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Discuss all things Destiny.
Edited by MyriadWasTaken: 7/19/2014 5:45:31 AM
199

How do you feel about hand cannons now?

Hand Cannons still need more power

2075

Hand Cannons are great the way they are

1714

Hand Cannons are OP

209

Hand cannons seem to have gotten a slight buff but not near enough. Why would I choose a hand cannon versus a scout rifle when they have pretty much the same damage per shot but one has almost twice as many rounds and a higher rate of fire and both equally accurate if the scout rifle is not more accurate or at least a little easier to aim. The hand cannon can't even get a one shot kill head shot on level 8, granted the scout rifle cannot either but with the limitations the hand cannon has ammo/ROF wise I think it should be a lot more powerful. Literally not enough bang for my buck on the hand cannon. Maybe there are better ones in the full game? But right now they are still resembling what should be a "secondary weapon" not a special but a secondary. Like an "oh no I'm out if rounds in my primary better switch to the last ditch effort to make it outta this!" Any other opinions on these so called "cannons"?

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  • Don't understand why hand cannons are even a primary. It doesn't make sence to make a sidearm a primary. It should be a special weapon or secondary.

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  • What scout riffle do you have? I've only seen scout riffles with about HALF the impact of HCs. Seriously, I think the stats on these weapon classes should be reversed almost completely. SRs with the impact, recoil, and ROF as HCs. Actually make a decent long range weapon of it. And HCs with much higher ROF, lower impact, less recoil, and same range. Right now HCs don't have the range to be fired over distance and lack the ROF to be used effectively as CQC weapons. I think trading the high impact and recoil for faster ROF will balance this weapon out to a beautiful and snappy close to mid range weapon.

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  • The only thing i really noticed was the reload speed was a huge issue for me. The damage and range seemed fine for a pistol but I'm glad they buffed it a bit. Maybe a different reload animation for the cannon could be cool but reload speed is it for me!!

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    • I switched briefly from a hand cannon to a scout rifle just to try and found not nearly as much power, I can hold my own with a hand cannon against hordes of enemies and don't worry too much about magazine/cylinder size. Having an 8-round hand cannon is pretty handy as well as plenty of equipment to buff reload speed. I love it.

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      • Because if you have Thorn the hand cannon is where it's at.

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      • Edited by MrWowzer: 9/21/2014 4:35:36 PM
        Basically right now hand cannons are scout rifles with less range, reload speed, and mag size + more recoil. So they need to fix that...

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      • Would love to keep using it but it has to feel like I'm shooting a Cannon! Especially because I need to get closer to the enemy and harder to shoot and low capacity and magazine... every shot needs to count! You miss one and don't have time to reload and you're in a world of hurt! Needs to be worth all the risks. Worth all the downsides it inherently it has.. More Damage for sure.

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      • I love hand cannons...k/d in story with my hand cannon now is 600something to 1

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        • I only use handcannons in pvp and for the most part in pve aswell, just takes patience and headshots.

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        • Hand cannon's are terrible compared to every other weapon. Ofc in PvE they're fun mainly because of the head shots. But even so, I feel as if you end up running out of ammo with a hand cannon against waves of mobs. In PvP they're are worse. I just think that if It is a weapon in the game it should at least be viable in both aspects along with the other weapons rather than only be good for one half of the game. Hell every weapon pales in comparison to the auto rifle. In PvP, the attack of the weapon is balanced however the stats of the weapon are not. meaning high impact= high damage. Somehow a full rate of fire auto rifle with the lowest amount of impact will incinerate you in a heart before a person with another gun can pull the trigger a second time. Hand cannons seem useless to me since, theres the scout rifle which has similar impact, farther range, and is actually usable in both aspects of the game. I just think that if they put it in the game it should be at least be a reason why people should use it. Instead there is a weapon that could very well replace it. Maybe it's just me though.

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        • Edited by Rubishbin: 9/13/2014 4:39:23 PM
          Damage is quite bad and paired with low ammo in each clip/chamber, hand cannons can be quite bad. For example, I saw one that had 3 in each chamber and could kill a vandal with two headshots if below level 5! This is very unbalanced. There should be at least 6 in a 'clip' for EVERY hand cannon. It also isn't good against opponents with shields as they can regenerate as you reload and if you miss alot. That means that in crucible, it is very hard to get kills with it as it fires slowly aswell.

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        • I personally think they could use a slight damage/range boost. Not a huge buff, but a slight one at least. Because in my experience, I've had Hand Cannons do more damage at close range than Scout Rifles (not a huge difference, but still noticeable). I could even go without the damage boost in favor of at least having an effective range boost.

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        • I know what you mean I have sorry had a hand cannon the size of my characters shin it was massive but it only did 55 dmg which sucked and the upgrades on it sucked too :/

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        • Edited by yOsHiArT: 8/9/2014 5:55:00 PM
          [i]*sips tea[/i] Id like to see all your evidance

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          • Edited by Blakimus: 7/30/2014 4:57:43 PM
            My possible hand cannon and snipers fix. Obviously its not a complete fix but i at least I feel they will be ABLE to be balanced better. Also while giving us a variety, as far as gun combos go. Balancing shotguns with a sniper rifle? not possible. Balancing a hand cannon with a scout rifle? another bad choice. In which one will always be better than the other, as far as damage/second goes.

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            • I'm indifferent, I've seen them used quite effectively in support roles, and watched many nice precision kills happen with them. We don't know how they are going to feel in the release and I'm confident they will be balanced along with the Auto Rifles.

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            • Edited by DennyTwist: 8/9/2014 6:06:39 PM
              Hand cannon with gunslinger trance and Chain of Woe might be a good combination?

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            • Increase reload speed and make it so only 2 headshots to kill in PvP.

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            • Edited by Dingo9012: 7/25/2014 5:11:56 PM
              I experimented on my Hunter at level 8 in the Playstation early-access Beta these past 4 days (17th-20th July, 2014) using the Scout Rifle and the Hand Cannon against low level mobs in Old Russia. [b]Scout Rifle:[/b] [i]124 dmg for a Precision Headshot, 19 Round magazine, 175 reserve rounds, on a 62 Attack level 8 weapon [/i][b]124 x 19 = 2356 POTENTIAL Damage [/b][i]with a single magazine if all shots hit true. [/i] [b]Hand Cannon:[/b][i] 208 dmg for a Precision Headshot, 6 Round magazine, 60 reserve rounds, on a 62 Attack level 8 weapon [/i][b]208 x 6 = 1248 POTENTIAL Damage [/b][i]in a single magazine if all shots hit true[/i]. Now that's a big difference. My Scout Rifle offered almost double the damage potential with a full magazine, required 3 times less reload time, had a scope and better range...so why should I take the Hand Cannon again? Not to mention the abysmal lack of ammunition when in an event encounter in Devil's layer you barely have enough ammo to survive between waves of mobs. Also; I noticed that even at level 8, shooting a level 2 vandal in the head and scoring a precision headshot meant it had just a tiny sliver of life remaining which required a second shot to kill...but then again it took 2 body shots to put down the same mob when it respawned a few minutes later. So now my 6 Shot Hand Cannon only has 3 potential kills in it, while my Scout Rifle has at least 8 between reloads...and when the reload speeds are similar, which seems absurd, the Scout Rifle is currently FAR superior to the Hand Cannon in most ways. [i]A Note on reload speeds: Practised revolver shooters can empty six rounds from a revolver, swing out the cylinder in the same way as the Hand Cannon and fire another six rounds into a target ACCURATELY in under 3 seconds - [url=https://www.youtube.com/watch?v=lLk1v5bSFPw]World Record [/url]- so are you telling me that as a Hand Cannon user my Hunter wouldn't be able to reload faster with a revolver-like weapon than a bullpup assault rifle-like weapon?[/i] [b]Conclusion: DOUBLE the point-blank and close range damage of the hand Cannon and decrease the reload times to make them more attractive to everyone as at the minute they are barely being used by anyone.[/b] [b]EDIT:[/b] Oh I forgot to mention one figure which I tested whilst doing this little weapons test in Old Russia; [i]The Hunter's Throwing Knife.[/i] [b]419 Damage with a Precision Headshot[/b] - And considering that the Hunter > Gunslinger Subclass gets the ability to have a Precision Kill with the Throwing Knife instantly reset this ability, and another trait which adds a second throwing knife...even a thrown knife is double the power of the Hand Cannon I was using, and another reason why the Hand Cannon could do with doubling in power. [b]EDIT:[/b] Okay, I was talking about damage values on another post and decided that the statistics above could do with an overall damage value calculation to make the differences stand out even more...so here goes: [b]Scout Rifle: [/b]Level 8 Uncommon, 62 Attack Upgrade, No dmg bonus buff, 19 Round Magazine + 175 Reserve = 194 Rounds Total [b]194 x 124 = 24056 Potential Damage [/b]overall if all shots are Precision Headshots [b]Hand Cannon:[/b] Level 8 Uncommon, 62 Attack Upgrade, No dmg bonus buff, 6 Round Magazine + 60 Reserve = 66 Rounds Total [b]66 x 208 = 13728 Potential Damage [/b]overall if all shots are Precision Headshots And for those of you with the attitude: "[i]Damage Isn't Everything[/i]!", picture this: You go into Iron Banner with a white, level 1 Hand Cannon and I go in with a Legendary Purple level 20 Handcannon with 358 Attack...who do you think will win? It's an FPS game, we should be striving to have the best possible weapon that does the most damage per bullet in order to kill our fair share of enemies and contribute to the group.

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              • Agreed that Hand Cannons need something else to make them feel good. They could do any of the following: 1) Increase the damage for body shots and precise shots. 2) Do something about the reload time. Either make it a lot shorter, or don't make me start over if I do something else while the animation is going. (Melee, throw a grenade, sprint, etc.) 3) Make it a special weapon. It would feel pretty good as a back-up gun, and having it available to me would make me much more interested in the "the last round in your mag does extra damage" affix on some primary weapons.

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                • Edited by Alexandrious: 7/26/2014 10:45:05 PM
                  I agree, hand cannons need some sorta advantage, maybe a bit less damage, but more stopping power, better recoil and faster reload. Many ways to do it but gotta make it viable in some way, otherwise its Glimmer/weapon parts fodder.

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                • Honestly I think the only way that they can make the Hand Cannons better for PVP and single player is to increase rate of fire and leave everything else as is. I do get allot of Hand Cannon kills in its effective range but idk its just misses something, and I feel indifferent about this topic too. I do get allot of Cannon kills but your right, they are just a hair unbalanced but just a hair, it all depends on what weapon you are using really, every Hand Cannon is different. you might have any weapon that is good in single player but it can be bad in multiplayer, but any weapon in multiplayer that is good is going to be great in single player.

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                • You should be able to dual wield then id use them.

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                  • they need to up the Rate of fire for the hand cannon by a significant amount because right now there's no reason to use it over a scout rifle and they should also think about giving it increased damage over the SR in close range but have a greater drop off at range.

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                  • There needs to be a scope attachment! That'd make it a numbers best friend

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                    • To all those people saying 2 head shots for a kill, I assume you mean in pvp, because i can one shot Acolytes with my hand cannon.

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