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Destiny

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10/14/2014 5:40:44 AM
18

To the Auto Rifle users

Guys. Gals. Stop panicing. It's not the end of the world. Yes, the update tomorrow will change things for AR users. But the change is marginal at best. Everyone is up at arms and angry over absolutely nothing. Let me break things down for you so you can see things more rationally. [b]Base Damage decreased by 2%[/b] - 2% is hardly even enough of a percentage to really concern yourself of. Think of it in 10s. 2% of 10....is 2. Still leaves you with 8. And seeing as the AR still has the highest rate of fire of all primaries, time to kill with the AR will still be the fastest. While it won't be the hardest [i]hitting[/i] gun in the fight anymore, it's still the fastest hitting. You'll still have no problem winning gun fights provided you have some semblence of actual skill. [b]Reduced Precision Damage multiplier from 1.50 -> 1.25 (head shot bonus)[/b] - Same story as above. The difference here is .25%. Marginal. So before it would take you 3-4 shots to a target's head to kill them, now it's take you 4-6. Are your really complaining agout 2 extra shots? You've got 28-33 rounds in your magazine!!! If you're accurate, you won't even notice the drop off. [b]Stability decreased by 4% - 17% (driven by stat value)[/b] - Here's the one I think people are the most upset about. But what people fail to realize is that this only effects your AR according to the value of it's stability stat. The higher it's stability, the harder it'll be hit. Meaning if it has crap stability, it's really not losing much, but for those Regime users (like myself) it's going to incur a 17% drop in stability. Sounds big, right? But you figure majority of us are using the perks that increase the stability to max, right? Guess what? -17% stability to a weapon with max stability STILL puts the Regime ahead of ANY other gun in the game in that department. Again, marginal. In the range you're supposed to fight with an AR, close to medium range...what difference does stability even matter? It's at long range that stability comes into play more...and that's the whole point. AR are NOT supposed to be used at range. So in closing my fellow AR users, calm down. The change is marginal. We'll only slightly have to alter the way we fight. At range, Scouts are going to kick our ass...resign yourself to that here and now. That's how it was meant to be. So close the distance between you and that Scout user and turn his/her ass to swiss cheese.

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  • From my thread that nobody cared about Here is what people don't understand. It takes 4 bullets from the Vex right now to kill somebody, multiply that by 76% (or divide by 34%) and it adds 1-3 extra bullets needed to kill somebody. Also a head shot right now with the Vex gives you 53 damage, the suros only gives you 42. After patch the Vex will be doing around 40 crit and the suros will be doing about 41. So it will be doing 13 less damage per bullet (on headshots) or 52 less damage in 4 shots (what it takes to kill you in PVP) which is one and a half extra bullets. At the rate of fire that the Vex gives you that is close to .5 seconds to 1 second. That's not adding in the added crit damage that the vex is getting. Quit whining, it's a barely noticeable difference and the Vex was subpar in PvE to begin with.

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