| Daily Thread - Mentor Monday Posted: 03 Jul 2017 06:00 AM PDT Welcome to Mentor Monday! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities! Be sure to read the New Players Guide, the Destiny FAQ, or use the search in the top right before submitting a question, as it could have already been answered. Also be sure to check the thread itself. Be sure to sort by new to see the latest questions! Rules Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more. All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil. You can find the full Daily Thread schedule here. submitted by /u/DTG_Bot [link] [comments] |
| Met Cayde-6 this weekend and he sent me off with a piece of his cloak Posted: 03 Jul 2017 07:08 AM PDT |
| DO NOT buy silver. At least for PS4, no one is receiving it in game even after waiting 24+ hours. Posted: 02 Jul 2017 07:05 PM PDT Even just looking at the Bungie Forums, every post in the eververse category is about this issue. No one is receiving Silver after purchasing and everyone's currency is giving "Silver Sync Pending" errors. Sony is refusing refunds, and claiming it's on Bungie's end while Bungie (or at least forum mods) are saying it's on the console's end. At the very least it's a thing that's happening to large amounts of people. Bungie has so far refused to respond, but it is a widespread issue. submitted by /u/SplitPersonalityTim [link] [comments] |
| Datto on fixed perks Posted: 03 Jul 2017 09:28 AM PDT https://www.youtube.com/watch?v=tBVE_Zsjtk0 A summary courtesy of u/3nippledman : "D2 static weapon perks are in line with Bungie wanting to "streamline" Destiny. They are trying to make the game more accessible, and this change helps. What Datto mentions as a potential problem (repeat drops not feeling important) is only a problem for the hardcore, and there are more "Johnny 2 sticks" than there are hardcore, so it's not a problem for Bungie. Datto has been called elitist before, but all it really boils down to is he wants something out of the game that 99% of people do not want out of the game. That does not make his opinions invalid, just different. I agree with him." Overall Datto goes through the pros and cons of the fixed perk system and how it fits Bungies vision of a streamlined Destiny and how it would not benefit a more hardcore player. submitted by /u/TheCancerousDrake [link] [comments] |
| Massive Breakdown PvP Guide: A Beginner's Guide to Getting Good, Part 4 - Understanding Arena Layouts and Acquiring Map Knowledge Posted: 03 Jul 2017 09:30 AM PDT I want to clarify that these are simply the personal definitions and checklists I use for myself, and by no means should be considered the only way to detail maps or define things like Entrance or Choke Point. I'm 100% certain some people will believe certain maps fall into different categories or will have definitions different than my own, but these terms are laid out how I have used them up to this point. Thanks for reading! Also, credit for the maps goes to /u/OrionTheTitan and /u/syr13pittbull15. Audio Version - Massive Breakdown Podcast Episode 49 Arena Layouts First thing's first: If you want to understand how to excel in PvP, you have to understand the maps themselves. In Destiny, there are two major layouts that Crucible maps use, as well as several other one-off variants. I'll be discussing the two main ones here, and at least showing examples of a few others. Keep in mind that understanding layouts is only the baseline of our map knowledge, but like any foundation is exceptionally important. Circular Maps - Examples include Cauldron, Timekeeper, Icarus, Skyline (to an extent, it's a semi-circle), and Floating Gardens - Characteristics - Defined by concentric circles with spokes connecting them. Imagine the center circle is the hub of a wheel, then the middle circle is the rim, and the outer circle the tire. The spokes go between the circles allowing for movement into the center of the map and back out again.
- Battle Types - The center circle (hub) is usually chaotic chose range battles (think of B on Cauldron or Floating Gardens in Control), while engagements on the outside rings are generally mid-range, looking either into the hub through a spoke or around the outer circles. In some instances there will be longer sight-lines on the far outside circles (top B to Alpha and Bravo spawn on Floating Gardens is a good example), but generally the curvature of the map prevents exceptionally long-distance engagements.
- Engagement Flow - Players on the outside tend to rotate around the center hub, with battles flowing through the quadrants created by the spokes, as opposed to remaining in one place and holding down a front line. Think of a minute hand moving around a clock, except it can go back and forth, not only in one direction. The outside battles are usually in order to find a good point from which to push into center and evict the current occupants, who then take the outside lanes and begin the process again. Support players will want to remain outside of the center hub in order to prevent opponents finding a good push-lane, while aggressive players will engage in the center and fight back against attempted pushes. Sometimes an aggressive player can make quick rotations of the outer circles and pick off individuals as the spawn, or hold down a single quadrant and draw the attention of the opposing team to serve as a distraction, but these techniques are difficult to master and recommended only for high skill players. Rumble is an excellent arena to practice on circular maps.
3-Lane Maps - Examples include Asylum (Diamond, 1 Across), Bannerfall (Rectangular, 3 Across), Black Shield (Square, 3 Across), Pantheon ( Rectangular, 5 Across), Frontier (Rectangular, 5 Across), Rusted Lands (Square, 3 Across), and Burning Shrine (Rectangular, 5 Across) - Characteristics - Usually rectangular, square, or diamond shaped. The 3 defining lanes go between the initial spawns, and there can be 1 to 5 intersecting lanes (referred to as Across Lanes).
- Battle Types - The intersections formed by the Across Lanes and Main Lanes usually mark heavy points of conflict, but engagements in general tend to lean on the longer side when compared to circular map layouts. The intersections of lanes are generally high traffic areas of the map, with either control points, ammo, or initial spawns placed there. Usually one or two of the three main lanes allow for longer sight-lines (think Waterfall Hallway on Pantheon, Water Tower to Truck Lane on Rusted Lands, or Outside Special Lane on Black Shield), with extensive cover being provided on the remaining lane/lanes to cater to more close range playstyles (Low Heavy Lane on Pantheon, A to B Lane on Rusted Lands, or Inside Heavy Lane on Black Shield).
- Engagement Flow - Engagements on 3-Lane maps are generally defined by the establishment of a front, and then subsequent attack and defense of said front. A front is formed when one or both teams have pushed up to one of the Across Lanes and then stopped or been stopped in further advancement. Equally matched teams will generally have a front drawn at the center Across Lane, where the combat will then turn to control of whatever assets are located there, be it a control point, optimal sightlines, or ammo spawns. If one team is better than the other, the front will move slightly past the center Across Lane, and begin to force the losing team into a predictable spawn pattern, known as a spawn trap. This is a well known phenomenon on maps with 5 Across Lanes like Frontier and Pantheon, where the frontal line has been pushed to between the center and middle Across Lanes on either side. The front has not been moved far enough forward to cause a spawn flip (or in some cases this is prevented by the gametype, like Rift) so the trapped team is left with no choice but to spawn in a predictable area and then take predictable lanes to meet the front. In some gametypes like Control or Clash, if the team advances too far, the spawns will flip, and the front will shift to behind the advanced team. If the team whose spawns just switched reacts quickly enough, they can in turn spawn trap their opponents. This is why you never want to take the third control point when you already have two. A front can also be broken when the engagements are not happening on the same Across Lane/Main Lane intersection. This can be caused by a defender on the front being killed and an attacker taking his place to then attack other defenders from the side or rear, or a defender pushing too far forward on their own, allowing enemies to get behind him and/or getting killed.
Other Layouts - Figure-8 Maps - An example would be Widow's Court. Functions like a mixture of 3-Lane and Circular. Outside lanes are similar to 3-Lane, but inside lanes are made up of two conjoined circular lanes, that allow for multiple sightlines to cross, instead of just two intersecting lanes. Unlike Circular maps, these circular lanes are generally not open in the center, or, if they are, the center is not a point of interest like a Control point, thus there is little reason to engage directly in said center. Instead, 3 or more shorter lanes intersect to form a section that is subjected to heavy crossfire and is difficult to traverse safely, but provides the fastest means of travel to other important areas of the map.
- 4-Lane Maps - Examples would be Exodus Blue (Rectangular, 2 Across) and Vertigo (Diamond, 1 Across). These function the exact same way as 3-Lane maps, except they have an additional lane going between the spawns. In Exodus Blue's case, there is no middle Across Lane, simply having an additional middle Main Lane, while Vertigo has the middle Across Lane, and then also has an additional middle Main Lane. Engagement and battle types function the same as 3-Lane maps, being defined by intersections and points of cover.
Map Knowledge Once you've learned the basic layouts of the maps you're playing on, you need to refine that knowledge. Understanding the design isn't enough, you also need to focus on some of the finer points that will define how a map plays. - Symmetry - Perhaps the most important thing after layout. Is the map symmetrical? If it is, learning the map just got a whole lot easier, since each side is basically a mirror image. If it isn't, you need to find out immediately which side you want to be on, and get there. Asymmetrical maps often have one side that is good to defend, and the team that doesn't control is is left struggling to take it the whole game. Examples of this include Shores of Time (defend C), Blind Watch (defend C), and Firebase Delphi (defend A). You don't want to be forced to attack all game, because it makes you predictable.
- Areas/Focal Points - Learning the names of the different areas of each map is key to providing both yourself and your teammates with enhanced situational awareness. The easiest way to do this is by looking for focal points, or things that draw your eye in each segment of the map. Designers place them there on purpose so that respawning players can easily figure out their location, but if you don't specifically make note of them and remember them, it may take you ages to catch on. Examples of this include capture points, special and heavy ammo spawns, and physical items like Pillar (B on Burning Shrine) Water Tower (Alpha Spawn on Rusted Lands), Cube (B on Pantheon), Waterfall (Top Heavy on Pantheon), Bridge (Rift on Frontier), etc. The sooner you learn focal points, the sooner you'll learn areas, and the sooner your callouts will become useful. Simultaneously, you'll also be better able to understand teammates' callouts, which before may have sounded like gibberish.
- Entrances - Put simply, they're ways to get into an area of a map. B on Cauldron, for example, has five of them. Top heavy on Black Shield has three. B on Exodus Blue has three. Entrances are something you need to be aware of when you're making the decision what area to defend. The more entrances there are, the more difficult it is to defend. Any area that has B flag on it will almost inevitably have a lot of entrances, while A and C areas will often be more easily held. Keep in mind that an Entrance is something an opponent can come through, but won't necessarily, which separates it from a Choke Point.
- Choke Points - A Choke Point is what an Entrance becomes when an opponent has to go through it. For example, if the game is Clash on Black Shield, and your team is in the lead, should you choose to sit on inside heavy, the doorways, which prior to this were now entrances, have become choke points. The opposing team must go through those doors in order to get to your team because otherwise they will lose the game. Your team, knowing this, can simply guard the doors and pick off opponents coming through them. The determining factor for a choke point or entrance is the knowledge that an opponent must come through it. Similarly, if your team holds B and C on Cauldron, the the doorways from inside and outside A to B are now Chokepoints, since your opponents must go through them to in an attempt to capture the point. If you were to lose C, they are no longer Chokepoints, since now your opponent may come through a different Entrance, or may ignore B entirely. On Frontier when playing Rift, the bridge is a chokepoint, since players must pick up the Spark, but that works for both teams. Once a team has acquired the spark, the entrances into a team's base become chokepoints, since the Runner must go through them to score the points.
- Pick Ups - Pick ups in Destiny are simplified compared to a game like Halo, since players start with their own power weapons. As such, all you need to worry about are Heavy and Special Ammo, and in Destiny 2 it will only be Power Ammo. When looking at the location of Ammo pickups, you need to question whether the ammo is in a safe location, or one that promotes engagement, and be prepared accordingly. For example, the special ammo crates on Pantheon are all in lanes where you can been seen by the enemy quite easily, as are the heavy ammo bricks. Each side's special ammo is more safe, however, than the central special ammo in Waterfall Lane. On Floating Gardens, both side's Special and Heavy are relatively safe, backed away by the initial spawns which makes it unlikely you will be attacked when grabbing it.
- Cover - Cover is a defining factor is whether or not a lane is appropriate for your weapon choice, and vice versa. Lack of cover means long and mid-range weapons will excel (think low heavy lane on Black Shield), while abundant cover favors close range weapons and aggressive playstyles (most Across/Main lane intersections, Inside Lane on Black Shield, Top Lane on Rusted Lands, etc). If you go into a lane with a shotgun and there is no cover, you're very likely to die to a sniper or scout. Likewise, if you take a sniper into a lane with no long sightlines, you probably won't get a shot on the sidearm user pushing you. Pay attention to the amount of cover in given lanes, and adjust your loadout or strategy accordingly.
- Verticality - Verticality is similar to cover, in that you it's used by designed to balance map lanes for different playstyles. High and multiple variations in verticality often caters to sidearms and handcannons, while low variations are better for snipers and non-aerial primary weapons. If given the option of holding the low ground or high ground, the high ground is almost universally the better option. Remember that it's almost always easier to hit the top of someone's head than the bottom of it, and looking down on opponents can help make their movements more predictable. Cover is less useful when you have the vertical advantage as well, plus you can often extend sightlines by taking high ground. Examples of this include Water Tank on Rusted Lands, Top Special on Floating Gardens, Top of Cube on Pantheon, and Porch on Bannerfall. Generally, the benefits of a high vertical point are slightly negated by a lack of cover, but smart players will still use it to their advantage, even if only for short periods of time to get the drop on someone.
submitted by /u/Mercules904 [link] [comments] |
| Updated info about weapons shown at DRE and E3. Includes estimated Impact, Range, Stability, etc. Posted: 03 Jul 2017 12:09 AM PDT I took the time to go through a few hours of video on youtube, mostly Gigz' video, to find the PvE damage. This damage is on the same enemy, the Legionary. I previously recorded the PvP damage from when I made a separate thread about a month ago. I included estimated numbers for the Impact, Range, Stability, Handling, and Reload stats based on the pixel count of each bar. Some of the perks proc'ed during the videos I watched, so I gave the names to them in the corresponding columns. https://docs.google.com/spreadsheets/d/1GiZ7NcuK8qJWAzHpj8Uz2VgSvXlgdycKk_Z82uhY_mY/edit?usp=sharing I hope you enjoy this creation. Do with it what you will, speculate, etc. Edit: seems one of my values is off for my SUROS HC. I'll go back later today and correct this. submitted by /u/PredatorShroom [link] [comments] |
| Finished my 3D printed Exile Shell. Posted: 03 Jul 2017 11:19 AM PDT Ghost: "I really like this skin you gave me guardian, but did you really have to spend endless amounts of time in the crucible for it? I feel ... rebellious. Was there a reason you chose me to wear this over the Iron Lord skins? Or what about the Vangaurd skins? I want to represent what this great community is built around." ME: "u look dope" http://imgur.com/a/DkBrL Hope you guardians like it. submitted by /u/FilthyPaws [link] [comments] |
| Anyone else very impressed with the Siege Of The Warmind mission from The Dark Below? Bungie discarded the typical 'scary'/'badass'/'INTENSE!' FPS paradigms, made it visually beautiful with brilliant music and a sort of eerie pathos. Did they assign specific directors/designers for each mission? Posted: 03 Jul 2017 10:31 AM PDT Visually, it's just a masterpiece: the lighting, the architecture, the spacing of objects, the arrangement of the spaces, the obstacles between. I think what made this scene was the music. It was such a bold choice to go with slow, modern classical violin with discordant notes. The music director and editors could have easily gone with loud, thumping, typical action-game electronic music. It would have been the safest choice. The slow, contemplative, sad music combined with the boss lady's shrieks just came off as something on a whole other level of sound ambience. Whichever designers and editors worked on this mission did an absolutely fantastic job. It went so far beyond the usual 'kill the bad guy' FPS ethos. This mission really showcased some of the best aspects of gaming. submitted by /u/FuckJohnGalt [link] [comments] |
| In Destiny 2 can we finally get a Titan mark that looks like a kilt? Posted: 03 Jul 2017 01:54 AM PDT I'd love to see a kilt your titan could wear that would change colour and pattern depending on shader submitted by /u/Tadamo7 [link] [comments] |
| I've been thinking about not playing the Beta. Posted: 03 Jul 2017 07:15 AM PDT I love this game. Love exploring on patrol. Love doing strikes. Love raids. Love PVP. Part of me thinks that playing, grinding, the beta will "rob" me of some of the WOW THAT WAS COOL moments of playing it completely fresh on launch. Anyone else been contemplating this? submitted by /u/Rhinoclub [link] [comments] |
| Im going to miss Father and Son Doubles in Destiny 2 Posted: 03 Jul 2017 06:40 AM PDT https://twitter.com/vicious696/status/881683988334624768 One of the reasons I love Destiny so much is the fact that my son and I get to play together, he started when he was 9 years old with The Taken King and now has become an absolute beast at PVP. But what is special is when him and I run doubles, it's been a bonding moment for us and my main reason for not being a fan of 4v4 only in Destiny 2. I hope with community feedback, eventually Bungie reconsiders and we get 1v1, 2v2 and 6v6 modes again. Edit: I get having a ranked/Trials playlist at 4v4 but for the casual PVP'er why force us into modes that we might not want to particularly play? Hope we get some additional insight from u/Cozmo23 /u/Deej_BNG as we get closer to launch submitted by /u/marcello696 [link] [comments] |
| Another Montage of Guardians from Brazil Posted: 03 Jul 2017 06:55 AM PDT Hello DTG! We have an large Brazilian community on Facebook dedicated to Destiny. Six months ago, we made a montage to #MoTW with great reception of you all. Unfortunately, we don't won (the other videos really deserved more). But now, we are giving a new shot with a new video. I think that we made a better work this time. :) https://www.bungie.net/en/Community/Detail?itemId=228578885 If you like our video and maybe we deserve your light on Bungie's Creations website, we thank you a "BRAZILIAN" times. A brazilian?! That's a lot, right? (I will never forget that u/Rofl-Cakes) May the light be with you. Cheers! submitted by /u/marck_bauer [link] [comments] |
| Destiny Item Manager is aware of the bug causing the extension to corrupt on Chrome Posted: 03 Jul 2017 12:16 PM PDT |
| Met Cayde wearing my AOT Shirt at Denver Comic Con today Posted: 02 Jul 2017 06:31 PM PDT http://imgur.com/a/JAx3d He even commented "Nice Shirt" but because it was CC, and the photo op gives you like 2 seconds with the guy, that was about the extent of our conversation. At his panel, he revealed that he does play Destiny (poorly), and mains a Warlock. submitted by /u/Redstorm8373 [link] [comments] |
| Luke Smith interview on raid design Posted: 02 Jul 2017 06:04 PM PDT |
| Does anyone else agree that the destiny LFG's update is quite the downgrade? Posted: 02 Jul 2017 10:29 PM PDT It's always asking me for my account, bad at filtering and also can't refresh the page :/ (.com) submitted by /u/Puns- [link] [comments] |
| [Giveaway] Age of Triumph Shirt code Posted: 03 Jul 2017 11:23 AM PDT Hi guys, I have a spare key left for the AoT shirt which I'll randomly give to someone here in about 2.5 hours from now. Just post anything to participate! :) submitted by /u/randomiraqi [link] [comments] |
| I know it's late now and Im cool with static perks in D2. just wanted to share my solution for the issue of RNG,the grind,and pursuit of the godroll in D1: "perk absorption from the same weapon/armor" Posted: 03 Jul 2017 09:00 AM PDT Yes, I know its too late.I'm not trying to change the new weapon perks system in D2. I just had this idea since after taken king, when reforge was gone and I saw other people shared other ideas but I never shared mine. so I thought I'd share this now after the dust has settled because the idea would be buried dead in my head. alone, not been noticed. the Concept: Perk absorption from the same weapon: you get to replace a perk slot on the first weapon with another perk of the same slot on second, spare weapon. both guns should have the same name. so only the exact same item. one perk at a time until you're happy for armor it would be the same. dismantle an extra piece and you have the option to pick a perk slot and replace it on your first main item. nice thing here is you could pick stats slot like intellect or strength if it had a higher number. min/max-ing would be a lot easier Example: lets say u want an Imago loop Hand cannon with rangefinder(Perk1), rifled barrel(P2) and luck in the chamber(P3) with sure sot scope. you get ur first imago loop with rifled barrel and other perks u dont want like hot swap and hidden hand. u get another gun this time it has LitC. so u dismantle this one get to select and replace a perk slot and put it into ur main gun. so u now have both rifled barrel and luck in the chamber. the same process until your good. how this model improves the chances of getting a specific roll greatly compared to the current state: in Destiny 1 if you want any specific roll for a weapon(any combination of select perk slots) you should get them all in one drop. so if you want like three specific perks on a weapon where each slot has like almost 8-10 options, your chances are less than 1% whereas with this method, you just want one perk at a time. if you have 10 potions. u have 10%. if u want a scope. u may have like 50% chance. because there are less possible outcomes how it is different from other methods suggested. no more all or nothing. any loot drop can be potentially good and useful.every loot drop can bring excitement. example: you got the perfect roll sniper but it doesnt have shortgaze scope? dont worry! your alsmost there just one perk behind! you have 50%chances that your next sniper rolls with the scope u want. u got an Eyesluna hand cannon with just rangefinder and all other shitty perks? dont shard it! u can use it! keeps the grind at a fair level and is still based on RNG, but also gives sense of progress. destiny 1 was too grindy. You couldve ended up not having the weapon you wanted after like 400 hundred hours of playtime! is that acceptable? how many people would go that far first place instead of giving up? encourages you to play the activities that give the weapon/armor you want Like Iron Banner or strikes. You dont have to go farm glimmer by killing Cabal and dying at a checkpoint or do necessary not interesting chores like testing bad pvp weapons so that u get reroll tokens or sth.this would keep the population focused on activities and help the matchmaking instead of torturing players by doing boring chores and isolating them from each other. - It would give the players fair hope.actually maybe encourage them to play more. go for trying new builds or more rolls. maybe have more fun doing it. because they would eventually get their desired roll. no more "like what you get." it will be "get what you like"
this was just an idea that would've fit in D1 and just for the Godroll issue.Im not saying it wouldve been an answer to all problems regarding RNG and loot. I had other ideas to compliment it. this was for when I thought Bungie wanted players to grind a lot by looking at the Trials/raid weekly loot caps implemented at the time. but it seems Bungie is going in another direction with D2 which Im happy about. btw, I had another similar but more advanced idea. it was more fair and improved players chances even more to a guaranteed level.would also do wonders for Vault space issue. but it was rather complicated to understand and probably not technically possible. Edit:added the second, even better idea!: the goal with this one is to aim for a more guaranteed way towards rolls so you dont end up liek i got 20 drops of this weapon still havnt gone what I want. but I thouhgt it was not simple enough to be put in the game.but like its important anymore! the second more advanced Concept: * when you dimantle an item, you choose one of the perks it has and put the perk to the another same weapon.similar to the first method. so far so now the differnece is, on the weapon your working on. you could press triangle(preview) on each perk slot and there you would go into a new screen showing all the possible perks and letting oyuchoose from the ones you have absorbed on that slot on that weapon. theres another mechanic involved here: you could go to gunsmith and ask to Reforge a single perk slot on your weapon .the new perk would be only selceted from the perks u havent yet absorbed on that slot on the weapon(read more likely to get the perk u want) the perk reforge would be possible once per week per gun. so the second idea keeps the best of teh first one while also improving it by adding a back up plan in case the main method doesnt work. the difference would be if you want a perk LitC really bad, if you work on that slot, youd either get it eventually or with the perk reforge u would be narrowed down to a secetion of 1 from 4 then 1 out of 3 and so on whereas with the first method only its always the same 10-13% or whatever for a specific perk on a slot. - also u could keep going even after getting the godroll and unlock all the perks on a gun. preview the gun and choose the gun, select any perk u want and gchcange onthe go. no more differnt rolls on the same gun needed.
so if anybody is still grinding for a roll or in an alternate reality, imagine if this method was in the game. see how nicely it would fit in the game when farming strikes or for Iron banner/raid gear. keeping players playing. with more hope and less frustration. with all that said, the past is gone. whether you enjoyed the grind in D1 or either you got all the godrolls you wanted(Im not sure if many people did!) we have Destiny 2 ahead of us.the Static perks is a big bold decision but I already feel good about it I have faith in bungie and I think they know what theyre doing. and Im looking forward to playing one of the best games ever made in september. the beta cant come sooner submitted by /u/l_DREAMWALKER_l [link] [comments] |
| E-sports just became a lot more likely with fixed rolls Posted: 02 Jul 2017 02:09 PM PDT Sure, we ain't having some stuff at the outset of the game (like private matches), and some people will always balk at Bungie network infrastructure, but with fixed weapons rolls, a very big layer of randomness just got shafted. You will still need to get the competitive weapons, but you don't have to get a competitive weapon AND a competitive roll. Going with a more comprehensive and less chaotic crucible experience, with more tells (like footsteps) and other "telemetry" (who's alive, who's has super, who has "power" ammo) , maybe is not that farfetched to have a semi-serious e-sports in our hands. submitted by /u/Sephirot_MATRIX [link] [comments] |
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