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Edited by InfinitySerpent: 10/19/2015 11:34:53 PM
73

How to bring other weapon up to par with pulse rifles

the balance for most pulse rifle is great but its undeniable that most are over preforming against the other weapon types most autos are being canned again as well as most scout rifles..... [b]the pulse rifles as a whole do not need a nerf[/b] but i'll be damned if they are balanced when compared to the other weapons right now. [b]the question i bring to the table is simple how do we re balance other weapon types to better combat or match the potential that pulse rifles have aquired?[/b] [b][u]Edit: im not calling for nerfs i'm calling for a change to other weapons to better match the potential the pulse rifles have achieved.[/u][/b] [u][b]Edit: thanks to [i]Living Death[/i] for the title change![/b][/u] [u][b]Edit: to make post wording better to understand main topic[/b][/u] [u][b]Edit: seems most people agree some SMALL changes to other weapons are needed to make them as good as pulse rifles[/b][/u] [u][i]Auto Rifles[/i][/u] - slight increase to base stability - slight increase to base mag size [u][i]Hand Cannons[/i][/u] - accuracy after continue fire stay close to original shot - mag size never below 7 never above 13 [u][i]Scout Rifles[/i][/u] - fire rate increased slightly never below 37 or above 52 - access to hair trigger perk

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  • Edited by Boomstick1911: 10/21/2015 11:53:37 PM
    This is a good start. Personally I believe that the accuracy nerf to Hand Cannons was totally unnecessary, and actually ruined them almost completely aside from Hawkmoon. You can't give a precision weapon bad accuracy, and a ridiculously short range. Shotguns, ARs and Pulse Rifles will outdo them every time. I tried for at least a week to get my Hawkmoon to work, and it just doesn't feel right anymore. SUROS feels okay, but it still takes way too many shots to drop someone.

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