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Sennex

FGers
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Everything posted by Sennex

  1. Is it your ipad, or is it one of the auto replaces i made here... Via the FG App
  2. The browser map shows everything as I pregenned it. It can be set to only show what has been explored. Personally I hate that as it means I (or others) need to sit and fly around everywhere. Also I have no idea who this Tommy player is, but I know I banned someone for stealing other peoples houses... Is that this Tommy person?
  3. Other than the controls being totally different, which isn't even an issue really, it is an absolutely amazing game.
  4. I use the Dynmap all the time. That being said, after the mining world it is where I will look to free up space. I am pretty sure I am the only one that uses it
  5. The server is chugging along nicely. We are getting closed to our SSD space limit again though, and it is having to be micromanaged on a, damn near, day to day basis. I didn't expect us to hit that level this soon, but it doesn't shock me. What this means for you all is if you attempt to log in and can't then we have hit the cap and I need to juggle some things. Its not as bad as it sounds so there is no need to really worry, its like a 2 minute fix on my end. I have tweaked a few settings, and am trying to add EMC values to items that don't have them. I have a question though, do we really need the mining worlds at this point?
  6. Sennex

    Xbone Clan?

    The owner of the comic book shop that I go to needs a clan, I will message those guys about it
  7. Sennex

    Xbone Clan?

    Do we have a sister clan there?
  8. I wonder if I could put "Server Firsts" on a resume, that'd be pretty cool /s People care entirely to much about this stuff
  9. Rear gear? what?
  10. Why is no one talking about the lack of LMG's Sure we have SMG's, that are all pieces of shit, but we don't have LMG's anymore..... sure because at this point i want another fucking sniper rifle.
  11. Guess what
  12. Okay cool, no worries if not Via the FG App
  13. I should be if I have a time to let the wife and kid know about Via the FG App
  14. I would like to get in on it as well. My schedule is weird though
  15. I wouldn't mind the pulse rifle, they are going to get a buff at some point, and banking it might be a good idea.
  16. I got the hand cannon. Haven't used it yet The AR is actually much better than I thought it would be by looking at the stats. Also got the Warlock Bond.
  17. I think she is hanging out on Mars with the Queens brother and the other Crows or whatever they were called. Thats my prediction anyway. I have no idea what the first expansion will be, but I hope we end up resolving that one before Bungie forgets about it
  18. https://www.reddit.com/r/DestinyTheGame/comments/75ib4w/massive_breakdown_of_the_iron_banner_weapons/ If you're wondering where the numbers and full list of guns are, the Weapon Stats Spreadsheet has you covered. Several things to note: This breakdown is for Iron Banner weapons only. Classes are broken down into Impact sub-classes. These are strictly my opinions, so I'm very aware that a lot of people will probably disagree with them. The Bolded Perk/Perks in each slot mean that I recommend using them. If there are no bolded perks, it means that I feel any of the listed perks are fine to use in the slot. All Times-to-Kill are assuming Guardian has 200hp (9 Resiliency). Pros and Cons are determined by comparing weapons within the same class, not by all weapons in general, and not by only the weapons within the archetype. If you would like a different or more specific comparison than what I have listed, feel free to ask and I can provide one in the comments. Auto Rifles Adaptive The Forward Path - Kinetic Time-to-Kill: 1.10s (11 crit 1 body ), 1.50s (16 body) Rate of Fire: 600 Impact: 21 (17 crit, 13 body) Range: 50 Stability: 48 Reload Speed: 64 Handling: 72 Mag Size: 43 Recoil Direction: 60 Aim Assist: 71 Perks: Sights/Barrels - Red Dot 2 MOA, Red Dot Micro, Rifle Scope SSF Magazine - Armor Piercing Rounds, Extended Mag Set Perk - Tap the Trigger Stat-wise a very impressive weapon, The Forward Path is let down slightly by average perk selections. The scopes are passable, with both short (wide field of view but poor damage and aim assist drop off) and long range (narrow field of view but better drop off characteristics) options, but nothing in the middle. Extended Mag is probably the best bet for PvP, since I've rarely found a use for the over-penetration of APR, and Tap the Trigger is nice, but not game-changing. High aim assist, and good range and stability for the archetype are the main calling cards here, so throw on a Kinetic Counterbalance mod and give this weapon a shot. You probably won't be out-dueling most Uriel's users, but if you can make them miss you'll have the more forgiving weapon. Pulse Rifles Rapid-Fire The Time-Worn Spire - Kinetic Time-to-Kill: 1.13s (4 bursts, 9 crit 3 body ), 1.67s (5.33 bursts, 16 body) Rate of Fire: 540 Impact: 27 (18 crit, 13 body) Range: 33 Stability: 54 Reload Speed: 37 Handling: 33 Mag Size: 36 Recoil Direction: 60 Aim Assist: 79 Perks: Sights/Barrels - Hitmark IS, Red Dot Micro, Rifle Scope SSF Magazine - Tactical Mag, Accurized Rounds Set Perk - Zen Moment Almost the opposite of The Forward Path, this is a weapon in an archetype that appears to be useless stat-wise, but in practice is actually highly effective. I do recommend running a Kinetic Counterbalance Mod with it, as the recoil direction is poor, but thankfully it comes with Zen Moment, which should help tighten up the spread after doing damage. The magazine perks offer the ability to boost either range or stability, depending on the users preference (I recommend range first, and switching to stability if you still find it hard to control). The aim assist is insanely high, making this weapon ultra-sticky within its optimal ranges. Possibly my favorite archetype in the game, it's actually competitive with MIDA at mid-range engagements. Highly recommend this gun. Hand Cannons Aggressive The Steady Hand - Kinetic Time-to-Kill: 1.07s (3 crit), 2.13s (5 body) Rate of Fire: 110 Impact: 92 (71 crit, 47 body) Range: 64 Stability: 32 Reload Speed: 28 Handling: 28 Mag Size: 8 Recoil Direction: 85 Aim Assist: 45 Perks: Sights/Barrels - TrueSight HCS, HitMark HCS, Crossfire HCS Magazine - Flared Magwell, Alloy Magazine Set Perk - Outlaw Unfortunately for Aggressive HCs, even with a fast optimal time-to-kill, they just can't stack up in the current state of the Crucible. They're simply too unforgiving, with a slow body shot time to kill, poor stability and awful aim assist. That being said, if you're up for a challenge, The Steady Hand could be what you're looking for. Capable of killing in the same speed as perfect Uriel's if you hit 3 critical hits, Outlaw will boost the reload speed, building on top of Flared Magwell to actually make it quite respectable. I wouldn't recommend this weapon for serious games, but the upside is there for talented players searching for something interesting to use. Scout Rifles High-Impact The Guiding Sight - Kinetic Time-to-Kill: 1.20s (4 crit) , 2.00s (6 body) Rate of Fire: 150 Impact: 67 (52 crit, 37 body) Range: 68 Stability: 32 Reload Speed: 42 Handling: 34 Mag Size: 13 Aim Assist: 30 Perks: Sights/Barrels - Cleanshot IS, Red Dot 2 MOA, Rifle Scope ST Magazine - Tactical Mag, Armor-Piercing Rounds Set Perk - Pulse Monitor Long story short, this weapon is bad for PvP. Don't use it. High-impact scouts are already struggling in the Crucible thanks to having the same optimal TtK as MIDA, but requiring 100% crits instead of 80%, while also having a slow body shot TtK. Not only that, but the perk selections for this weapon offer nothing of value for PvP. Pulse Monitor is useless, and the small stability boost from Tactical Mag is basically meaningless when the gun itself can't match up favorably with anything. Sidearms SUROS Rapid-Fire The Fool's Remedy - Energy Time-to-Kill: .93s (6 crit 2 body ), 1.20s (10 body) Rate of Fire: 440 Impact: 35 (26 crit, 20 body) Range: 34 Stability: 64 Reload Speed: 44 Handling: 63 Mag Size: 15 Recoil Direction: 94 Aim Assist: 58 Perks: Sights/Barrels - Control SAS, Tactic SAS, FarPoint SAS Magazine - Ricochet Rounds, Accurized Rounds Set Perk - Moving Target If you love the Omolon Adaptive sidearms, but you want to prepare yourself for their inevitable nerf, might I suggest giving the SUROS Rapid-Fires a shot? Boasting a very nice 0.93s optimal TtK, combined with 1.20s for body shots, these weapons will be the next best thing once the Last Hope and its ilk fall prey to the nerf hammer. Stat-wise, the lack of aim assist is a little disturbing, but thankfully Fool's Remedy has my favorite perk, Moving Target, which boosts AA when ADS. The stability and recoil direction are both solid enough on there own, and the lowish range can be helped out with Accurized Rounds, if necesary. It might not be the best right now, but I still highly recommend giving this weapon a shot. Sub-Machine Guns Adaptive The Hero's Burden - Energy Time-to-Kill: 1.00s (8 crits 8 body), 1.07s (17 body) Rate of Fire: 900 Impact: 20 (13 crit, 12 body) Range: 50 Stability: 46 Reload Speed: 58 Handling: 63 Mag Size: 33 Recoil Direction: 93 Aim Assist: 51 Perks: Sights/Barrels - SLO-10 Post, SPO-28 Front, SPO-26 Front Magazine - High-Caliber Rounds, Drop Mag Set Perk - Threat Detector Normally not a fan of 900 RPM SMGs, but this sweet baby has me changing my tune. Stat-wise, it's basically all good across the board, with only a lowish mag size holding it back from being perfect. Not only that, but it basically does not matter if you hit headshots or body shots, thanks to the times-to-kill being almost exactly the same, but it also has everyone's favorite perk: High-Caliber Rounds. IF this functions anything like it did in D1 (which I'm almost certain it will) the faster the gun shoots, the more effective HCR is. And no weapon in the game shoots faster than the 900 RPM SMGs. On top of that, it's got a medium zoom scope to push out damage fall off and aim assist degradation, and a really amazing perk in Threat Detector, which boosts handling and stability when enemies are near (which they always should be if you're using this gun). I know it's hard to say without having played with this weapon, but based off of the perks and stats, I think we could be looking at a new tier-1 weapon for close range PvP. Grenade Launcher Precision The Day's Fury Time Between Shots: 0.60s Rate of Fire: 100 Blast Radius: 40 Velocity: 46 Stability: 60 Reload Speed: 65 Handling: 68 Mag Size: 6 Aim Assist: 71 Perks: Sights/Barrels - Countermass, Confined Launch, Volatile Launch Magazine - Mini Frags, Spike Grenades Set Perk - Snapshot Sights Let's be honest, with the exception of Play of the Game and some of the sticky launchers, almost all grenade launchers suck. This one looks like it could be an exception, based on the fact that it has Spike Grenades, which rewards direct hits with bonus damage, but I'm tempted to say that it's still too much of a challenge to make it worth using. Maybe pair it with the IB HC and see if you can use two very difficult (but rewarding) weapons at the same time. Regardless, stats-wise it's actually quite good. Solid blast radius and aim assist help to offset the slowish RoF and velocity. I'm going to give it a shot, but I wouldn't get my hopes up, and I suggest you do the same. Fusion Rifle High-Impact The Wizened Rebuke Charge Time (ms): 860 Impact: 100 Range: 56 Stability: 35 Reload Speed: 28 Handling: 30 Mag Size: 5 Recoil Direction: 72 Aim Assist: 62 Perks: Sights/Barrels - Cleanshot IS, Red Dot MOA, Red Dot Micro Magazine - Liquid Coils, Enhanced Battery Set Perk - Backup Plan Perhaps one of the weapons I'm most excited about for this IB, the fusion rifle is basically a clone of Shock and Awe, but sexier and better all around. Good range and stability, combined with solid aim assist and recoil direction help to mitigate the low handling and charging speeds. In addition, it has possibly the best FR perk, in Backup Plan, which boosts handling and charge speed for a short time after switching to the weapon. The boost is massive, and basically cuts the charge rate in half, so it's really something to take advantage of. That, plus the fact that the weapon does enough damage to kill in 4 bolts, and I think we might have a new best fusion in the game.
  19. I thought she was as well.
  20. The AR isn't bad..... Origin Story is better. It feels sort of like the Scathelocke, sort of
  21. Not enough weapon options ( I don't care about fixed perks, I am fine with this system, except... see below) Not enough Armor options Not enough perk options on either armors or weapons The Rally the Flag mechanic needs to change for Public events No reason to run instances The Light Level chase needs to be revamped. Either include mods in the calculation or dump them. The False +5 bonus we get that can't be swapped around is bullshit. At least give us 2 numbers, modded and unmodded to look at. Kinetic Mods.... do they exist? Shader chasing is dumb as fuck. Do I even need to talk about the Vault? I mean for fucks sake Why the fuck did the shit we had at the end of D1 just end up missing in D2? So many amazing QoL changes that are now gone. Once again it feels like release D1, where the game just had an empty feeling. Not going to lie, I have started playing the Division again, and am waiting for Anthem to come out
  22. I thought the CoD franchise died after MW3
  23. yea, once again I need to skip, sorry guys
  24. Sennex

    Maintenance

    sorry man Hopefully that silktouch pickaxe helps you seriously though, look into alchemical bags. They are a massive help
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