Destiny 2 Who would win? |
- Who would win?
- Made a clan about a month ago and we just downed Calus as a clan over the weekend. Some of us had downed him before and others had never stepped foot inside the Levi so coming together and helping those that had never done it before felt great
- Everything You Ever Wanted to Know About SHOTGUNS
- These damn thrall denied me!
- Wonder what happened here...
- The EDZ Ghost With shaders look like the original D1 Ghost
- Destiny Forsaken Crucible
- Destiny 2 - Calus Kill One Plate Rat King's ONLY
- How the Vandals should have looked in Destiny 2
- TIL Heroic Adventures have variations
- People who push you out of the way to steal power ammo are the worst.
- Why do people say Destiny is dead?
- EP shader is amazing loving my hunter :D
- Pushing to one hundred today! I have 20 hours and 29 minutes to get it! If i make it I'll post when! :)
- grinding for dat sunshot catalyst.
- Destiny 2 frame dropping
- Orpheus 101 (tether basics)
- Well that just happened..
- Guardians of reddit, whats the fastest possible way to farm faction points?
- Why is there still no post game report for damage delt by each player after killing a raid/strike boss?
- My Golden Trace Huntress of the night. I was humbled by the response to my Ironman Titan so I decided to share my other love.
- Do bungie community staff also come to this sub?
- Nightstalkers in mayhem
Posted: 10 Jun 2018 06:35 PM PDT
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Posted: 11 Jun 2018 05:25 AM PDT
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Everything You Ever Wanted to Know About SHOTGUNS Posted: 11 Jun 2018 06:41 AM PDT Let's talk about shotguns. They're a power-weapon staple in Destiny, but they're also tricky to understand completely. I decided I wanted to do a deep-dive on the nature Shotguns (in PvP, specifically) to better understand how they perform, and to find out which non-exotic shotties truly are the 'best' to bring into the Crucible. If you'd like to watch rather than read, Video Guide on this subject is here: On a personal note: I hate testing shotguns. Despite my love for the weapon type since D1, I really dislike working with them, because they are, by nature, horribly inconsistent. In relation to the below data, I'd like everyone to keep in mind what I'm casually referring to as the 'golden rule for shotguns': shotguns are inconsistent. Any possible strange or irregular results in data, especially if you go off and test things on your own (with Shotguns, specifically) - please see: golden rule. Why are Shotguns Inconsistent?: So in terms of determining "which shotgun can OHK most frequently from the furthest range", why are the results often so inconsistent? Two reasons. Reason #1 (biggest reason): Pellet Spread RNG. Shotguns fire a barrage of pellet-spread (slug shotguns being the exception) that is always random: fire 2 shots against a wall, the spread patterns will never be 100% identical. The randomness of pellet spread can mess with data - if you get a one-hit-kill at deep range, it may just be because that one specific time, you got a generous pellet spread & hit the bare minimum number of pellets it took to kill said guardian at that range. It's possible that if you tried again at the exact same distance, you might not get the one hit kill due to a random, poor pellet spread. Reason #2 is Enemy Resilience (health). When testing one-hit-kill shotgun range, a Warlock with 1 Resilience is more likely to die from from further away, than a Titan with 10 Resilience from the same range. So, for the record - the numbers I'll share with you below were all conducted against Guardians with 4 resilience. After conducting these tests on literally every noteworthy shotgun in the game, patterns emerge. I'm fairly confident that in determining What Makes A Shotgun Good?, there are 3 factors to consider. They are, in order: 1: High Impact 2: Pellet Spread 3: Range This is the Holy Trinity of Shotguns in PvP: Impact, Pellet Spread, Range. High impact trumps anything else: the numbers showed that shotguns with strong impact/weak range were able to outperform (aka get OHK's more consistently from far away) shotguns with moderate impact/very high range. "So what about Pellet Spread? You said it was random" It is, but there's ways to modify it slightly. One such perk is 'Full Choke', a barrel modification found on several shotties that gives you a tighter projectile spread at the cost of precision damage. There's been some discussion as of late as to whether or not the perk actually works. It does. It may not be immediately noticeable, but firing (repeatedly) against a wall at one, fixed distance, you can start to notice a pattern. If you're still having trouble noticing against a wall, it's definitely more noticeable when repeatedly shooting a Guardian. Far more often than not, shooting at an enemy with Full Choke will result in significantly more pellets landing, resulting in more overall damage. Yes, the perk removes your precision damage, but you lose so little in that trade-off. Take the above ^ linked picture. For both barrels, bodyshot pellet damage was locked in at 20 per pellet (at that specific range). For the regular barrel spread on the right side, precision pellet damage was 22 (it says 44, but precision damage is added up in-game for some reason...so it's not 1 pellet landing for 44 damage, it's 2 pellets hitting the head for about 22 each). On Full Choke, even though it shows one pellet doing yellow damage, I've found that pellets that connect in the head when using FC will still display as yellow (and the fact that it's 21 is likely due to some kind of rounding error). So let's say that the tradeoff, in this picture, is losing a possible extra 2 damage per-pellet that connect to the head, but in return, you get more pellets hitting your target overall. So what about Range? Is it totally worthless? No, but IMO it definitely takes a backseat to both Impact and Pellet Spread. What does range actually effect on shotguns? For one thing, damage dropoff. A high range will slightly help your pellets from being hit too hard by damage dropoff. Jon Weisneski (Senior Gameplay Designer, Bungie) also confirmed that high range affects your shotgun's pellet cone angle - although with the in-game results, it doesn't seem to affect it as much as Full Choke does. Range is also tied to Aim Assist, but that's only something you need to concern yourself with if you play with a controller. So What Shotgun Should I be Using in PvP?: I think it depends on what 'family' of Shotguns you prefer, and in my eyes, there's 3: slug shotguns, classic spread shotguns, and full-auto spread shotguns. For Slug Shotguns (which fire one, thicc bullet rather than a barrage of small pellet spread), the go-to pick is likely the Unification VII, obtained via the New Monarchy faction. It comes with High Caliber rounds for a slight flinch-factor, and also full auto. It's also worth noting, there may be some kind of range-cap associated with slug shotguns. We were unable to obtain a OHK from further than around 12m away, even after dropping the range down on Slugs with very high range, like the Gunnora's Axe. For Classic Spread Shotguns, in my mind there's 2 champions, and you can pick whichever you like based on their unique advantages. First up is the Baligant, specifically with Full Choke and Flared Magwell. Out of all non-exotic spread shotguns, the Baligant is one of the few that could most consistently OHK from deep range. Incredibly high impact, and Full Choke helps keep a nice tight pellet spread for reliable OHK's. The nice thing about the Baligant is that it also comes with snapshot sights, so you can very quickly ADS if suddenly faced with another guardian in close quarters. The other winner is the Deadpan Delivery, specifically with Full Choke and Accurized Rounds. Like the Baligant, it can also OHK very consistently from deep range. Although it doesn't have snapshot sights, it has exactly 8 more range than a full choke Baligant - so even though range is #3 in 'The Shotgun Trinity', it still affects Aim Assist, Damage Dropoff, and Pellet-Cone Spread. So theoretically, if you were to try and get a OHK from the deepest possible range, it's extremely likely that due to the extra +8 range, the Deadpan would get the job a few more times out of 100 tries than the Baligant would. At the end of the day, you just have to weigh a +8 range vs a Fast ADS speed. Try using both, and see which you like better, but they're both solid. For Full Auto Spread Shotguns I also decided to test furthest consistent two-hit kill range, because that's one of the strengths of that particular weapon type. You may get less overall kills per power ammo brick pickup in PvP, but the benefit is that with a lightning fast full-auto two tap, you'll be killing guardians from even further away than the classic one-shot spread shotguns. In my mind, there's also two winners here: First up is the Perfect Paradox, specifically with Full Choke and Accurized Rounds. Perfect Paradox comes with Rampage, which despite a very short duration (3 seconds) can be quite helpful in PvP if you're really surrounded by enemies. Another full auto shotgun which you may be surprised to hear is top of its class, is the BLUE SHOTGUN, the Badlands MK.24, specifically with Full Choke. It may have a 90 RPM, while other Full Autos come sporting 100, but that's hardly a deal-breaker. The Badlands can consistently OHK and THK from further out than any other full auto spread shotgun due to its generous stats combined with Full Choke - and to make things even better, it also comes with the Lightweight weapon perk, so you'll move faster when holding the weapon. TL;DR Shotgun Golden Rule: shotguns are inconsistent What Makes a Shotgun Good: 1) High Impact, 2) Pellet Spread, 3) Range If you want to view my document that contains all my tested shotgun kill ranges and notes, it's right here. This is a view-only document. When Bungie continues adding new shotguns to the game (or if, heaven forbid, shotguns get a complete re-tweak in the sandbox), I will try to update this document to include data on the new weapons. [link] [comments] | ||
Posted: 11 Jun 2018 12:21 AM PDT
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Posted: 11 Jun 2018 05:24 AM PDT
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The EDZ Ghost With shaders look like the original D1 Ghost Posted: 10 Jun 2018 04:36 PM PDT
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Posted: 10 Jun 2018 12:44 PM PDT
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Destiny 2 - Calus Kill One Plate Rat King's ONLY Posted: 11 Jun 2018 06:46 AM PDT
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How the Vandals should have looked in Destiny 2 Posted: 11 Jun 2018 08:37 AM PDT
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TIL Heroic Adventures have variations Posted: 11 Jun 2018 07:19 AM PDT
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People who push you out of the way to steal power ammo are the worst. Posted: 11 Jun 2018 05:46 AM PDT I love everything about Crucible, but these people can suck an egg. They usually die immediately after too. [link] [comments] | ||
Why do people say Destiny is dead? Posted: 11 Jun 2018 02:32 AM PDT Hey all, Just got this game with Humble bundle and have quickly completed and purchased DLC. Ive very little experience with FPS and MMO's but ive loved my time playing and it seems theres loads more for me to see. My only concern is that every post i see on FB seems to mention Destiny is dead or dying? I always seem to get a crucible game quickly and Forsaken is on the way so i presumed it would be thriving. Has i missed an annoucement or something where Bungie have said they wont be supporting it after the new dlc? Cheers [link] [comments] | ||
EP shader is amazing loving my hunter :D Posted: 11 Jun 2018 06:07 AM PDT
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Posted: 11 Jun 2018 04:33 AM PDT
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grinding for dat sunshot catalyst. Posted: 10 Jun 2018 10:48 AM PDT
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Posted: 11 Jun 2018 07:59 AM PDT At random times when playing Destiny 2, my frames drop to 15-20 and basically stutters my whole PC. Someone suggested it might be my GPU but I have a 970 and other people with 970s I talked to never had the problem. It's only with Destiny 2 that I have this problem with. [link] [comments] | ||
Posted: 10 Jun 2018 11:06 PM PDT
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Posted: 11 Jun 2018 12:15 AM PDT
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Guardians of reddit, whats the fastest possible way to farm faction points? Posted: 11 Jun 2018 06:23 AM PDT Been on holiday and just touched down, would really like the catalyst and exotic but I realise I only have today and some time tomorrow (work) any helpful tips or even a cheese would be appreciated, cheers. [link] [comments] | ||
Posted: 11 Jun 2018 07:10 AM PDT This is something I've been wanting for years now and still haven't gotten. I know the only way on some of destiny 1 raids was to go to orbit before the activity was completed. This shouldn't take priority over making this game great again but would be a nice feature in the future. [link] [comments] | ||
Posted: 10 Jun 2018 02:51 PM PDT
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Do bungie community staff also come to this sub? Posted: 11 Jun 2018 05:31 AM PDT I think it'd be nice for them to know that there's a destiny sub which isn't a trash fire of just constant negativity. [link] [comments] | ||
Posted: 11 Jun 2018 07:43 AM PDT Takes all the fun out of the game. That paired with a tractor cannon and its literally a mayhem team vs a team without supers. [link] [comments] |
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