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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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  • Your math is wrong. 2 percent of 10 is 0.2, a number so low that when we round it to determine something like damage, it goes away. What you meant to say is that 2 percent of 100 is 2, and since most of the AR rifles did about 100 points of damage on average, we are really talking about shaving 2 points of damage off of every bullet. Honestly if someone dies because of this weapon change, we are looking at a scenario that is so close that they were dead before the weapon change. The precision damage thing is another story. Before what was happening was a 1.5 Multiplier, which meant that if you head-shot something it would do the normal damage and an additional half of that damage again. Cutting this down to 1.25 instead doesn't seem like a lot, but again, if we're talking about 100 points of damage per bullet, which seemed pretty normal to me, we're talking about 25 damage points per bullet, which is a bit of a bigger deal. As for the Stability, this is actually the first thing that I noticed in my little 10 minute excursion to see if the AR was now broken. I used it to mow down a pack of fallen, and what I discovered was that it was a bit harder to single out a member of the pack than it had been before. My issue with all of this is actually with those last two changes. If they were going to change the weapon stability to make it more difficult to achieve a string of critical hits, there wasn't a reason to drop down the damage modifier for critical hits like they did. What they ended up doing was actually make me not want to aim for critical hits with my AR, because most enemies (with the exception of Vex) have their critical points in an area with a lot of open space around it. If I'm going to be wasting 3 out of every 10 shots when I try to go for a string of criticals because they are literally going over the head of what I'm aiming at, that means that I have right off the bat wasted 300 points of potential damage. Given that a critical hit only grants me an additional 25 points of damage, instead of the 50 that it used to, that means that 6 of the remaining 7 hits that I was going for have to actually be critical hits in order for me to break even. When you break it down to simple maths like you did, the real change is that the Auto-rifle now has a specific function, and that is to target large groups of baddies that are bunched together, or specifically target the Vex who have a critical point at centre of mass. The unfortunate thing about doing this with the AR is that that is a function that is really meant to be taken by your heavy weapon, because both the heavy machine gun and Rocket Launcher do this job faster and better. I know why they did what they did. The Auto-Rifle was filling all of the roles that a weapon should fill reasonably well, so there was no reason to use anything else, but what they did pushed it into one box, but also took away it's teeth so that it wouldn't be the best option for that box. When I get back to playing again, I'm switching over to a pulse rifle, because really, small bursts is how I found myself using my Auto-Rifle in patrol anyway. It's kind of sad that I won't have a full-auto mode any more unless I stumble upon a pulse rifle that can be modded in that way that isn't the stranger's rifle (which doesn't do enough damage). It isn't a game breaking change, but it is hard not to see it is a dark storm-cloud of what might be coming next.

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