(if you want to skip the reasons and go strait to total damage and the current situation of auto rifle refer to total damage with the double line)
The problem is not that their op and not that their broken its the fact that most people are accustom to using full auto weaponry, personally i like hand cannons but most of my go to second choices are auto rifles, but the fact still remains of the imbalance between the faster and slower versions of auto rifles and also their competitive level against other weapon types
on the release of destiny The slower auto rifles had a decent amount of base damage to start with but compared with faster auto rifles they were about the same strength. the only difference was that the faster auto rifles shot faster and longer making most of the damage as compared to the slower, smaller magazine counter part
Now move ahead in time and update (1.0.2.2) came around mostly because of complaints on the suros and the vex but those are a problem of their own. this nerf update smacked a 2% base damage reduction to all auto rifles, a 4% reduction on stability to faster firing auto rifles and the head shot multiplier was lessened by .25 from the 1.50 to 1.25 this mostly affected only the faster versions of auto rifles.
this happened early on in destiny and the medium fire rate auto rifles retained their accuracy and ever since have been a league above faster auto rifles.
Since the stability decrease was modified between 4%-17% for different auto rifles (Dependant on fire rates), faster auto rifle became extremely unstable while the slower versions retained most of their stability (for some reason...)
I don't agree with the fact that after these nerfs took place it took half a mag of 66 rounds from a fast firing auto rifle to kill a person as apposed to slower auto rifles like suros regime, shadow price, etc are killing between the 5-15 rounds with a 30 round mag
and even now with the most recent update (1.1.1) which nerfed all base auto rifle damage by 2.5% which was about 1.75% for faster auto rifles(for some reason...). their range was reduced more which made slower auto rifles even more preferred for their maximum range over the faster versions.
its made auto rifles even worse than before what more is it going to take
[u]total damage as of 4/9/15-------------------------------------------------------------------------------------------------------------------------[/u]
[u][b]fast auto Nerf[/b][/u]
damage = 3.75%
range = 50%
stability = 75% over all loss
head shot X = 1.25
[u][b]slow auto Nerf[/b][/u]
damage = 4.50%
range = 25%
stability = 25% over all loss
head shot X =1.25
edit 04/09/15: just wanted to put this balance into perspective
[u][b]fast auto rifles[/b][/u]
fire rate -high= positive
damage - extremely low = negative
range - low/medium = negative
recoil - high = negative
mag - high = positive
[b][u]slow auto rifles[/u][/b]
fire rate - slow/medium = positive
damage - medium/high = positive
range - medium/high = positive
recoil - low = positive
mag - low/medium = negative
seems to be kinda stupid design choice huh? and reload speed is arbitrary.
-
-
Edited by brian the psion: 4/16/2015 9:15:48 PMthey need less bullet hose types slower better impact types
-
My recently acquired vex feels like if was once glorious but is now a bit underwhelming. Not sure if this has to do with that weapon update
-
The nerf numbers you listed are from Bungie and way off, this last nerf was nowhere close to a 2.5% nerf. They just plain lied. For example, SUROS took a 14% damage nerf. The Abyss Defiant took a 6-7% damage nerf. This is why no one uses them, they got shit on hard.
-
It's not just that but the fact it's a little hard to tell when you have won a firefight w/ high fire autos. Personally I go for middle ground. AKA Do Gooder V. It balances the two types w/one in the middle. The only problem is the mag of 29
-
Thanks for the post. I used doctor nope high fire rate low impact early on before the nerfs for pvp. So I'm very familiar with these changes and the contrast between the auto rifles. I used to be able to use doctor nope effectively. Prior to the nerfs if I got the first shot I would win the battle which is how it should be. In its current form I can engage a target with partial health and I'll be the one pressing the button to respawn. I enjoyed the weapon and it took way more skill than it does for the hand cannons I use but its just no longer an appropriate option for PvP.
-
I'm fine with the range, recoil, and crit multiplier of ARs. They need a slight damage buff in pvp, and an even greater one in pve. The reason everyone is complaining about shotguns in pvp now apposed to pre-nerf is because ARs and fusion rifles were good counters to shotguns. Nothing is balanced in this damn game. Pvp is nothing but exotic HCs, red death, and shotguns
-
They nerfed the whole auto rifle class because people were bitching about Suros. Now they're just free shards.
-
-
Working as intended . With minimum effort put into new content ,easiest way to give people something slightly different to do is make them use and level a different class of weapon . The latest round of AR nerfs was finally enough to make most users ditch that class of weapon in favour of something else. How many people do you think spent time searching for the best legendary/rare pulse rifle with associated perks before the last AR nerf/pulse rifle buff ?
-
Was so excited when I got the abyss defiant, barely worth using because AR's suck so bad
-
ARs need some love. They have taken a back seat to the other, more effective, weapon types.
-
The only issue about Auto Rifles that needs to be addressed is that people won't shut up about them.
-
Auto rifle are fine as they are, before they were over powered since everyone used them and you could basically kill someone from nearly half way across the map which is stupid. Bungie has balanced them out by setting them into two categories HROF and LROF HROF fires more bullets but has less impact, this in turn would naturally give it more recoil resulting in less stability. LROF fires less bullets but each one packs more of a punch than the HROF rifles to compensate. Slowing firing means less recoil and the range is a little better. There are some legendary auto rifles in game that decent impact but people need to learn that these guns are NOT for long range and it rather stupid to expect them to be. Scout rifles are for long range, Pulse rifles are to precision mid range leaving Auto rifle for people who cant aim and just let loose on someone who is close by.
-
Skipped most to say i want a buff. Bump if thats what this is about lol
-
All the auto rifle users need to do is consistently land headshots. Not a single person asking for buffs does this; if they did they wouldn't be complaining because the time to kill us only one second off.
-
Glad they are where they are
-
I believe auto rifles are fine as they are. Thanks.
-
#Help No disrespect
-
They need to buff them again but keep them the way they are in PvP because those people are the reason the Auto Rifles got nerfed so these people need to stop complaining about everything
-
There is an issue when a Rare Pulse Rifle is outclassing an Exotic Auto Rifle in every way. Auto Rifles badly need to be buffed.
-
Agreed, I get kills with them, but all that is telling me is that the opposing team is just really bad
-
Just as I started loving abyss defiant it got nerfed..-.- My husband misses his suros so bad, it was his first exotic. The nerf day was tragic..
-
Don't know why everything has to be based around pvp anyway, why render the guns practically useless because some cry babies get the hump in the crucible? Sick of all these nerfs, just make everything overpowered and be done with it. Or restrict the nerfs and buffs to PvP only.
-
The games designed was suppose to based on range for each weapon and having its effective zone. Not sure if they had the ability to have the damage drop off significantly at the end of its effective range or if they had to nerf the overall damage. Prior to this, you could out shoot a scout rifle at a long distance and win a majority of the battles. That should not be the case. That's why, ARs were the most used weapon as they didn't fall into the range category. It was so frustrating to lose a battle at a distance to an AR when it had no right to even hold a chance. That's the main reason they received that nerf. If they could have had the effective range and damage drop off significantly Im sure that would have been the preferable route. Since we got an overall damage nerf, they probably were unable to change the effective range properly to adjust. AR still work fine, come across them still regularly in crucible. They are no relegated to CQC to mid range, after that they aren't as effective at killing. This is also why they switched to high RoF with low impact. You won't kill half across the map anymore while I use a scout rifle.
-
I honestly don't have as much a problem with where they're at. At first, auto rifles were the only real solution, they outdid every other primary at any distance except maybe scouts at long to very long distance, it was bad. Then the first round of balance changes came about and bam, suddenly scouts and hand cannons could be used, and decently, though HC's and autorifles were still a better choice overall. This update seemed to even things out pretty nicely. I'm not a great pvp player, but I end up with a positive K/D more times than not, I picked up my suros on my titan and did just fine. I even recently tried out a payback sos I got from a nightfall, did just fine with it, mind you, its balistics upgrade gives more stability, as does its first perk, and it has perfect balance, and lastly glass half full, so it rips off head shots fast.