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Edited by Rōnin Rick: 8/24/2014 5:09:27 PM
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They gave the hand cannons an extra bullet! Other changes also...

So if you have the Destiny companion app on your phone you can still view your beta character, including their weapons and skill trees. If you look at your Hand Cannons, you'll see that they all have one extra round in their magazine (cylinder, but who cares on these forums anyway? Might as well call it a [i]clip[/i], lol)). The Duke, Bandit, Searcher, and Mos Ganon all have 7 rounds now. I also had a rare Hand Cannon called the Renegade, and it had 8 rounds. Sick! I was unable to tell, however, whether they have buffed the Hand Cannons in any other way. Also, they made some tweaks to some of the subclasses, most noticeably the Voidwalker. The got rid of Bent Gravity, and added an ability called Annihilate, which buffs the explosive radius of vortex grenades and Nova bombs. Also, they made in so the melee ability Surge only requires a hit rather than a kill, and boosts not just movement speed but weapon speed as well! They also modified the Sunsinger's melee ability so that Flame Shield only requires a hit rather than a kill to activate. Lastly, they got rid of the option to "lock-in" your subclass builds. Or at least it looks that way; the lock-in ability/option is no longer present in the skill-tree on the companion app. I still think the Hand Cannons could use slightly more than a single round increase to capacity to make them competitive. They are revolvers, so it's not like you can drastically change the capacity or reload speed/animation, and we probably won't be seeing scopes on them like the scout rifles have. I think they should do something to make it stand out as a close-quarters weapon, so it doesn't HAVE to compete with the scout rifles, it could have it's own niche. Nothing crazy, perhaps one of the following: slightly higher rate of fire; slightly higher base damage; slightly tighter hip-fire. Any of these buffs would help the weapon shine in CQB. What do you guys think? I like that they are refining the classes and working towards balancing the weapons a little better. I do hope, however, that they are always transparent about changes they make. Some games like Battlefield, if they change the stats on a gun you would never know without checking Symthic or some shit, you know? Edit: (That Halo Dude) - The Defender subclass saw a change to their melee ability Gift of Light, so that now all MELEE kills WILL generate orbs of light while Disintegrate is active, rather than all KILLS having a CHANCE to generate them. I see this as a good thing. Chain Gift of Light with Gift of the Void and Iron Harvest and you will generate orbs of light like crazy! Edit: (Swarbie) - The Bladedancer had their Quickdraw skill improved so that that weapons ready immediately, where before they readied immediately after knife attacks only. Cool! Edit: (BlackLegZubair) - Confirmed that Annihilate affects ALL grenades, not just vortex grenades. Sweet! Let's hope they give Gunslinger a facelift next. Deadeye, Circle of Life, and Over the Horizon are all worthless abilities in my opinion, and I would never consider using them personally.
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  • I agree that an extra round for hand cannons is not enough of a buff by itself. If they arent close to the same dps as auto rifles then they just wont get used.

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    • Thats nice and all... But where are these? ^ #addmorehandcannons

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      • Hand Cannons are like cannons... Only they fit in your hand.

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        • now that character have been deleated is there a way to check the new skill tree?

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        • Edited by Mystro612: 8/25/2014 9:55:07 PM
          I can dig the fact that they are fixing things, trying to make the game more balanced and diverse... But since when do revolvers carry more than 6 bullets? A better question.. where are the .50, .45 caliber hand cannons? I think they could have avoided the "clip size" problem by using different pistol types.

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          • The need to buff warlocks with more armor, nerf titans and hunters super to allow only one shot with the golden gun and a super punch by the titan which kills only one enemy. Oh and they need to get rid of hunters throwing knife because long range melee is op, but give the warlock a beard whip and since it never technically leaves your body its not considered ranged. Also make it si weapons are class specific and only headshots count as damage since this is the future we will obviously have invented light weight body armor that fully repels bullets. When you get shot in the body it should just stun you and youll get a 4 second countdown on the "oww that smarts" meter.

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            • Love the cylinder/magazine/clip comment. So many people don't know the difference haha. Good on ya!

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            • This may have been talked about before, but what if the hand cannons weren't just hand cannons... what if they actually took abilities and gun types from other weapons. For instance, one hand cannon could have some sniper elements (i.e. a scope/longer barrel) whereas a different hand cannon has shotgun elements (i.e. buckshot, and single bullet reload). These are just a few examples. but doing this would not only affect the hand cannons' usage, but also allow for more creativity. This is just one idea I came up with on the spot, and seemed like a good one. :P

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              • The searcher had only 5 rounds before. Is it 6 now or did it go up by 2?

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              • Nice posts! Great thoughts! There will be a ton of changes on the final version. Lots of nerfs & buffs! There were significant differences between the alpha & beta. Anyway! 14 days away!!! Ugh! Now I know how a crack head feels!!!

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              • You want to know what other changes they should have made to destiny... BOOB PHYSICS!!!!! We men need something to jack off to when we make our character (or some one else's) do something that would make MASSIVE TiTs wobble in our faces!!!!! #boobies #sarcasm #420blazingYOLOswag #enough with your hashtags already

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              • The only thing I want for the hand cannon to have is a 3x scope sorta like how they had with Battlefield 4's and COD Ghosts' .44 Magnum has with the ACOG scope. XD

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              • My guy just got deleted sadness :(

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              • Pretty sure they are buffing the damage too for the hand cannon. At least that's what I hope

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                • Thanks for the break down update. good job.

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                • They should make a perk for hand cannons that allows them to be used while on the sparrow. Like press the RS (R3 for you sony boys) to take out the weapon. This mode would toggle the controls of your sparrow, giving full control of the vehicle to the left stick. The right stick would be used to aim. No ADS while toggled, but maneuverability would make up for it. It would be a great buff for hand cannons that would level the playing field without making things op. I'm a warlock and it would be awesome to see me coat tails flail as I took someone's head off atop my sparrow with the thorn. I think it would be greatest specifically for hunters though. A golden gun a top a sparrow could be a deadly combination, especially if your fireteam has multiple hunters. 3 good hunters on sparrows with golden guns? That's pretty scary, even more so if they work in tandem. That's almost an assured 9 kills. For those who would argue the inaccuracy while on the sparrow, it'll only take being killed three times by sparrow riders for you not so experienced players to label it as op. To the vets of FPSs, especially you halo vets, you know the feeling of gunning someone down on a high speed vehicle. I've gotten mixed reviews on this idea on another thread I posted, but I stick to my guns and honestly believe this would bring another unique play style to the game...with just one perk

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                • The two buffs to hand Cannons that would make sense is a buff to your movement speed (I.e you run/jump faster) and faster reloading. The extra round is all right, but unless the return to zero is really quick then it's not really much of a buff.

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                  • While this is just cosmetic, I noticed my ship models' appearances have changed slightly. The beginner ship and the one I bought have different color schemes than before. Looks like we can expect a lot of tweaks between the beta and launch build if they've worked on something as inconsequential as that too.

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                  • Edited by BaldrVash: 8/25/2014 5:17:11 PM
                    Just to point out also, under the sub-class category it says "subclass 2/3." I don't think it's been confirmed and I just watched a video where Deej implied that there weren't more sub-classes (the quote was something like "once you've mastered all 6 Sub-classes [2 for each class] come back and we'll talk about adding more.") but this pretty much confirms one more subclass for each class. Edit: I know it's always been assumed that there will be 3 sub-classes for each, but I've never seen confirmation.

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                    • I wonder if the changes they made for the abilities used to be what you got when you locked them, and they removed the limiting extra step.

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                    • I think most people that have commented already have the right idea. The Hand Cannon needs to be separate from the scout rifle more, and it needs to play to its strength..which should be manoeuvrability. I would make it a specialised hip fire weapon, more damage so that head shots are less important then your movement speed while shooting, giving it the advantage over the autos. Maybe even the ability to fire while you are ascending with the double jump/lift/glide to give it the real manoeuvring edge.

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                    • Hand cannons didn't need a buff, just more skilled users :(

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                      • I think they need to get away from the "romance" of treating the Hand Cannon like its a revolver. IF---and I say IF---they want to see the HC widely used, they need to double its magazine size, and dramatically speed up its reload time. There is a reason why no army sends its soldiers into battle with handguns as primary weapons....and why no major police forces still use revolvers as their handgun of choice for their officers.

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                        • Edited by LightKiller: 8/25/2014 12:28:04 AM
                          So what i'm getting from this is Warlock and Hunter will be OP compared to the Titan class which now i feel is useless in PvP and thus makes me sad.

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                          • I'm liking the changes to Voidwalker, but I don't see this buffing the hand cannon to be a viable choice of weapon. It doesn't need one extra bullet, because that's not the issue with it. You'll be dead in the Crucible before you even finish going through a full clip with the HC. What it needs is MORE damage. Damage at the exchange of slow fire rate. If that doesn't happen, it will always be a useless gun in comparison to the Scout Rifle.

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                            • I also notice a considerable leap in impact, the one I had just before beta closed has pretty much sniper rifle levels of impact now.

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