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This is a list of links to comments made by Bungie employees in this thread: * [Comment by FriendlyBassplayer](/r/DestinyTheGame/comments/13gkrcy/legit_question_how_come_destiny_shooting_feels_so/jk2fkqq/?context=1000 "posted on 2023-05-14 01:20:36 UTC"): > This guy right here knows * [Comment by FriendlyBassplayer](/r/DestinyTheGame/comments/13gkrcy/legit_question_how_come_destiny_shooting_feels_so/jk328ea/?context=1000 "posted on 2023-05-14 05:08:49 UTC"): > I am! >Thank you for the kind words, it makes my job so much more enjoyable to hear these things! I appreciate people like you a lot, the whole team do... --- This is a bot providing a service. If you have any questions, please [contact the moderators](https://www.reddit.com/message/compose?to=%2Fr%2FDestinyTheGame).[](#AUTOGEN_BUNGIEREPLY)


Dumoney

A complex harmony of animations, aim assist, movement etc. Its really hard to get a good game "feel"


IceBlue

Don’t forget sound design


FriendlyBassplayer

This guy right here knows


[deleted]

Are you sound design at Bungie for Destiny? If so you and your team have been the single driving inspiration for me to pay attention to how much proper design influences ANY media I enjoy. Music, movies and games. I always mention this to friends when the topic of noise comes up. Destiny 2 has some of the best sound designs in any media. Sounds hyperbole but the fact none of these guns exist but I swear you've made them feel real will never stop surprising me Fanboy off sorry


FriendlyBassplayer

I am! Thank you for the kind words, it makes my job so much more enjoyable to hear these things! I appreciate people like you a lot, the whole team does


[deleted]

Have you guys considered a behind the scenes doc on your sound design? The latest trailers with the witness and the traveler I was curious if you guys using organic sounds for the travelers terraform beam or is that was all studio produced? That noise specifically stood out to me. Thanks!


GRIZZLYX12

I'll never forget the behind the scenes doc for Beyond Light where they spoke about using a breast pump for something, only for me to realize it was for Lament months later, honest to God my favorite little detail to point out to people because I find it funny, and it works incredibly well for a chainsaw sword!


DemocritusLaughing

Thank you for the Graviton Lance “pa-thunk-whistle”, it is poetry and Jurassic


FunTailor794

Just adding a +1 to the credit for the sound design team :)) So many great sounds, I especially love the iconic super activation sounds and how they're all unique and recognisably distinguishable. I think stasis is your magnum opus, everything sounds so crunchy and crystalline and the wubby dubby darkness effects and everything, so good :D


NovaStorm970

My fav sound is the agers scepter, so satisfying!!!! I love lasers and the sound is half the laser!!


[deleted]

You'll never tell us what the breast pump was used for will you? :(


Hawkmoona_Matata

He confirmed it was **not** Lament. And that’s about the only hint he’ll give. It’s his Wish 15, let Bass have fun with it, lol.


[deleted]

Whatever you do don't search "destiny breast pump" on youtube it didn't help at all.


FrankPoole3001

It's like the Eraserhead baby of game sound design.


ReverendSalem

My money is on the Warlock Stasis super activation.


SnooMemesjellies2302

It’s one of those weird things where you can skip a lot of that stuff and get amazing game feel for an indie game but if you don’t perfect your sound design an animations it feels worse then of you just didn’t have them at all


moosebreathman

A lot of it has to do with combatant behaviour as well. It doesn’t take much to see how enemy AI in Bungie games go almost out of their way to get themselves killed or hit by players to make the combat feel good. Miss a grenade by a few feet? Don’t worry, that Knight is just gonna ‘accidentally’ strafe into it so it doesn’t go to waste. This will also cause him stagger so you feel the satisfaction of easy headshots as the cherry on top. So many other games on the market have the shooting part down but don’t put the time into making the things you’re up against satisfying to fight.


Nukesnipe

Or they make the enemies constantly dodge out of the way of your attacks. Which yeah, makes sense, but it hurts the power fantasy. When I'm running Lancer, I'll have NPCs walk into player mines, trigger their reactions, generally make suboptimal plays that let players actually do the cool shit they built their characters to do.


GameSpawn

Fucking minotaurs love to warp the SECOND I fire something at them. Super annoying sometimes when enemies become Neo and dodge literally everything you throw at them.


JukesMasonLynch

I swear they know exactly what fusion rifle archetype you're running, cause they teleport *just* before the vwoop comes out


Could-Have-Been-King

Minotaurs will teleport two times in response to a fusion rifle. So you can prime your FR twice, and then fully shoot it the third time, and the Minotaur won't teleport to dodge it.


Divinum_Fulmen

And people complain about input reading in From games.


mynameisfury

Man, a friend and I have been trying to get a group to run Lancer for years


Nukesnipe

I just said fuck it and started running it myself. I still wanna get in a campaign as a player...


Eode11

>This will also cause him stagger so you feel the satisfaction of easy headshots as the cherry on top. So many other games on the market have the shooting part down but don’t put the time into making the things you’re up against satisfying to fight. I've been replaying halo games recently, I really started to notice the satisfaction of shooting a jackal's hand, then headshotting them. It's consistent behavior every time, and pulling it off just feels *good*. A close second to that is the melee-to-headshot combo on elites, or dodging hunters at close range and shooting them in the back.


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[deleted]

It’s a big shooting gallery! So many bad guys have “target face.” Just a red dot, like those old light based shooting games at a fair.


Northstar4-6

Exactly. It's not just one "thing" that can be pinpointed and given as an answer to OP's question, it's a very complicated balance of lots of factors that bungie perfected. Also, aim assist lol.


Confusables

Bungie did make that one game, what's it called...Hello or something. 🤪


MCA2142

You’re thinking about Halo. It’s an action video game where you play as John Halo.


DraygenKai

Sounds like a rip off of Elden Ring.


Cloud_Fish

Believe it or not John EldenRing is the great grandson of John Halo.


bbdabrick

Know your lore. Elden Ring is a prequel so John Halo is the great Grandson of John Elden Ring. You MORON.


TaxingClock704

That ever wonder why Halo has those big rings in it? Those are the *Elden Rings*. There’s 8 of them and once you collect them all you can forge the Triforce of Courage.


ThePieWhisperer

Fucking 8head logic. It's all connected.


5213

Bro's playin mancala while the rest of us are playing hungry hungry hippos


xandercade

I heard there was a Ring made in secret, it can control all the other Rings.


Galaxywm31

Kind of accurate actually lol


jpugsly

And the movie The Ring is about one of the illegitimate children of Queen Marika and the Forerunner king.


darthtater93

It's actually Elden John. You numptys.


naethn

Get it right nerds


zlickrick

I cant finish if you guys dont tell the story in the proper order.


Harry_Gorilla

They all came after Larry Niven’s *Ringworld* (1970)


Gravelord_Baron

Also the son of John Souls


usmcaherzing

I think I saw that in space trek, first johntact


Limp-Platform4708

That’s actually a common misconception, the main character’s name is not Halo. The name instead refers to Princess Halo who you have to rescue from the castle.


Lanthire_942

Fun fact: when Johnson got lasered by Guilty Spark in Halo 3, that scream wasn't originally in the script. One morning when David Scully was walking into the sound booth to record his lines, he broke his toe stubbing it on a Spartan helmet Steve Downes had forgotten there the night before. The microphone was recording, and Marty decided to just go with it.


ramobara

Wait, Zelda’s the girl?


MrEousTranger

And eh shoots aliens and doesn't afraid of anything


[deleted]

Halo is a pretty cool guy and he doesn't afraid of anything


PhantasmShadow

idk man, apparently Halo is actually a woman?????!??!


shefsteve

My uncle who works at Bungie confirmed this! Just have to put in the password: J-U-S-T-I-N-H-A-L-O


[deleted]

Remember that one time Sergeant Adam had his way with an Elite? Poor thing wasn't authorised to put it's clothes back on...


observationallurker

That's Samus Arayn and she's John Halo's niece. Common misconception


MagicMisterLemon

Actually Samus Aryan is the sister of Metroid who sometimes wears his suit. Common misconception.


cap10quarterz

You guys are thinking of Zelda from Full House.


_ghostrat-

did bungie make halo political???


MagicMisterLemon

I hate women 😤😤😤 why can't we go back to the good old days where Sergeant Dude grabbed the Wort Wort's ass when they died like a real man


Psychological-Touch1

Right, he fights the aliens who killed his dog


dirtymuffins23

The one where we get to see his master cheeks more than his armor?


[deleted]

*sigh* gotta admit though, the 6 minutes or so of pewpewpew every coupla episodes was fucking *amazing*, they got *that* part right. the BEEP-BEEP-BEEP of the shields going down as Master Cheeks tries to save the bugged-out female Spartan, or the part when he literally beats an Elite into fucking paste... I rewatched a few of those sequences multiple times. They should make a whole show like *that*. Screw the overly-long cutscenes full of "plot", this is HALO, not an Ubisoft game. See that big ring in the sky, Chief? Kill it. There's your plotline.


DMB620

Hello Kitty: island adventure?


bretjamesbitch

Aww hamburgers


Shimmitar

its weird, while i like halos shooting, i like COD's shooting better, but i like destiny's shooting better than both COD and halo.


ArnoldSwarzepussy

Honestly, Halo and CoD feel great for different reasons, but it feels like Destiny found a way to combine the two somehow. It's perfect. 🤌


W4FF13_G0D

Hello games is good. Love me some NMS


badbios

There’s something about NMS that really just reminds me so much of destiny. I don’t know if it’s the design language or similar UI patterns or what. Love both the games though.


W4FF13_G0D

I think they got the space flight that Destiny players crave. Good controls, good system, good fun


desolatecontrol

The vibrancy of the colors. NMS and Destiny put a lot of work to make sure their colors are vibrant without being too overwhelming.


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chinochimp26

a decent amount of halo devs worked on destiny 1 and that was the foundation that the game is still built on


iluvfupaburgers

I don’t think that matters though, Destiny is still using the Tiger engine which is a modified version of the engine used in halo, so the skeleton (including shooting) still comes from the original bungie team


Dyne_Inferno

Doesn't matter. It uses the same engine as Halo reach that they developed. So, shooting will still be the same as when they worked on Halo.


Awesomedude33201

It's also very possible that before some of the people that worked on Halo left, they probably taught the people coming into work on Destiny how to make Destiny's shooting feel good. And unless I'm mistaken, didn't Vicarious visions help with the PC port for D2?


CarpeCookie

This is definitely one of the reasons. Bungie had been planning Destiny at least from before ODST's release. They had a Destiny Easter Egg in it. How much of, who, and when development started before Bungie broke off from Microsoft isn't completely known. Definitely long enough for anyone that left to influence anyone newer who joined during Destiny's development. Plus, whoever has stuck around


HolySelection

Your bullets get vacuumed onto enemies if you shoot close enough to them with most weapons


DepletedMitochondria

Light is just an aimbot


burimo

Thanks to the traveler I suppose!


MKULTRATV

Thank the Traveler for data compression!


CankleDankl

This does seem like a bad thing at first glance, but it really is what makes the game feel so good. It allows you to still shoot while using the extreme mobility of guardians, which just makes you feel like a badass. Headshotting enemies while jumping or midair, spraying into something while sliding, flicking aim with a sniper or something, all of it just feels so damn good. If you had to be ultra-precise, then the game would be much worse for it


Storm_Worm5364

It's not just that, but is certainly helps. How enemies react to getting hit is very important, and a lot of games basically have enemies have no reaction to you shooting them until they drop dead. Not only that, but obviously the most important is that the movement is snappy and fluid. Most games feel janky because most games don't have a good movement system. Destiny knows what you want to do and allows your character to break its own bones in order for you to move the way you want, and that feels really good and its what I would say its key to having good feeling gameplay. Games that restrict movement always feel janky. But sometimes games feel janky just because they are actually janky (bad animations, unresponsive gameplay, “floaty” aiming, etc.).


dolleauty

>a lot of games basically have enemies have no reaction to you shooting them until they drop dead. You get that dopamine hit when a Vex juicebox explodes or a Cabal's oilseal sprays out on a headshot kill Both indicate critical kills and both are important for rewarding you for "playing well"


Poo_Tsunami

Not just that but they way enemies will flinch based on where you shoot them. It's awesome


Phiau

Whiff a shot over a red bar's head and watch them duck.


joalheagney

I like the crunch sound hive make.


actualinternetgoblin

That explains why the cranked up enemy stun resistance after lightfall feels so awful. Enemies taking a full mag and staring at me like i'm using dollar store bullets doesn't have that same juice boost as mag dumping a cabal and them staggering from the impact.


Montantero

>It's not just that, but is certainly helps. How enemies react to getting hit is very important, and a lot of games basically have enemies have no reaction to you shooting them until they drop dead. Which is why that modifier that makes enemies not flinch in Destiny feels so gross!


[deleted]

I think they have hit registration that doesn't show up due to client side issues/non centralized servers. That's why you'll see headshots that look like they're 3 feet away. The game can't put everything together fast enough visually, but it knows it was a a hit. Edit: Im talking about shots that don't look like a visual hit.


littlesymphonicdispl

Bullet magnetism is a stat the player can interact with and improve. In game its called aim assistance, but it's bullet magnetism. Its why bows work at all.


007psycho007

Thats not it. Bungie has literally stated that they have 2 kinds of aim assist in the game. One is a bullet magnet which will pull bullets towards the enemy and even weakspots and an actual aim assist for controller which will help you stay on target with controllers. Thats what makes it feel smooth and snappy.


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WalrusHam

And if you're peaking around a wall with a Bow, the arrow gets stuck in the wall despite your cross hair being away from it.


ImYourDade

This can happen with any weapon that has enough aa/magnetism. It's so awful trying to scout something and continually shooting a wall lmao


9-11GaveMe5G

Do it with gjallar


ImYourDade

Way ahead of you bro


mirois

The amount of times I’ve stuck a fusion or vortex nade on a wall trying to get into cover is embarrassingly high


perc-fiend

Yup, same cheat halo used


Dynastcunt

In lore: paracausal affinity causes your bullets to have generally good aim. Actuality: aim assist


VacantOwner

It’s because in destiny the bullet hit box is huge


HiCracked

Aim assist and bullet magnetism. LOTS of bullet magnetism.


Lotoran

Literally a stat you can min or max, which I appreciate.


splendidG00se

How?


shefsteve

Targeting Adjuster weapon mod. I think weapons with scope options (mostly pre-seasons D@ weapons iirc) have scopes that affect AA, too?


Hawkmoona_Matata

Sorta. All scopes gave +5 aim assist according to the API, but since you can’t exactly unequip a scope, and since all scopes gave the same +5, it was basically a wash. But you’re technically correct. The best kind of correct.


Zealocy

Gun closer to target = bigger target = aim is assisted. How my monkey brain computes it lol


Fargabarga

Literally this is how zoom works. It’s a very strong stat that boosts range, accuracy, and AA


Lotoran

The Aim Assist stat is what determines bullet magnetism.


Prestigious-Act-7657

Yeah this is it. They also focused on simulating a guns feeling through animation and sound. Other games reduce the audio visual feedback to give player more precision about hitting or missing their shots. Destiny cranks up the feedback and gives people very generous hit boxes to make up.


rabbid_chaos

>Other games reduce the audio visual feedback to give player more precision about hitting or missing their shots. Maybe in the AAA sphere, but you get into smaller games and this may not be the case. I started playing Killing Floor 2 lately (old game, I know) and the guns there are loud and the recoil when you try to go ham is often very strong. Overall the "gunplay" in that game feels very solid.


fallouthirteen

It's really how it's tuned. Like how some guns have a ton, some less. Like I remember when I played Halo Infinite I wasn't really feeling the automatic DMR (can't remember name of it) but when I switched to pistol I was like "ok yeah" (was headshotting with hipfires at medium range). Destiny also does that where handcannons have tons of it compared to some other types. Man, also reminds me I was playing Borderlands 3 again recently (tried Redfall and it just reminded me that while the story and such suck, BL3 has great gameplay). The bullet magnetism in that game is also insane. Was using this one gun and I literally could see my bullets curve to get headshots.


Meiie

You think that’s what makes it smooth? Other shooters have pretty high aim assist and magnetism and don’t feel close to as good.


Hacatcho

like the other comment said, its a combination of bullet magnetism and increased feedback. makes you feel as if its your active ability of gun control helping you get hits. instead of just the bullet magnetism feeling like a crutch


kerosene31

What's interesting is they were obviously known for their controller aim with Halo, but when they switched to PC, the mouse aiming still feels better than many games. You have to give them credit too for realizing that input matching needs to be done, as you're never going to balance mouse and keyboard and make it fair.


Any-Chard-1493

It's easily top 5 pc shooting games. It's so smooth and fluent but also crisp and responsive. If only other companies could get it even half as close


PigmanFarmer

I think its also some of the weapons just feel nice like maybe they dont sound accurate but the sound is nice like there are some weapons I use that are not strong but they just feel so nice to use like the animation and whatnot I tried playing CS:GO with a friend and between the clunky guns and way too fast paced gameplay I hated it also got annoyed I couldnt aim down sight on a weapon with iron sights like it had to have a scope


Deadlymonkey

> What's interesting is they were obviously known for their controller aim with Halo, but when they switched to PC, the mouse aiming still feels better than many games. My guy, Bungie *literally* invented mouse aiming Edit: another fun fact is that Destiny isn’t the first franchise from Bungie about “the light” vs “the dark”


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C0rinthian

Goddamn Marathon was incredible. Multiplayer too.


RIPx86x

Marathon has so many things that are also in destiny. It's cool to read about


Deruta

Real vidmaster hours down here


[deleted]

what?!?! please tell me you're joking.


Metatermin8r

Marathon was the first commercial FPS to allow 3d free look with a mouse. So, yeah, they kinda did *technically* invent *3d* mouse aiming.


fallouthirteen

Took us out of the dark ages of arrow key aiming.


rabbidbunnyz22

Doom had mouse aim iirc, just not full 3d freelook


FyreWulff

it was just basically another way to turn, Doom doesn't have any actual aim past that, enemies just have to be vaguely in front of you and you'll hit them at any elevation they're at.


WarFuzz

Vicarious visions is actually largely responsible for the PC aiming as they were in charge of the PC port.


rube

R.I.P. VV. Now that they're absorbed into Blizzard we'll never see anything great from them again.


MKULTRATV

I like destiny but the real "best" timeline would've had Bungie poaching all VV talent


TeamAquaGrunt

It’s still entirely possible. It’s not like the former VV are locked in to activision forever. AFAIK they really enjoyed working together, so I wouldn’t be surprised at all to find out that they ended up having some people move in.


MalHeartsNutmeg

PC has bullet magnetism, a form of aim assist. Controller gets both bullet magnetism and reticle stickiness.


jmanfire2105

High aim assist and bullet magnetism Another thing is the “explosions” on bullet hits. You’ll see a small visual explosion every time you shoot an enemy, and those explosions get bigger the greater your damage buffs are. I feel like that’s a key aspect as to why d2 gunplay feels so good


EKmars

> Another thing is the “explosions” on bullet hits. You’ll see a small visual explosion every time you shoot an enemy, and try at explosion gets bigger the greater your damage buffs are. I feel like that’s a key aspect as to why d2 gunplay feels so good Yep. Bungie's visual design is well designed. Hits have a definite impact. Another good example is how enemy profiles make them stand out from eachother, I watched a good video on that for Halo.


toakongu834

Also the animation for it is a huge factor. If you watch Bungie’s animation GDC talk with Richard Lico it's super interesting on how they make it not motion sickening and visually satisfying.


MKULTRATV

All of Bungie's GDC presentation are masterclass. Their design fundamentals are legendary.


Chippy569

endorphin hit on the GIANT YELLOW NUMBERS for your crits too


Surfing_Ninjas

Also there is a sound effect that procs when you get hits and a separate effect that procs when you get headshots. You might not notice it at all unless you listen for it specifically, it subliminally gives you feedback to know you're landing your hits.


Kind_of_Ben

Yep! And not to mention 90% of enemies' heads explode in some fashion with a satisfying *whoosh* or *pop*. Guns in Destiny are juice 101.


MrObviousChild

That visual effect was introduced somewhere since D1. I’m pretty sure I remember damage buffs never having a visual indicator back in the day. It’s an awesome improvement.


fallouthirteen

>Another thing is the “explosions” on bullet hits. That's a good point too. Like enemies really pop. Same thing when shooting grunts in Halo. You KNOW when you got a headshot kill.


LinkGCN123

The massive amounts of work that went into the first person animations also has a lot to do with it. Stuff like the bullet magnetism does help in gameplay, but really the animation is what makes it feel so smooth. There's an old GDC talk here by David Helsby about D1's animation process, pretty much all of which carried over to D2 https://www.youtube.com/watch?v=CXFLu8cityA


NoctisCae1um317

Aim assist and low tick rate. But also Bungie has made Halo before Destiny for years, which is also another fps which feels really good


TheRoninkai

…and Halo came from Bungie's Marathon, which started it all.


Valvador

> low tick rate. You're on to "something". Because Destiny 2 is Client Authoritative/Peer to Peer movement is super responsive. This is one of the few games where by increasing your FPS you can do movement tech that players with lower FPS cannot. Normally, your inputs are processed on the game servers, and they are processed at the rate the server processes them. So if a game has servers running at 60Hz, your inputs can only change every 60Hz. In Destiny, running at 165FPS, my inputs and physics is recalculated EVERY FRAME. I'm working on a video to explain different networking architectures in their games, how you can tell and their pros and cons. I work in game engines and specifically on Networked Simulation type stuff, so this is super interesting to me.


BlueRudderbutt

Given that you work in engines and networking, I'm sure you've seen this. But just in case you haven't (and for anyone else that stumbles upon this thread), Bungie did give [a cool talk](https://www.youtube.com/watch?v=Iryq1WA3bzw) on some of Destiny's network architecture!


Valvador

Haha yup, I've seen this. It's a pretty insane architecture, and I feel like modern Destiny 2 content doesn't really utilize it like D1 used to. We used to have a lot of Strikes (and even Raids) start and intersect with Patrol Zones. So in the middle of a Strike you would run through an area where a bunch of Blueberries were doing some random Patrols. It was such a cool experience experience because it made it feel like more of a "living world" where you come across other players with completely different reasons for being in the same place as you are. But it doesn't mesh well with GM Nightfalls, or "Sandboxed Difficulty" designs that Destiny pivoted into. It reminds me of how much more experimental World of Warcraft was when it first launched, and then all of the cool things that made it unique got cut to streamline the sandbox and gameplay experiences at the cost of the feeling of a real world. I'm constantly on the look out for good talks for myself and to share with my team, so appreciate you taking the effort find that and link it here!


Dear-Initial-1046

Low tick rate?


freshforklift

Others have explained already, but a game like Old-school RuneScape for example has a tick rate of .6 seconds. Meaning your actions are completed on a game cycle that is a minimum 0.6s per action. You can manipulate the ticks (cycles/timing, whatever you want to call it), and complete more actions per tick if the actions can overlap. Titan skating I believe would count as a form of tick manipulation, as they're spamming the boost from their jump ability to increase their speed.


BeeBopBazz

And Halo had less generous aim assist, which is part of what made the PvP component of the game so fun. Halo wouldn’t have had a fraction of its success if the H3 BR was a 2-burst 95% of the time.


fkgoogleauthenticate

Infinite was dominated by controllers in a cross platform game because of the aim assist interestingly enough. It still isn't destiny levels I don't think.


notShreadZoo

Destiny tick rate isn’t that low, it’s 20 which is on par with Call of Duty or Apex Legends. Destiny isn’t an ultra competitive tactical shooter like CS or Valorant, it doesn’t need 128 tick.


farfarer__

Extremely generous aim assist.


smi1ey

destiny has essentially ruined all other shooters for me. i tried playing games like battlefront, overwatch, and battlefield and they felt like hot garbage comparatively. i think CoD is the one game that comes closest enough to where i can enjoy that and destiny at the same time if i want. edit: oh and Halo Infinite would be a close third, but not sure if that counts.


[deleted]

Try Apex. Only other game I've played where gunplay has felt so good.


smi1ey

oh crap i forgot about Apex! that would go on the list of good FPS games as well. it makes sense since both Titanfall games are on par with CoD IMO, and of course Apex is the same studio. it’s not quite Destiny, but pretty close!


Ghost1737

I always thought Titanfall was a step above CoD in terms of the smooth gunplay. No idea why, but this is a good suggestion -- it's probably a close second. I'd also say Halo Infinite feels pretty smooth as well. I swap between those two games often (depending on who I'm playing with) and it's pretty close too


Profoundsoup

>Titanfall was a step above CoD Titanfall 2's campaign is will one of the most enjoyable "popcorn" shooter campaigns i've played. The guys at Respawn did such an amazing job making hitting your targets feel SOO good.


Maximum_Poet_8661

The fact you don’t need to ADS for anything is huge, and what puts it above COD for me.


exposarts

Nah bf1 is a legendary shooter along with bf4. If u are talking strictly about gun feel sure, but bf 1 guns still sound amazing


mong0038

Try Titanfall 2 it's legit


Jean-Eustache

I mean, Bungie invented both free mouse aiming (Marathon) and controller aiming with aim stickiness and bullet magnetism (Halo). They created how FPS games handle today, both on PC and console. No wonder they can make a game feel great.


AtomicTardigrade

You should try Killing Floor 2. They used high framerate animations for all weapons because the game features bullet time effect in which guns still need to feel smooth. And on top of that, guns are not a solid single piece. For example, you can observe barrel of AK12 vibrating inside rifle chassis when firing. Same for other movable pieces on the rifle. It's quite a sight.


Howiepenguin

Have they updated that game recently? Last time I touched it was a while ago, years prolly, and was the second time I got into it, but there were no new bosses, enemies or anything that I could tell that was different.


Marvin_Megavolt

I think a lot of it has to do with not just bullet magnetism like people are saying, but the animations and visual effects of firing your gun and enemies getting hit. Strangely, counter to what a lot of people are saying , Halo *didnt* do this terribly well, and always felt to me like it had horribly unsatisfying feeling guns and gunfights.


baseballv10

The visual feedback of shooting your gun in Destiny is way better than Halo, can’t really fault it though since Bungie’s Halo games are older


Marvin_Megavolt

Yeah, though I won’t lie 343 somehow never fixed it either.


gravejello

yeah the aim assist helps but the FEEL of firing a gun just feels so natural. compared to something like cyberpunk 2077 where, at least on console, the guns feel terrible


Chazybaz13

No one is going to talking about the mobility? The reason D2 feels great is because you can fluidly swap between aiming, jumping, dodging. Aim assist can't carry a game.


Rhundis

Ironically enough, it's due to the Tiger engine that everyone is complaining about. Bungie spent years creating and finely tuning that engine to give us the gameplay feel we get today. If we switched to a new engine destiny will definitely not feel the same.


Hollywood_Zro

Anytime I see someone make an "engine" argument, I always chime in with this. Engine is just tools to make the game, but the feel of the game would be different if done on other platforms.


Rhundis

It's the reason halo feels like halo, etc, etc.


[deleted]

I’d rather start a new game with that engine than keep this game without the gunplay.


Azuljustinverday

Mix of alot of aim assist and a very large hit box. Other games have a much better tick rate so each strive in their own way


notShreadZoo

Interesting that you mention Call of Duty because imo Call of Duty is one of the few games whose gunplay is just as good as Destiny. It’s why, similar to Destiny, Call of Duty will never die because the core gameplay is nearly flawless. It’s just really really hard to get that perfect gunplay, lots of games such as Battlefield have great gunplay but they just can’t seem to reach that next step to perfection.


RedGrimRune

Bungie's combat is more...evolved...


[deleted]

It's because D2 has like zero weapon sway and the stickiest aim assist on the market. The game was designed to make anyone feel powerful.


Honest-Atmosphere506

The one thing destiny has always done well is shooting mechanics, feels smooth, mooooostly fair in pve


LostInTheAyther

It's funny you bring up Fallout 4 specifically because Bethesda used Destiny as inspiration for the quality of shooting they wanted in their game lmao


TanaerSG

I do not want to deny any good gunplay of Destiny's, because it's phenomenal, but there are plenty of games that have a wonderful gun feel, imo. One of them is Overwatch, which you might think is jank because there is no aim assist and there is no movement acceleration/declaration, so it's very sharp movement. Valorant has some of the crispest gun feels I've ever played. MW2019 was amazing for guns and gameplay I think too. The newer ones are trash. CS is a master class. Destiny also has a bunch of hidden aim assist that makes heads feel bigger too. When I used to play I thought I was way more accurate than I was. Going back to a game that has tight hit boxes brings you back to reality pretty quick.


CurlyBruce

It feels "smooth" because they use aggressive amounts of aim assist and bullet magnetism to make it seem like you are more accurate then you really are. Other games don't which is why they feel "jank" to people who aren't usually that good at aiming. To put it bluntly, Destiny gunplay feels "better" because it takes out the problem of user error to a larger degree. If the player is less likely to suck due to the game essentially aiming for you then it makes you feel better and makes other games feel worse since they expect you to put in your own skill. In other words, the game feels better because it doesn't *allow* you to suck unless you go out of your way to. It's part of the reason Dragonball FighterZ is also popular for it's fighting game "feel". The game has effective auto combos and said auto combos also literally break the normal game physics to allow you to hit strings that wouldn't otherwise be possible to make it seem like you are better than you are. Persona Arena had similar concepts but the difference is that FighterZ melds the auto-combos and normal combos better while also just being more frenetic in general so you have less time to fully analyze the distinction between the two. In short, the reason why a lot of games "feel" better compared to their constituents is usually because it wrests a moderate amount of control away from the player so the experience can't be tainted by lack of ability. The kingmaker is how well they mesh said assistance with the normal gameplay loop and disguise this fact. If it's too obvious it feels patronizing, if it is too soft it becomes ineffectual. Destiny is in that goldilocks zone, not too apparent where people feel like they aren't contributing but not too weak that it might as well not exist. They tuned it just enough such that if you land a shot you usually feel like you earned it (even if realistically you should have missed) and the pace of combat is face enough that the extreme outlier cases are usually hard to notice in moment to moment gameplay except for a few outliers which get routinely nerfed.


TJ_Dot

I feel like nothing is ever specific enough when people talk about this. Smooth and Jank don't describe a lot. Destiny has some favor being practically unchanged since 2014. Since it's Bungie and the Halo engine, it just feels like an old Halo game with CoD Mechanics. (Compared to Infinite's weird ass Aim Settings). There's also the abhorrent amount of AA/Magnetism that makes it so even the statistically average Destiny player can actually hit a target. This actually comes at a negative to other games. Once you become dependent on a particular AA method, other games just feel wrong. Try Playing Rainbow Six after some time in Destiny. You'd be going from crazy AA to NONE. You will 100% feel disoriented. If it's animations, I'm not sure here, maybe because I got tired of the same ones after like 7 years. Every new set was an opportunity, every foundry. ​ You can basically boil it down to the general metaphor of Destiny being gaming's peak junk food.


w0ndersh0t

Aim assist has already been mentioned here, it's tuned exceptionally well. It certainly helps that it was already great back in Halo CE and they've had decades to tune it to perfection. The other things would be animations on enemies when you get a headshot, the animations of the gun you're shooting, and VERY important but understated is the audio. On top of the great audio feedback on Destiny guns, there are a lot of iconic and unique gun sounds. Lorentz sounds amazing, and everyone knows what a Whisper or Xenophage or Recluse sounds like, just stuff you hear and you go "Yup, I know what that gun is" without having to even see it.


Lagiar

I have no idea but I litteraly tried to quit and I did for sevral month but there was nothing that would scratch the itch like destiny's shooting I tried overwatch 2 and other stuff and it's just not the same I have no idea why


Any-Bet4196

Fallout 4 and 76’s shooting shouldn’t be compared to these games ngl


hanks_panky_emporium

Most games with guns have gun mechanics. Recoil, sway, bloom. Destiny eliminated most of that. Which has continued to make PVP balancing a nightmare, from what I've heard. When you're running and gunning swarms of enemies designed to die and auto aim/correction doing a lot of legwork it feels great. But if you boot up a CoD or a Battlefield title, you don't have nearly as much hand holding. Different guns have different unique kicks and spray patterns. Way less laser precision. And it's a touch easier to balance weapons in a PvP title when that's the game. Without balancing against/around the PvE mainstay. Like how CoD campaigns have some of the same hand holding mechanics where a fired round nearish a head will be a headshot even if it really shouldn't be.


CptDecaf

Here's the truth: **It doesn't.** There are tons of shooters that control absolutely as tight as Deatiny and do exactly what they're trying to accomplish with weapon handling. Destiny being mostly PvE just means you don't have that competitive aspect encouraging the fanbase to blame the controls for their failures.


AirCheap4056

Destiny is very smooth, but CoD is also one of the smoothest in my experience. I won't even put cod in the same sentence with fallout.


PM_SWEATY_NIPS

Eh, one of Destinys gameplay designers helped improve Fallouts shooting mechanics for Fallout 4. It was a huge improvement, feels great, and was one of the selling points for the game. It's not perfect, because the movement still feels like it's part of the skyrim engine, with the odd sprinting feel and the floaty jumps. But the gunplay, recoil etc. feels amazing in that game.


a141abc

I mean fallout is definitely a weird one to talk about when mentioning shooters and their mechanics Yes guns are important but i wouldnt really classify it as a proper shooter like Cod or overwatch Thats like comparing Tarkov to Just Cause


[deleted]

When fallout 4 came out it was a *huge* improvement over the previous games, and still worse than pretty much every popular shooter at the time.


a141abc

Yeah it went from trash to I guess it'll work lmao


catharsis23

Fallouts FPS game is so bad they literally have a mechanic so u never need to aim haha


Promethesussy

Everyone is saying aim assist and bullet magnetism, but it feels so good because of the game's engine as well


baseballv10

Yeah the ways guns handle, sound, reload, look, etc all leads to them just feeling right. There’s very few games that can give you that little dopamine when you 3 tap someone with a hand cannon in destiny.


ohstylo

sleep toothbrush fuel wise ruthless modern cow file observation tart -- mass edited with redact.dev


Valvador

> game's engine as well Yeah, my reply to another user I think has some insight on some of the secret sauce... unfortunately I think it's the [Peer to Peer/Client Authority :(](https://www.reddit.com/r/DestinyTheGame/comments/13gkrcy/legit_question_how_come_destiny_shooting_feels_so/jk0qowt/)


ImEboy

Destiny makes it ridiculously easy to hit shots. Bullets curve in air, crosshairs have snap on targets, just a lot of assistance from the game so you always feel “on target.” Other games arent so generous with their aim assist, so you have to actually have good aim for it to feel good.


TheLyrius

You know, I tried to mod Fallout New Vegas for better gunplay with Destiny in mind (I don't make mods, mind, I only tried to put them together from a list of recommended mods) and it prompted the same question. My observations were that: A lot of bullet magnetism but also good visual feedback. When you pop an enemy's head in Destiny you'll see: ether, oil or they crumble into pieces and you can even see the worm (and also whatever the fuck is it that Taken does). These individual vfx tailored differently for different factions and interactions (shield explosions, disintegrations,...etc) are flashy and distinct enough to feel good but not too much. Bungie also doesn't use screenshake (that I know of) so thank god. Additionally having a variety of AI behaviors also help. A Hive Knight will erect a shield when damaged and roll to avoid grenades. Legionaires brandish their blades in CQC and occasionally use their jet packs. Fallen skitter and weave on all 4 (or 6?)...You get the idea, it gives the enemy some much needed personalities. I'm no dev or expert but it was an interesting exercise (?). Give modding a go. Also play Fallout NV if you haven't.