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Sennex

FGers
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Everything posted by Sennex

  1. Read this today. It looks solid and even though Sid slipped with his last game release, I am still a devoted fan and will end up purchasing anything with his name on it. Article posted below, minus the pics: http://www.escapistmagazine.com/articles/view/video-games/previews/13548-Sid-Meier-s-Starships-Preview
  2. I did about 10 Roc's last night. Handcannons can still be sniped with. On the Valus run, I was hitting the first Lt in the tower, from where the cabal hover bikes are with Thorn. Vanquisher took a full clip and a half on a Level 30 Minotaur on the Divisive Mind. My 123 Syzygy was about half a clip. Both fully upgraded. I stopped even trying with my AR's after that. I don't know about PVP, as I typically don't PVP. Glad you all got some variety, but all Bungie did in PVE was make a new flavor of the month. Off to farm up a new Coin so I can buy the Universal Remote and learn shotguns.
  3. I have X2 and X3 they are hard as hell. prepare to die a lot (or possibly I just suck at them lol)
  4. Can I have a Gravity Hammer then, and Dual Wield some Maulers? That was always my go to in Halo
  5. Yea, I remember that. I guess my problem is when dealing with data and values you need to establish a Scale, and then things get placed on that scale. This change feels to me like they decided to change the scale and the weapons to meet their goal. They should have just changed the Weapons. Leave the scale the way it is This is most likely because I am jaded all to hell when it comes to MMO's and nerf patches like this. There has never been one (a nerf Patch)that didnt absolutely break something. I don't know if that makes sense
  6. Yea, this is my thoughts on that though Pulsar's were totally underpowered. They were worthless regardless of the game mode. Same with Shotguns Hand Cannons should not have been able to snipe across the maps. Sure, I loved that they did, but honestly, I get why they were changed. AR's were perfect though, if anything, give them a range Drop off (which they did), but they don't need a Damage Nerf. They just went about fixing this problem in the wrong manner.
  7. But I got some awesome blue Sahara AR's
  8. Scout rifles? Fuck that, Gimme the Strangers Rifle! (Why the fuck did I shard that thing, 3 times now?)
  9. Apparently I need the Helm of Saint 14, and a decent shotgun now http://youtu.be/SDNrYhSDoes?list=UULuz7JeH738nnjOpSLVAMmw
  10. I know in WoW, and other MMO's the Community managers account was pointless to look at. There was literally no data on it as they only ran it for community events.
  11. TL;DR of the above post: The two weaker auto rifle archetypes were almost not affected by the patch. The Bad, AND the ugly Auto rifles right now took a much bigger hit than anticipated, they barely held up in PVE, right now I would not keep someone in my raid team if they took out an auto rifle. I'll sum this up: The Vex Mythoclast kills as fast as the auto rifles from bodyshots as the auto rifles does from full headshots. Do you know what this means? This means a Vex vs an auto rifle if the vex doesn't have a single headshot and the auto rifle has all headshots, they'll kill around the same speed. You're literally better of using the vex aiming for people's feet than even trying any auto rifle.
  12. and another quality post: http://www.reddit.com/r/DestinyTheGame/comments/2x5nwr/indepth_weapon_stats_spreadsheet_update_111_help/
  13. As it stands now, post 1.1.1 patch, here are the new approximate TTKs. They are all based off of a fully armored Titan (so the maximum TTK), and are assuming the shooter gets all headshots. TTKs: High Impact AR TTK = 1.06 s (previously .93 s) Middle Impact AR TTK = 1.00 s (previously .90 s) Low Impact AR TTK = .93 s (Let's be real, no one can get 16 headshots in a row with these things, so this is not at all useful, and the TTK is the same as before the patch) High Impact PR TTK = .94 s to .83 s (depending on ROF) Middle High Impact PR TTK = 1.00 s Middle Low Impact PR TTK = 1.01 s Low Impact PR TTK = 1.07 s As you can see, the High Impact PRs are the new fastest killers, while the Mid Impact ARs and PRs still remain relevant. Low Impact PRs, and High Impact ARs are now the slowest killing weapons. In my opinion, the damage nerf to ARs was unecessary, as the extent of the damage buff to the PRs has more than made them competitive. If it were up to me, I would keep the changes made to AR range calculations, so as to clearly define a role between them and PRs, and remove the damage nerf. This would provide High Impact and Medium Impact weapons from both classes with similar TTKs, and it would allow for distinctions between close quarters, and mid range combat. As it stands, the High Impact PRs are the clear winners in all areas, with little to no reason to use ARs.
  14. great post on this
  15. The stated values are 2.5%, but the testing is showing that in the case of the 77/28's it actually up around 15%
  16. Sadly Bungie isn't learning that you cannot tie PVP to PVE
  17. Yea, I feel ya there. I guess I shouldn't have sharded that Pulse Rifle the other day.
  18. Monte Carlo is an 88/8 Auto Rifle. The Range was shortened, however the Impact wasn't lowered by much, I think its a 6 now. Need to research that. The 77/28 AR's were what was hardest hit. A decent post that sums this up:
  19. Worthless now. I need to test them in PVP still, but I am fairly certain they will suck there as well. I was testing my fully maxed out, Vendor purchased, Vanquisher 7. Diddums and I did a ton of Roc's last night and I kept swapping between Thorn, and the Vanquisher. Thorn's range was noticably shorter, but it was easier to compensate for it. The Vanquisher was doing around 500 points of damage at range against level 30 vex in the Divisive Mind mission. In CQB I was doing around 600 when hitting the crit spot. Not joking, I literally hit one of the Precursor Minotaurs for 1 point of damage from the bottom of the ramp with it at the midpoint where the shield spawns (The section that is all precursors that spawn in waves) 1 damn point of damage with its shields totally down. From reading on Reddit and Bungies site, it looks like all the high Impact AR's took a 15% hit across the board to stats. Meanwhile Thorn(Not maxed), Polite Denial(Not maxed), Hawkmoon(Fully Maxed), and my other Hand Cannon were all hitting at 1200+ against the same level mobs when at Range, and 1500-1700 in CQB.
  20. There are about 100+ modpacks for AT Launcher, just like with Tekkit. I would focus on finding the specific mods you like. Typically in NEI, when you look at a block it will also tell you what mod adds it into the modpack. So, don't rule AT Launcher out yet, all it does is deliver the modpack and manage it for you. What modpack on Tekkit are you playing with? What modpack on AT Launcher are you playing with? If Mike is in a different location than you, then yea, you need to have a server, or at least find out if your ISP allows for you to run a server from your residential address.
  21. Sennex

    new patch

    You posted to the wrong forum, Techno LOL Merging it now
  22. Sennex

    new patch

    Pardon our dust! We are pushing a patch live today. Players will be returned to the title screen from their activities and then be required to log in to Destiny again after installing the patch. 11m ago 1.1.1 confirmed on twitter : https://twitter.com/BungieHelp/status/570643507196469248[1] and a link to the full patch notes : https://www.bungie.net/7_Destiny-Update---02252014/en/News/News?aid=12607[2] 1.1.1 : The one about Weapon Rebalance Destiny Update 1.1.1 brings you a round of weapon balancing, perk fixes (including the heavy ammo fix), and other issues. Weapons For a detailed review of weapon changes, head over to Destiny Weapon Tuning. General Fixed an issue in which armor with perks that increase ammunition carrying capacity resulted in ammunition loss upon respawn Decreased over-penetration value for weapons with armor piercing perks Fixed an issue where items from the PS3/360 Destiny demo were using old power values. They have been adjusted to regular levels Song of Ir Yut weapon tooltip now advertises the correct magazine size Shoot to Loot: Two-second cooldown added to perk to prevent extra ammunition gains while ammunition bricks despawn Dark Breaker perk will now correctly damage Hive Shriekers Snap Discharge will now increase attack speed as per the description Thunderer perk now has priority on the 4th Horseman tooltip Full Auto: Fixed issues in which the weapon perk stopped working while the trigger was being held down Auto Rifles Reduced base damage of Auto Rifles by 2.5% Reduced effective range values Pulse Rifles Increased base damage of Pulse Rifles by 9.7% Hand Cannons Slightly reduced effective range Slightly reduced initial accuracy Fusion Rifles Widened blast pattern on a Fusion Rifle burst cone Reduced starting ammunition in PVP Shotguns Increased damage against all non-Guardian combatants by 2x (100% increase) Reduced high-end range values Damage falloff starts sooner Reduced starting ammunition in PVP Activities Strikes Weekly Heroic Strike now is a matchmade activity Strikes will be less likely to repeat in Matchmaking rotations for full Fireteams PVP General Players will now unlock all playlists (Control, Clash, Rumble, Skirmish) simultaneously when unlocking the Crucible. Added a new notification when Crucible modes unlock Crucible maps will be less likely to repeat in Matchmaking rotations for full Fireteams Guardians no longer drop heavy ammunition when killed in PvP Guardians now drop much less special ammunition when killed in PvP Completed matches will now award gear with the proper power level Fixed a bug where there was no audio playing for the bullet that kills them Event: Iron Banner Iron Banner playlist now contains smaller maps in rotation "Focused Aggression" Bounty can now be completed with headshots from Pulse Rifles, Scout Rifles, and Hand Cannons Items Fixed an issue in which Xur did not carry exotic engrams in inventory on certain dates Crota’s End completion emblem will now be sent to the Postmaster when player inventory is full Ammunition consumables will now work if used when player inventory is full Fixed issues that prevented qualifying players who had deleted their characters from claiming the Tumbler Sparrow from Tess Everis in Tower User Interface Character inventory screen now displays faction reputation and weekly mark counters Players in public spaces will no longer see voice notifications when a player in a matchmade fireteam enter Players will now see improved notifications when teammates join and depart Team and Fireteam chat channels Grimoire Combined Arms Grimoire cards will now unlock when completing a Clash or Control game House of Wolves card will now unlock upon the start of Ishtar Collective story mission Guardian Abilities card will be granted when a player enters orbit Siege Dancers card will be granted upon the start of the Dust Palace Strike Completing Crota's End now adds to the Raid Introduction Grimoire card's Completed statistic Ir Yut grimoire card will now unlock appropriately Siege of the Warmind card will now unlock appropriately Fixed Grimoire scores for the following cards: Omnigul, Will of Crota Ir Yut, the Deathsinger Crota, Son of Oryx The Wakening The Will of Crota Crotas End Ascendant Sword Pantheon Skyshock The Cauldron Might of Crota Ghost Fragment: Rasputin Ghost Fragment: Rasputin 2 Ghost Fragment: Hive 4 Technical DLC and Patch systems have been improved Xbox One upsell from trial version to full version no longer makes you leave the game Improved networking resilience to packet reordering Networking improvements for certain routers Edit Bug was introduced in 1.1.1 patch that caused the Vex Mythoclast to spawn with less ammo in the magazine and reserves in PvP This weapon was affected by overall Fusion Rifle changes because it is treated as a secondary weapon We intend to correct this issue in a future release EDIT:added full patch notes for those at work without access to bungie.net
  23. oh god, I have that POS pulse rifle. Fully upgraded, its still a POS sorry man
  24. I need to do it on my titan (30), if possible. Not going to worry about the Huntard yet as he is only 28
  25. Need it on Lock and Titan if I can get it, otherwise just Lock so I can get Bad juju
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