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Everything posted by The3rdWalker
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I'm average I swear!
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The difference between a 150 sparrow and 160 is tiny.
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Sparrow Racing League (SRL) launched today, and it's pretty fun. It's very well made and i would say it's a mix between Olympic Sloan skiing and the game Wave Race. The big downside is there are only two maps, but I assume this will be a success and more will be added in the future. Purples drop like water and have sparrow specific abilities on them or are a wonderful source of marks. The new sparrows are unique and vibrant, and all of the horns are annoying as piss. Amanda Holliday has a quest chain that are different licenses and at the end you'll have a matching set of gear and an emblem. If you spend 1,000 silver you'll get a Record book that you fill up as you play. It's basically for a special set of gear, a shader and sparrow. There's a black shader with ice blue accents that look amazing on armor that's a normal drop... SRL is coded as crucible so the Jolly Holliday exotic quest and any quests that need crucible wins count inside SRL.
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Please completely close out destiny to start the download. New! The SRL event is live in the Tower until December 29th Talk to Amanda Holliday to get started on Sparrow Racing Quests and Bounties Race to unlock new SRL rewards Check out Eververse for a new stock of items Classes General Fixed some issues where the player could sometimes get stuck in a slow sprint speed Players can now use charged melee attacks while tethered by Hunter's Shadowshot ability Titan An in-depth overview of Titan changes Sunbreaker Melee Titan Melee: Extended Titan Melee range (+12.5%) Sunstrike: Decreased DOT Time (6.5s -> 5.5s) Super Hammer of Sol: Reduced Damage Resistance during Super (-9.09%) Hammer of Sol: Slowed Hammer travel speed by (-1.32%) Hammer of Sol: Reduced the ability to create never ending chain of explosions Passives Forgemaster: Reduced Splash damage detonation radius multiplier) (-20%) Flameseeker: Turned down Hammer tracking bonus (-25%) Flameseeker: Removed +1 Recovery, and +1 Agility stat bonuses Fleetfire: Addeded +1 Agility stat Firekeeper: Added +1 Recovery stat Cauterize: Added cooldown (0s->3s) Movement Catapult Lift: Faster Initial velocity (+5%) Striker Melee Titan Melee: Extended Titan Melee range (+12.5%) Storm Fist: Increased base damage (+18.2%) Overload: Now also provides faster melee recharge (+50%) Discharge: Additional Damage (+7.69%) Discharge: Changed AOE to spherical shape Amplify: Increased Super energy bonus (+30%) Passives Headstrong: Now also provides Faster Sprint Transfusion: Improved cooldown (5s->2s) Unstoppable: Now provides +2 Armor (+1 additional) Unstoppable: Increased damage resistance (+25%) Juggernaut: Improved Shield health (+14.3%) Juggernaut: Now works when airborne Movement Catapult Lift: Faster Initial velocity (+5%) Defender Melee Titan Melee: Extended Titan Melee range (+12.5%)Super Ward of Dawn: Recharged Grenade and Melee Abilities on Super castMovement Catapult Lift: Faster Initial velocity (+5%) Weapons An in-depth overview of Weapon changes Auto Rifles Small increase to base damage Low RoF (Suros Regime, An Answering Chord): 3% increase from previous base damage Med RoF (Zhalo Supercell, Paleocontact JPK-43): 7% increase from previous base damage High RoF (Arminius-D, Necrochasm): 4% increase from previous base damage Pulse Rifles Reduced base damage Low RoF (The Messenger, Spare Change): 9% reduction from previous base damage Med RoF (Hawksaw, No Time To Explain, Red Death): 8% reduction from previous base damage High RoF (Bad Juju): 8% reduction from previous base damage Highest RoF (Grasp of Marok): 2% reduction from previous base damage Reduced damage falloff to start between Auto Rifle and Hand Cannon ranges A low range Pulse Rifle will have shorter damage falloff than an average Hand Cannon A high range Pulse Rifle will have farther damage falloff than an average Hand Cannon Increased base damage against AI combatants by roughly 5% Hand Cannons Increased ADS Accuracy for more reliable shooting at close to medium rangeShotguns Reduced damage falloff to start at melee lunge ranges Low range falloff starts at standard melee lunge High range falloff starts at Blink Strike lunge Final damage falloff extends 0.5 meters longer for a smoother drop Slower ready/put away time for all shotguns Additional recoil on weapon fire for all Stability values Slower reload speed for all Reload stat values Slower time to Aim Down Sights speed for all shotguns Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected Add 2 frames delay when firing out of sprint Increased base damage against AI combatants by roughly 5% Fixed Kneepad perk on Hakke shotguns Fusion Rifles Increased Charge Speed on fast charging Fusion Rifles. Reduce burst damage to compensate Fusion rifles behave more predictably based on player state Reduced Hip Fire Stability for all fusions Increased ADS and Crouched Stability for all fusions Reduction in carried inventory for all fusion rifles 10% increase to PvE damage bonus to offset Sniper Rifles Extended Sniper Rifle damage falloff so damage only reduces on very long range shots Luck in the Chamber on Omolon Sniper Rifles now only buffs precision damage Sidearms Increased ready speed for all Sidearms Swords Arc and Void sword guard abilities can now survive a single Hammer of Sol Exotics The First Curse The First Curse perk now refills the magazine when activated, provides better Stability, better Target Acquisition, and damage falloff starts further out while the perk remains active +25 to First Curse base range Fixed a bug where The First Curse perk would deactivate if the player summoned their Ghost Boost to Imprecation base range and Magazine Size Hawkmoon Reduced base Range by 20 Lucky bullets from Luck in the Chamber and Holding Aces now deal 1.2x bonus damage (was 1.3x bonus damage) The Chaperone Reduced base damage. Increase precision damage scalar.Dragon’s Breath Remove Pyromancer and Tripod perks Replaced with Surplus and Who’s Next Add intrinsic perk Napalm: Rocket fires on a remote detonation trigger Hold to trigger to fire, release trigger to detonate Detonation drops a Solar Damage napalm canister Reduced projectile speed to help timing of the trigger release. Reduce detonation radius of initial rocket. Reduce mag size to 1, increase Inventory Fabian Strategy Front Lines perk on Fabian Strategy no longer buffs Rate of Fire as a bonus modifier Front Lines now increases the base Rate of Fire stat to highest speed Damage per bullet is offset to match the High RoF archetype Remove Extended Mag perk and replaced with Flared Magwell Remove Small Bore perk and replaced with Rifled Barrel Increased base Reload and base Stability on the weapon to help offset the benefits the removed stat upgrade were providing Black Spindle Removed scope upgrades from Black Spindle talent grid (Spindle only has one scope) and replaced with Barrel upgradesSuper Good Advice Reduced chance that SGA returns ammo on missed shot by 20% Added a chance for SGA to pull inventory ammo into magazine on landed shot Sleeper Simulant Maximum inventory ammo buffed (from 7 -> 9) Ammo swap exploit removed (weapon no longer converts one ammo from a different heavy weapon to a full inventory) Inventory no longer benefits from Fusion Rifle armor perks, but does benefit from Heavy Ammo armor perks Armor General Exotic Collector's Edition class armor may now be Infused and now has the Life Exotic perk to permit use with other Exotic Armor Fixed an issue where some Rare Leg armor was not granting its bonus ammo perks to certain exotics Fixed an issue where the Warlock Helm armor Salicin Fen II so it no longer uses a leg armor talent grid Exotics Taikonaut No longer turns off tracking for rocket launchers that have tracking ATS/8 Tarantella Arc Damage Reduction applies to vehicles Achlyophage Symbiote Time you can have golden gun active is reduced Nothing Manacles Slightly turned down the tracking on the scatter grenade No Backup Plans Shotgun activating force barrier only works for defender titans Skull of Dire Ahamkara Has been added to the Exotic Blueprint Collection Activities Hive Ship Various chests around the Hiveship will now grant Hadium Flakes instead of WormsporeStrikes Will of Crota strike has been added to the Vanguard Strikes and Vanguard Heroic Strikes playlistsNightfall Nightfalls now awards +500 Vanguard Rep on first completion per character per week Crucible General 3 of Coins are now applicable in Crucible playlists at match completionsPlaylists Zone Control scoreboard now sorts players based on "Advantage Kills" (kills when their team holds 2+ zones) Inferno Rumble now has the correct tooltip information Mercy Rule no longer applies to the Rumble playlist Rumble playlist must now be entered as a solo player Classic rumble will continue to allow Fireteams up to 3 Bounties "Returning Victor" weekly bounty has been removed from rotation Fixed some issues where some bounties were not accurately reflecting the playlist/game type they must be completed in Maps Aslyum Heavy Ammo spawn locations have been moved away from the center of the map Fixed an issue with a small hole in the environment Black Shield Adjusted Alpha Team's Rift spawn location to make it slightly easier for Bravo to score Crossroads Fixed an issue where the teleporter would break for a player until they respawned Frontier Fixed some issues where players were able to get out of environment Memento Fixed some issues where players were spawning in bad locations Fixed some issues where players were able to get out of environment Adjusted spawn locations for Rift game mode Pantheon Fixed some issues where players were spawning in view of an enemy The Burning Shrine Fixed some issues where players were able to get out of environment Fixed some issues where players were spawning in view of an enemy Vertigo Fixed an issue where some players able to perch in an unfair position on an interior wall Fixed some issues where players were able to get out of environment Items Dead Orbit, FWC, New Monarchy, and Eris now accept certain planetary materials in exchange for their respective faction reputation Petra now accepts Etheric Light in exchange for her respective reputation Year 1 Dead Orbit, FWC, and New Monarchy ships may now be obtained from their respective faction reward packages Frontier Ghost Shell can now be infused Inventory Discarding an Exotic Shard now takes longer button press time to prevent mistaken discards Audio Fixed an issue where all sound was too loud across the game Technical Fixed a rare crash on Xbox One during sign on News > Destiny Updates
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In October, we reported that Destiny would be ditching the DLC plan for year two, replacing big downloadable content packs with cosmetic microtransactions and free missions. Two months later, Bungie’s finally confirmed it. Speaking with Eurogamer at the PlayStation Experience last weekend, Bungie designer Derek Carroll said that free events like the Sparrow Racing League (which will be released today) will replace DLC packs for year two of Destiny, which started in September with the launch of The Taken King. Bungie’s plan is to surprise people with these events rather than map them all out as they did with The Dark Below and House of Wolves last year. Although Carroll wouldn’t go into details on why Bungie made this switch, you can find the answer in our report on the story behind Destiny’s development. In short, thanks to technology deficiencies among other issues, it’d be near-impossible for Bungie’s developers to create enough new content both for DLC packs and the next expansion to Destiny, which is code-named “Destiny 2” and will be out next fall. News that there might not be significant new zones or new raids until fall of 2016 might come as a bummer to some, but sources close to the game’s development have told me that last year’s DLC schedule was unsustainable. In the long run, this could make for a better game. Bungie Confirms That They're Not Doing Big Destiny DLC For Taken King
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SPARROW RACING - Sparrow racing was created from external and internal feedback. Started as a hackathon project and one team created a racing mode (FYI, colorblind settings came from a hackathon as well). This sparrow racing prototype has been worked on by the live team ever since. TOWER - Tower will be redesigned to look “like a Formula Grand Prix is going on.” QUEST - Initial quest awards a competitive racing sparrow . - PS users, after receiving C-license (first license you get), kicks off a semi-specific quest line that will end with the Sony blue-neon sparrow. SPARROW - You can bring in whatever sparrow you want (they believe Timebreaker is the fastest in a straight line). - Initial quest sparrow will be very competitive. - You can destroy your sparrow via enemy fire or crashes. - Elemental sparrows – void, solar, arc (all have unique effects when boosting and flying down the track). GAMEPLAY - You can bring in a full fireteam of 6. - If you’re in the lead, enemies will tend to target you more. BOOST GATES - Gates have 5 tiers. Miss 5 in a row and you go really slow. Hitting 5 in a row will give you max speed. Risk vs reward in determining which gates to hit or avoid. - Boost gates enlarge as you fall back and become smaller as you catch back up. - Initial gates gives a big boost. BOOST FUEL - 3 boosts (ie. Side thrusts). - Boost Gates give a little boost fuel back. Start/Finish gates give it all back. Tricks refill your boost fuel as well. REWARDS - Main rewards – head and class items (high light items) - Drop “at your correct light level” and “the more you rank up your reputation with Amanda the more light level you can go; all the way up to 320 with the top reputation with Amanda.” - The rest of the pieces (chest, gloves, boots) “BEAR NO LIGHT but still have perks to help with sparrow racing.” - Perk example: Increased boost from gates. - These drop as you race and you can buy from Amanda. TESS - Sells a “Record Book” that provides extra challenges to turn in for “very targeted rewards” for vanity pieces. Meant for collectors. The book can be filled up retroactively, meaning, if you race for a while and decide to buy the book later, it will be filled with your past stats. More info regarding rewards and ranking can be found in the notes under the linked video.
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I will be streaming SRL tonight, a lot of it.
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Think of a hunter as a sports car. Fast, sleek and powerful. But built out of fiberglass.
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The big names for YouTube and Twith may chime in eventually. KingGothalion, ProfessorBroman, Datto and Tripple Wreck. Other than Vault of Glass, King's Fall was my favorite raid. I also love playing with clan members so don't hesitate to message me. I generally log on Tuesday late morning to get my raid completist ion and then that's it. --- I guess we will see were Destiny goes from here. It may be no better than Call of Duty eventually, which would be a shame. I still actually need to collect the materials for the exotic sword.
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The charging station and second controller would be my biggest tip as well. Some people have also had issues with their thumb pads wearing down on the analog sticks but I haven't seen any wear since I bought the PS4 in 2014.
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Destiny: The Taken King launched months ago, long before the rush of autumn releases, yet millions of players still play for hours every day. It's a vote of confidence for Bungie but also a never ending workload, as the game's intensely loyal fanbase constantly demand fresh content. Ensuring Destiny's players are sated is a full time job - that of the game's live team, whose most-recent project was October's well-received Festival of the Lost event. It was a fun mix of Halloween freebies and a smattering of cosmetic extras you could skip the wait and pay for upfront. But it's now December, when a year ago Bungie launched its Dark Below add-on with new story missions and a fresh raid. And, now, the game's playerbase wants to know what's next. Bungie did not sell an expansion pass with The Taken King as it did with Destiny vanilla. No promises of further story additions have been made. But expectations were set high by the quality of The Taken King expansion, and the likely outdated release plan leaked in autumn 2014 which suggested two DLCs were planned to follow Taken King, just as two did last year. Last weekend's announcement of a Sparrow racing event, once a highly-requested addition, had something of a mixed reaction. Fans were happy the mode was finally being trialled, but in the absence of any other information many had expected something different - something similar to last year's more traditional DLC. Eurogamer spoke with senior designer Derek Carroll, part of the game's live team, to try and find out more about the event and nail down Bungie's plans for the rest of Destiny: Year Two. The gist? Don't expect a "monolithic" DLC any time soon - but several more events and surprises are in the pipeline. Destiny's first year featured two DLC packs, whereas this year things are different. Can players look forward to any more story content in Year Two? So why the change? [A recent Kotaku report suggested this year's DLC had been scrapped to give the next boxed Destiny release, almost certainly due in September 2016, a little more development time. It's a report Bungie has not commented on.] Why not do another Expansion pass as well? Festival of the Lost was great, but this leads to a situation where players are left guessing what form the game's next addition will take. Can you say anything to set expectations? Will there be anything you need to buy to access? Bungie has so far done a good job keeping anything affecting gameplay separate from microtransactions. Presumably the Sparrow racing event will follow suit? One final thing - I know fans want more slots for their emotes [currently you can equip only one]. Are you guys looking at that? Bungie talks Destiny: The Taken King's event-focused future ----- From my perspective it's very disheartening and from what I took out of the statement is there will be no more "end game" activities that we all love. The resources are going directly to the next version of Destiny and they are hoping these tiny little events tide players over until then? It makes me not even want to play or think about playing the franchise at all.
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I know right, mountain time...
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Final Fantasy 7 Remake - Confirmed
The3rdWalker replied to GazzaGarratt's topic in RPG / Action / Adventure
So apparently the FFVII remake is gonna be episodic release and not a singular game experience. I really don't know how I feel about this. -
Buy 2 games get 1 free at Best Buy
The3rdWalker replied to BO7H B4RRELS's topic in General Gaming Discussion
I wish this offer was for digital games. -
Reddit thread can be found here. 66 artists combined for almost 500 wallpapers of high quality. Dropbox
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More or less this is how I interpreted that video. I'm only of those who put a thousand hours into the game over 7 or 8 characters and I'm more surprised I don't rush to log in daily. But I still enjoy the game and know it's a process. The Dark Below was rushed and it sucked. Since then with House of Wolves and The Taken King there has been more quality and I appreciate the change. We have to remember we are the 1% of this game. Only 300,000 people even completed the first challenge mode and Destiny claims to have a player base in the millions. The super commuted player is going to be burned out or demand certain changes.
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I can only imagine it's going to be Iron Banner style time table and I'm really looking forward to this. I admit this is hurting Bungie though by not hinting at a DLC. It's getting left behind.
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Final Fantasy 7 Remake - Confirmed
The3rdWalker replied to GazzaGarratt's topic in RPG / Action / Adventure
It's not turn based the footage from PSX. It was one of my first favorite games but with a new combat style I won't be getting it. I didn't like it in X-2 and I won't really ever enjoy it.