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<title>DBO Forums - You needed an Arc Titan to ruin their day...</title>
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<title>You needed an Arc Titan to ruin their day... (reply)</title>
<content:encoded><![CDATA[<p>... or, you know, a Bladedancer :p</p>
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<link>https://destiny.bungie.org/forum/index.php?id=45840</link>
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<pubDate>Mon, 24 Nov 2014 19:42:10 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><p>charging in, charging in, charging in</p>
</blockquote><p>I know that feel, but as a Defender, I hope that's a behavior that never changes. :P</p>
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<pubDate>Mon, 24 Nov 2014 14:04:21 +0000</pubDate>
<category>Destiny</category><dc:creator>SonofMacPhisto</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<p>I played against a pair if Defenders taking it in turns to Bubble and feed each other kills to get super energy back. There was not, for the entire 12 minute game, a single moment where there wasn't a Ward of Dawn on that control point.</p>
<p>Wouldn't have been so bad if it wasn't zone B on Firebase Delphi. All my idiot teammates just kept charging in, charging in, charging in.</p>
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<pubDate>Mon, 24 Nov 2014 11:55:23 +0000</pubDate>
<category>Destiny</category><dc:creator>someotherguy</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><p>So, I mean ultimately, step back and put on your critical thinking cap.  Think of the whole match, start to finish, not the moment by moment battles.</p>
</blockquote><p>I do think there is a lot of good strategy to be played out in Destiny, the biggest one that comes to mind is Ward of Dawn shutting down areas or re-routing opponents.  An occasional resurrection timed perfectly can go a long way as well.<br />
I think the overall match, flow, and locations (mostly), are fine.  I just think the moment by moment aspect needs a bit of work.</p>
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<pubDate>Sun, 23 Nov 2014 17:23:13 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><p>Yeah, coordination and call-outs make a huge difference.  Also, it was good to play with you this week!  The Murder-Fu is strong with you.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Heh, thanks, right back at ya. Those Wards of Dawn felt insanely OP with you guys. :D</p>
</blockquote></blockquote><blockquote><p><br />
This doesn't appear to be common knowledge, but the golden gun can destroy a ward of dawn. It's very satisfying when someone drops it over a control point at a critical time, only to blast it down and deny them.</p>
</blockquote><p>Shhhhhhhhhhhh!!</p>
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<pubDate>Sun, 23 Nov 2014 16:57:07 +0000</pubDate>
<category>Destiny</category><dc:creator>SonofMacPhisto</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Yeah, coordination and call-outs make a huge difference.  Also, it was good to play with you this week!  The Murder-Fu is strong with you.</p>
</blockquote></blockquote><blockquote><p><br />
Heh, thanks, right back at ya. Those Wards of Dawn felt insanely OP with you guys. :D</p>
</blockquote><p>This doesn't appear to be common knowledge, but the golden gun can destroy a ward of dawn. It's very satisfying when someone drops it over a control point at a critical time, only to blast it down and deny them.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=45684</link>
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<pubDate>Sun, 23 Nov 2014 16:21:58 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Yeah, coordination and call-outs make a huge difference.  Also, it was good to play with you this week!  The Murder-Fu is strong with you.</p>
</blockquote></blockquote><blockquote><p><br />
Heh, thanks, right back at ya. Those Wards of Dawn felt insanely OP with you guys. :D</p>
</blockquote><p>Ward of Dawn + Invective.  I CAN DO THIS ALL DAY SUCKERS.</p>
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<pubDate>Sun, 23 Nov 2014 16:08:51 +0000</pubDate>
<category>Destiny</category><dc:creator>SonofMacPhisto</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Yeah, coordination and call-outs make a huge difference.  Also, it was good to play with you this week!  The Murder-Fu is strong with you.</p>
</blockquote><p>Heh, thanks, right back at ya. Those Wards of Dawn felt insanely OP with you guys. :D</p>
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<pubDate>Sun, 23 Nov 2014 15:48:27 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<blockquote><p>That's pretty much how I play, every time. Not only does it usually work with a coordinated team, it's a lot more fun than taking it slow.</p>
<p>In fact, the only match I remember taking it slow was that one you mentioned on Shores of Time. Since we were obviously going to win, I brought out my sniper and practiced a bit on C. :p</p>
</blockquote><p>Yeah, coordination and call-outs make a huge difference.  Also, it was good to play with you this week!  The Murder-Fu is strong with you.</p>
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<pubDate>Sun, 23 Nov 2014 15:26:08 +0000</pubDate>
<category>Destiny</category><dc:creator>SonofMacPhisto</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<p>That's pretty much how I play, every time. Not only does it usually work with a coordinated team, it's a lot more fun than taking it slow.</p>
<p>In fact, the only match I remember taking it slow was that one you mentioned on Shores of Time. Since we were obviously going to win, I brought out my sniper and practiced a bit on C. :p</p>
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<pubDate>Sun, 23 Nov 2014 15:22:53 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
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<title>Couple thoughts on Control (reply)</title>
<content:encoded><![CDATA[<p>Having read most of this thread, a couple apropos of sorta something thoughts:</p>
<p>Like our friend Half-Jaw once said, just because you're dead doesn't mean your threat has ended.</p>
<p><img src="http://comicsmedia.ign.com/comics/image/article/719/719171/halo-graphic-novel-20060716114733451.jpg" alt="[image]" /></p>
<p>Thankfully, with respawning, you can use the tactic more than once. ;) Control is a points game, and if you've got two control points, you can trade kills for deaths 1-1 and win the game. Alternatively, if you've got one point, a well timed suicide attack can push the other team back just enough to let your buddies in.  Jump in shotguns blazing, toss that grenade, and hope for the best. If you can trade your death for two kills or even one kill a critical time (say knocking out a guy who just got heavy ammo or popped his golden gun), do it. Got that Titan to waste his Fist of Havoc on killing you?  That's a win, because he didn't use to wipe half your team from a control point.</p>
<p>Sometimes, it's better to be lucky than good, especially since fortune favors the bold.</p>
<p>Second, Supers are all about WHEN you use them.  As a Defender Titan, I see this most clearly as one tactical Dawn deployment can change the flow of an entire match.  Take yesterday - Lawnmower and I were on Shores of Time, near the &quot;T&quot; hallway in front of B.  You know the one, everyone likes to camp there.  Lawmower tossed up a Ward in the middle of it, and he and I proceeded to wreck face.  Before long, our close match became a runaway.</p>
<p>So, I mean ultimately, step back and put on your critical thinking cap.  Think of the whole match, start to finish, not the moment by moment battles.</p>
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<pubDate>Sun, 23 Nov 2014 15:03:17 +0000</pubDate>
<category>Destiny</category><dc:creator>SonofMacPhisto</dc:creator>
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<title>I&#039;m sure there used to be more than 4 maps? (reply)</title>
<content:encoded><![CDATA[<p>I agree that it takes some strategy to capture B from whoever holds it, but the problem is that it's much easier to take and hold from the back BC corner than it is from the AB part of the map, because the lines of sight are much clearer from there than from any other part of the map.</p>
<p>Which means the team spawning there has an immediate advantage, as all they need to do is set up a couple of guys in that corner and they can hold those zones from the offset.</p>
<p>It's not as bad as Blind Watch because there's less cover back there, so a co-ordinated team can still take them out, but with a group of randoms it's far less do-able.</p>
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<pubDate>Sun, 23 Nov 2014 14:19:43 +0000</pubDate>
<category>Destiny</category><dc:creator>someotherguy</dc:creator>
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<title>Criticisms of the Crucible (reply)</title>
<content:encoded><![CDATA[<p>What I have really noticed today is some sort of lag(?) related to melee animations.  I was trying to go for that bounty to get 10 melee kills and I would constantly watch my Warlock finish his punching animation and then drop dead to what looked like a shotgun or that Titan shoulder thing.  Being up close and personal isn't worth the network(?) issues.</p>
<p>I have to say, going for bounties in the Iron Banner can be a miserable experience.  Just playing the games to win can occasionally be enjoyable, but hitting on one aspect over and over tends to draw out the weaknesses.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=45665</link>
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<pubDate>Sun, 23 Nov 2014 05:49:47 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>Criticisms of the Crucible (reply)</title>
<content:encoded><![CDATA[<p>I don't actually disagree, I just thought the phrase 'blundering' was a bit harsh. I quite like the radar tbh.</p>
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<pubDate>Sat, 22 Nov 2014 20:55:48 +0000</pubDate>
<category>Destiny</category><dc:creator>someotherguy</dc:creator>
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<title>Criticisms of the Crucible (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Trying to control lines of sight is part of the game. Part of any FPS. I don't see the problem here. Perhaps you should play a bit more timid than you normal would and use the radar for the info it does give? </p>
</blockquote><p>
Yeah that's what Cody suggested.  It isn't very fun to avoid enemies and/or doorways, but it could certainly mitigate the effect.</p>
<blockquote><p>Which it also does for 1 enemy.</p>
<p>Not true. I just tested this in single and multiplayer on the chance I was misremembering. I wasn't. With one enemy you can only light up a single segment at a time. The inner ring <em>does</em> has a brief fade effect, but I can't find a way to keep two segments (inner or outer) lit no matter where I move or which way I face. Counting enemies via radar doesn't really work past two, but it can definitely tell you the difference between one enemy and more than one enemy. </p>
</blockquote><p>
I agree with what you are saying.  Unfortunately it only works when enemies are spaced out.  In my initial post I only referred to the &quot;1 slice&quot; because that is the situation that causes issues.  I agree that multiple slices lit at once is much more useful.</p>
<blockquote><p>I don't give a room full of enemies a line of sight on me if I can help it. </p>
</blockquote><p>
If you already know it is a room full of enemies, then sure.</p>
<blockquote><p>Really, the time to kill isn't much worse than Halo, and you have more, not less, options to fight back or evade.</p>
</blockquote><p>
I'm interested to find the numbers (though I imagine they would be more difficult to obtain because of Destiny's weapon variety), but I thing there is a significant enough difference.  We can't really settle this without hard numbers though :/</p>
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<pubDate>Sat, 22 Nov 2014 20:49:09 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>Criticisms of the Crucible (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p><em>Many times</em> you made a bad assumption and correctly got beat down for it. If you are <strong>constantly </strong>walking into room <strong>alone </strong>and <strong>trying to face down</strong> three enemies then yes, you are blundering. </p>
</blockquote></blockquote><blockquote><p>Stop making shit up.<br />
My &quot;bad assumption&quot; was nothing more than &quot;there is enemy(s) there&quot;.  You are also assuming that I am &quot;<strong>trying to face down</strong> three enemies&quot;.  Nope.  Sorry.  Couldn't be more wrong.  This goes back to how you misinterpreted my low time-to-kill comment.  You die in less than a second if 3 people focus fire on you.  You can't worm out of that one.  Once they open fire, there is no escape because you will be dead in under a second.</p>
</blockquote><p>Trying to control lines of sight is part of the game. Part of any FPS. I don't see the problem here. Perhaps you should play a bit more timid than you normal would and use the radar for the info it does give? </p>
<blockquote><blockquote><p>Unless the enemies are standing on top of each other it will tell you there's more than one person there by briefly lighting up two segments.</p>
</blockquote><p>
Which it also does for 1 enemy.  If <strong>you</strong> are trusting that then <strong>you</strong> are the one blundering around because that is a simple game play mechanic that you have had months to figure out by now.</p>
</blockquote><p>Not true. I just tested this in single and multiplayer on the chance I was misremembering. I wasn't. With one enemy you can only light up a single segment at a time. The inner ring <em>does</em> has a brief fade effect, but I can't find a way to keep two segments (inner or outer) lit no matter where I move or which way I face. Counting enemies via radar doesn't really work past two, but it can definitely tell you the difference between one enemy and more than one enemy. </p>
<blockquote></blockquote><blockquote><blockquote><p>You are complaining about blundering into a room because you made a bad assumption based on your radar. </p>
</blockquote></blockquote><blockquote><p>You are really harping on this &quot;blundering <strong>into</strong> a room&quot; like you think I wander into the middle of room.  Surely you have played Crucible and know that walking by a room with 3 enemies in it will get you killed right?  Do you honestly play the game by just avoiding any red you see on the radar?  I really don't believe that.  I imagine you occasionally try to kill an enemy if you see them on your radar.  If they there are more than one and they aren't terrible, you probably won't live.</p>
</blockquote><p>I don't give a room full of enemies a line of sight on me if I can help it. I move cautiously and attack cautiously and immediately evade if there are too many enemies. Despite your protests, evading, withdrawing, and counter attacking are all very viable parts of Destiny. Really, the time to kill isn't much worse than Halo, and you have more, not less, options to fight back or evade.</p>
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<pubDate>Sat, 22 Nov 2014 20:36:28 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>I don&#039;t get it, then (reply)</title>
<content:encoded><![CDATA[<blockquote><p>If you know getting jumped on by 3 enemies is sure death, I don't get what the complaint is. Surely you understand it happens sometimes, right? Unless you constantly coordinate with a team, there will always be occasions where the other team coordinates on you in overkill situations.</p>
</blockquote><p>I guess first, in a skill based game when there are things that cause sure death, it is best if the circumstances are clear.  If you don't have the skill to avoid these situations, then yeah you are going to die.  But when the situation is murky, you are basically playing a small game of chance instead of a small game of skill.  Randomness in competitive multiplayer sours the experience.  </p>
<p>Let me put it this way: because there is no clear way for me to know what I am about to face AND because if it is &gt; 3 enemies death the time-to-kill will be so unbelievable short, I cannot use my skill to win the encounter.  It is the intersection of these two design decisions (which can work fine on their own) that create the bad experience.<br />
Now sure, there can be situations where you luck out and not everyone in the are sees you (or don't look at their radar), or they suck butt and can't hit you.  But in a given well matched game, that doesn't generally happen.  Usually, there is no way to run before you die.</p>
<p><br />
Second, this isn't a matter of coordination, it is a matter of happenstance.  If there is a case where the other team has clearly outfoxed little old me, like flanking me, or holding control of an area, then it sucks but it isn't going to bother me and it isn't a problem with the game.  This however isn't an instance of the other team having superior strategy, just decent aim and the ability to watch their own radar.</p>
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<pubDate>Sat, 22 Nov 2014 20:19:24 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>I don&#039;t get it, then (reply)</title>
<content:encoded><![CDATA[<p>If you know getting jumped on by 3 enemies is sure death, I don't get what the complaint is. Surely you understand it happens sometimes, right? Unless you constantly coordinate with a team, there will always be occasions where the other team coordinates on you in overkill situations.</p>
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<pubDate>Sat, 22 Nov 2014 19:58:31 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
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<title>Criticisms of the Crucible (reply)</title>
<content:encoded><![CDATA[<blockquote><p><em>Many times</em> you made a bad assumption and correctly got beat down for it. If you are <strong>constantly </strong>walking into room <strong>alone </strong>and <strong>trying to face down</strong> three enemies then yes, you are blundering. </p>
</blockquote><p>
Stop making shit up.<br />
My &quot;bad assumption&quot; was nothing more than &quot;there is enemy(s) there&quot;.  You are also assuming that I am &quot;<strong>trying to face down</strong> three enemies&quot;.  Nope.  Sorry.  Couldn't be more wrong.  This goes back to how you misinterpreted my low time-to-kill comment.  You die in less than a second if 3 people focus fire on you.  You can't worm out of that one.  Once they open fire, there is no escape because you will be dead in under a second.</p>
<blockquote><p>Unless the enemies are standing on top of each other it will tell you there's more than one person there by briefly lighting up two segments.</p>
</blockquote><p>
Which it also does for 1 enemy.  If <strong>you</strong> are trusting that then <strong>you</strong> are the one blundering around because that is a simple game play mechanic that you have had months to figure out by now.<br />
 </p>
<blockquote><p>You are complaining about blundering into a room because you made a bad assumption based on your radar. </p>
</blockquote><p>
You are really harping on this &quot;blundering <strong>into</strong> a room&quot; like you think I wander into the middle of room.  Surely you have played Crucible and know that walking by a room with 3 enemies in it will get you killed right?  Do you honestly play the game by just avoiding any red you see on the radar?  I really don't believe that.  I imagine you occasionally try to kill an enemy if you see them on your radar.  If they there are more than one and they aren't terrible, you probably won't live.</p>
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<pubDate>Sat, 22 Nov 2014 19:52:38 +0000</pubDate>
<category>Destiny</category><dc:creator>Monochron</dc:creator>
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<title>I&#039;m sure there used to be more than 4 maps? (reply)</title>
<content:encoded><![CDATA[<p>Agreed. Superficially, Shores of Time seems like it should be another Blind Watch. But I think it's smaller size, no choke points with doors that auto alert defenders, more even starting spawns, and fewer enclosed spaces help make it play great instead of crappy. Also, in SoT the point layout is basically a set of straight lines from A to B to C and they're all about an equal distance apart. On Blind Watch B and C are much closer to each other than they are to A.</p>
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<pubDate>Sat, 22 Nov 2014 19:16:51 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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