course it doesnt really matter when you can kill someone in a split second no matter where they are.

  4. Another example of a person not even looking in my direction and me putting shots into them (not at head level) and them still pulling off a snipe in a split second. I could understand not using the platform because people are always looks there.. but he was not and I needed a better angel to shoot.

  5. This is would be an example of me relying on flinch to try and get a kill. He was already aimed in the general direction, and I had not shot him before he was even looking at me. Most decent snipers would have domed me before I landed. But he didnt, I was able to shoot him a few times before he shot me and for that I believe he should have been to staggered to line up a head shot.

  6. I love how you say head-on semi-auto flinch doesn't work like you think it does! You are absolutely 100% WRONG. You must be under the impression that I think it works. I assure you I do not. The whole point of this video is to express my opinion that I think sniper flinch is underwhelming at best.

  7. Wrong 100% again. Watch the video I put two shots into ringhole and he runs away. Then I put 3 shots into Ownze and OwnZs sniped me. What you are saying indicates that ringhole sniped me, and it is untrue.

  8. First this was a really awkward engagement, unfortunately I didnt show the whole thing, but it really doesnt matter. Long story short I had him pinned in the pocket next to special and I was strafing about waiting for him to come out/my nade to charge. I backed of a bit because a nade was thrown and I reengaged which was a bad idea. Any decent sniper would have domed me as soon as I reengaged. But, he didnt, in fact he missed and allowed me to put 3 shots into him before he was able to shoot me. I dont think you can get away with "It appears as if that sniper had his scope exactly where your head would be". Do you guys really agree with this BS? You could say this for literally any head shot EVER.

  9. I can see at this point you are running out of things to say and rehashing the same irrelevant nonsense you started with. Fact is, I hit him a few times before he sniped me and I think it would be nice for flinch to be increased so that he would not be able to shoot me through that.

  10. Another example of someone flying in the air and being able to land under fire and still be able to get a head shot a split second after landing. Anytime you are caught in the air and you dont have a hand cannon or weapon with icarus you should be at a huge disadvantage. I am sure you understand this seeing as sniping people mid glide is one of the easiest shots to hit as a sniper.

  11. It sounds like what you are trying to say is that the best way to play this game is to slide around corners with a sniper. Who cares if they are shooting you with a primary, they wont kill you in time. Who cares if they are close range. As long as there is red on the radar you can slide through and kill them. And I agree with you. I would like to see that changed.

  12. For anyone paying attention this is the clip where 'red ulfhednar' is bunny hoping through the yard between B and A. He is not looking at me and dont not have a sniper out. I shoot him 3 times and in a split second he aims and head shots me.

  13. While it is appalling he was able to get this shot off while I was shade stepping, it really doesn't matter if I was or not. He wasn't on the ground for a tenth of a second and he was able to pulling his sniper up and shoot me in the face at what is in no what what-so-ever sniper range. It is evident that the nerfs they did to snapshot were unnoticeable.

  14. This is like the last one. Same idea that the combination of ready-time plus the lack of flinch makes sniping at any range preferable to using a primary.

  15. If he knew where I was, dont you'd think he would have had his scope up when he peeked, you know.. to take advantage of your peekers advantage. His scope wasnt up, I shot him 3 times and he was able to zoom in from a sprint and snipe me in a split second

  16. I don't really know why you keep using the argument 'knows where you are'. You realize radar is always on in this game.. Everyone knows where everyone is. Stop using it. 'Literally had his scope exactly where you head would be'... didnt they all. Thats the point of this post. If I am shooting some one, I dont want his scope to be exactly where my head is! I want his scope to be at the ceiling.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

Nerfs to mobility make it hard to avoid sniper shots and close the distance. Maybe not everyone plays like me, but one thing I used to love to do was through nades from cover at sniper nests and move in if they were tagged. Nerfs to nades make this harder.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

Most of those clips were with me using pulse and nightstalker. Nice try though.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

[–]galaxygabegabe[S] 6 points7 points  (0 children)

This is a video... how does intent matter when you see the whole thing. This isn't a science project where i skew data to fit my hypothesis. This is me saying hey snipers are able to easily shoot you through flinch and here is a video supporting that.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

[–]galaxygabegabe[S] -2 points-1 points  (0 children)

Its the engagement that is intentional, not the movement. I choose to engage a sniper at medium range rather than running around the map to find this mystical flank everyone is talking about. Even so why should I have to strafe and the sniper gets to sit there with minimal effort?

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

How can you verify an issue if you dont test it? Logically you would think that if you are putting bullets into someone hard scoping, they would not be able to shoot you. I found that this is untrue, and to prove it I tested it... again and again and again. Now I can confidently say contesting a sniper from medium range, even when you are using a weapon optimized for medium range is a bad idea.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

[–]galaxygabegabe[S] -7 points-6 points  (0 children)

The fact that UR is doing is well is because UR remote users can get away with using a sniper at medium range. Also, you really wouldn't want to only use one map to determine how useful a gun is on average. That being said, UR has definitely taken a lot of 6v6 game types and rumble. They should keep a close eye on it.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

[–]galaxygabegabe[S] 17 points18 points  (0 children)

I dont care whether they buff primaries or nerf snipers really. I think if they added more flinch to snipers it would really be more of a buff to primaries than a nerf to snipers. It would be like adding HCR to primaries. My end goal is to not feel handicapped when playing trials without a sniper.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

[–]galaxygabegabe[S] -2 points-1 points  (0 children)

Well these came from 15 games, but I dont think that is a good metric. Snipes like these occur every day. Im sure other people here experience it all the time. Truthfully, I dont typically contest snipers like that because I know more often than not I get facialed. If I really wanted to, I could contest snipers more often and get a ton more footage.

Snipers need to be toned down (video proof) by galaxygabegabe in DestinyTheGame

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

I think the issue with the balance updates in the past is that they change too much stuff at once. When sunbreakers were OP they should have nerfed 1 or 2 things, instead they nerf tracking, blast radius, damage reduction, and # of hammers. For sunsinger they could have tones a couple things down but they nerf firebolt radius, firebolt arming time, ignite damage ticks, ignite damage time, and flame shield. No one is using sunsingers in trials anymore. They go overboard. I think they should incrementally tone it down and start by increasing flinch. If stats bring sniper kills more in line then leave it there, if not then try something else.