Game Types
Control
- Objective: Continuously hold more "Control Points" than the opposing teams. There are always a set number of three locations that never move or rotate.
- Player Count: 6 vs 6
- Matchmaking: Enabled.
- Average Length: 10 minutes
- Scoring: Points are awarded per kill with the number of points increasing per Control Point your team holds, up to the maximum of 3.
- Tips: It is considered "bad form" to attempt to capture the third control point that your team is not holding. This is because it will force the enemy teams spawn to become erratic, risking the chance that the enemy will "flip spawns" with your team and gain control of the map.
Clash
- Objective: This is your classic "SLAYER" game type.
- Player Count: 6 vs 6
- Matchmaking: Enabled.
- Average Length: 10 minutes
- Scoring: Points are awarded per kill. Out kill the enemy team to win.
- Tips: It is more important to not finish a kill and LIVE than it is to kill the enemy and DIE in return. When playing slayer game types, tell yourself the objective is to DIE LESS than the other team, not KILL MORE. This shift in mentality will work wonders.
Skirmish
- Objective: This is a smaller player count version of your classic "SLAYER" game type. Revives are enabled and grant a momentary overshield buff for both the person doing the revive and the person revived upon revival.
- Player Count: 3 vs 3
- Matchmaking: Enabled.
- Average Length:10 minutes
- Scoring: Skirmish is a smaller form of Clash which means the same rules still apply. The team to kill more opposing players wins.
- Tips: Your mentality should be: Die less, not kill more.
Salvage
- Objective: Salvage is a small fireteam objective game type. Here, a probe will spawn periodically with a maximum of 1 at a time. The goal here is to gain control of the probe and protect it until the timer expires.
- Player Count: 3 vs 3
- Matchmaking: Enabled.
- Average Length: 10 minutes
- Scoring: Score more points than the enemy team by capturing and holding the probe. Points are also awarded for disabling enemy probes.
- Tips: Gain control of the area around the probe FIRST. Once your team is present and you have control, activate it and protect it. This is to prevent one player from capturing it and quickly dying, resulting in an easy disable for your enemy and free points.
Mayhem
- Objective: Have fun. Grenade, Melee and Super ability recharge times are significantly reduced.
- Player Count: 6 vs 6
- Matchmaking: Enabled.
- Average Length: 10 minutes
- Scoring: Limit is 110,000. Not that it matters as this is really not a setting you should get mad about when losing. Everything that happens within Mayhem is so erratic and outside of the "norm" for Destiny
- Tips: Take your pants off, let down your hair and have fun. If your feathers are rustled after a match of Mayhem, then maybe anything that results in someone "winning" isn't for you.
Rift
- Objective: Pick up the "Rift" and escort your "Runner" to the enemy teams detonator located near/in their spawning location.
- Player Count: 6 vs 6.
- Matchmaking: Enabled.
- Average Length: 10 minutes.
- Scoring: Score more points by killing and capturing "Rifts" than the enemy team to win.
- Tips: Control the area around the "Rift" until it is safe for someone to pick it up. After it has been picked up, escort your bomb carrier. Lead them, don't follow.
Elimination
- Objective: Elimination is a round based game type. Revives are enabled, however respawns are not. Kill the entire enemy team to win a round. Win 5 rounds to win.
- Player Count: 3 vs 3
- Matchmaking: Enabled.
- Average Length: 10 mintues
- Scoring: First to 5 rounds.
- Tips: Play as a team and prevent the enemy team from reviving downed fireteam members every chance you get. Do not act like a "Lone Wolf" in this setting.
Rumble
- Objective: Kill everyone else more quickly than everyone else.
- Player Count: 6 player free-for-all.
- Matchmaking: Enabled.
- Average Length: 10 mintues
- Scoring: Points are awarded per kill.
- Tips: Train your left eye to always watch your radar.
Iron Banner
- Objective: Iron Banner is your standard Control match with Light Level requirements similar to that of Story Missions and Raids. The recommended Light Level minimum is 230.
- Player Count: 6 vs 6
- Matchmaking: Enabled.
- Average Length: 10 minutes
- Scoring: Same as Control. Maintain two control points while killing the enemy team.
- Tips: Do not enter Iron Banner below the recommended minimum 230. You will be at a significant disadvantage. You will do less damage to enemy players.
Trials of Osiris
- Objective: Trials of Osiris (ToO) is Destiny's most competitive game type and not for the faint of heart. Trials follows the same format as Elimination, however like Iron Banner, level advantages are enabled with a minimum recommended Light Level of 290. The longer win streak your team puts together, the greater your rewards will be. Upon reaching a 9 win streak, players are granted access to "The Lighthouse" for some sweet loot.
- Player Count: 3 vs 3.
- Matchmaking: Disabled.
- Average Length: 10 - 15 minutes.
- Scoring: First to 5 rounds.
- Tips: Form a fireteam with 2 COMMITTED friends. Practice in Elimination. Maintain constant radar awareness and communicate everything to your teammates.
Weapons
Primary Weapons
These are located right below your subclass. Currently there are 4 options:
Hand Cannons
High burst, single shot weapons that work very well in almost all situations. Hand Cannons require a skilled "precision" shooter and are often very unforgiving for newer players to adjust to in the Crucible.
Scout Rifles
Designed to be the longest range "Primary Weapon", Scout Rifles are for picking opposing players off from a distance. Not for close range firefights.
Pulse Rifles
Pulse Rifles are burst fire weapons that shoot 3 rounds per burst. These weapons operate phenomenally well at mid to long range.
Auto Rifles
Rebuilt for Year 2, Auto Rifles are designed to be a close range Primary Weapon option.
Special Weapons
Located below your "Primary Weapon" slot, currently there are 4 options:
Shotgun
Shotguns are extremely viable at close range with a small exception of rolls that can push out towards but not one-shot kill targets approaching further ranges.
Fusion Rifle
Fusion Rifles were designed to fill the medium range slot. They are often very powerful weapons that require a charge up and can result in being "one-shot." Listen for players "pre-charging" their Fusion Rifles to gain an insight into when they may be shooting.
Sniper Rifle
As we're all hoping you've already figured out, Sniper Rifles are for the long range player. While a player is scoped in with a Sniper, you will see a red scope glint. This is your cue to move out of the way.
Sidearm
The effective range of Sidearms lies between that of Shotguns and Fusion Rifles. For these to be used most efficiently, try and utilize them just outside of a Shotguns range as to increase your chances of surviving.
Heavy Weapons
Your Heavy Weapon slot can be found beneath your "Special Weapon" slot. You have 3 options: (with the fourth looming on the horizon)
Rocket Launchers
Rocket Launcers are a great choice for PvP. However, the best Rocket Launchers utilize three main things; high Blast Radius, high Velocity and a Grenades & Horseshoes perk. A Rocket Launcher with the said previous build with have it's greatest effect in smaller team games as the amount of ammo you pick up is low. Take advantage of weapons like these for game types like Trials of Osiris and Elimination.
Machine Guns -
Machine Guns are for suppressing larger quantities of enemies and often times at precision range. Most Machine Guns drop with an ample amount of ammunition, making them great for larger game types like Clash or Iron Banner.
Swords -
These fan favorites can be a tricky one. Used incorrectly, you will be left wide open and die real quickly. However, in the right hands Swords can offer a devastating amount of close area control while providing cover with their signature "block" mechanics.
Fusion Rifle
The "Sleeper Simulant" is the only "Heavy Fusion Rifle" in the game with a grand total of 0 players who have found it. It's not a weapon to sweat over, yet.
Subclasses
Hunter
Gunslinger
- Burn Type: Solar
- Grenade Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Melee Ability - Threat Level: Low - While nothing in Destiny in necessarily ineffective, "Low Threat" abilities are tagged so because they often excel or are effective in a very limited number of situations.
- Super Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
Bladedancer
- Burn Type: Arc
- Grenade Ability - Threat Level: Lethal - You can rely on this ability to have a strongcombination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
- Melee Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
- Super Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
Nightstalker
- Burn Type: Void
- Grenade Ability - Threat Level: Low - While nothing in Destiny in necessarily ineffective, "Low Threat" abilities are tagged so because they often excel or are effective in a very limited number of situations.
- Melee Ability - Threat Level: Low - While nothing in Destiny in necessarily ineffective, "Low Threat" abilities are tagged so because they often excel or are effective in a very limited number of situations.
- Super Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
Titan
Striker
- Burn Type: Arc
- Grenade Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Melee Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Super Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
Defender
- Burn Type: Void
- Grenade Ability - Threat Level: Low - While nothing in Destiny in necessarily ineffective, "Low Threat" abilities are tagged so because they often excel or are effective in a very limited number of situations.
- Melee Ability - Threat Level: Low - While nothing in Destiny in necessarily ineffective, "Low Threat" abilities are tagged so because they often excel or are effective in a very limited number of situations.
- Super Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
Sunbreaker
- Burn Type: Solar
- Grenade Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Melee Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Super Ability - Threat Level: LETHAL Think Thor, on fire, on PCP... Then you'll have an idea of what to expect.
Warlock
Voidwalker
- Burn Type: Void
- Grenade Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Melee Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
- Super Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
Sunsinger
- Burn Type: Solar
- Grenade Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
- Melee Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
- Super Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
Stormcaller
- Burn Type: Arc
- Grenade Ability - Threat Level: Moderate - Effective but requires area awareness and practice to become reliably efficient.
- Melee Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.\
- Super Ability - Threat Level: Lethal - You can rely on this ability to have a strong combination of a few things, if not all; range, damage output, ability to heal, ability to grant an overshield or kill multiple opponents quickly.
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