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#feedback

Edited by AnarchysSon2000: 8/15/2015 7:11:35 PM
27

Legendary Hand cannons punished?

Why is it that because of the Thorn and Last word being too OP, that Hand cannons as a whole are being punished? My primary weapon is always fatebringer but that'll soon change after all hand cannons are nerfed. I don't think legendary hand cannons should be nerfed

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  • Edited by Shai-Fury20: 7/21/2015 3:50:10 PM
    It might just be the most underused primary weapon class after the weapon patch 2.0. When you think about it, most handcannons don't even have that much range unless you give them a range perk so its still hard to land those precision shots from far because the game just makes its a bodyshot even though you ads on their head most of the time out of the hc's optimal range. Now its even harder? Try using legendary hc's in pvp? These things take some serious skill. Especially the ones with no range and less stability. Do you expect someone to go in a fight against a pulse rifle and win? You will get shot down by favorite pulse rifle primaries of different impact classes unless your able to land your shots in succession. The stability is already bad on most handcannons so follow up shots always take patience and lowers ttk time. The problem will be worse with the patch and then we won't see anyone using hc's anymore unless its for pve or something where enemies are choreographed.

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    • Pvp weapon balancing once again screws the pve side of the house. Players will not use hand cannons any longer in pve. Too many enemies, slow reload times, and small mag size equals death. Pve players will be switching to auto rifles and scout rifles for end game content. I'm not against the range reduction, the damage fall off, or less zoom in ads. But the small magazine size with out damage increase to compensate is wrong. If Bungie decided to give HC a 50% damage boost in pve, it would be a fair trade for the mag size reduction. It would guarantee faster kills at close range for majors. A player could make a HC (close), sniper (long), machine gun (swarm) build.

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    • [quote]Changes: •Start damage falloff closer to the player to limit long range lethality •Small reduction in ADS accuracy, targeted at making long range snap-shooting less reliable •Reduce final accuracy when firing from hip •Fast firing from hip is less reliable •Reduce magazine size for all base inventory stats •Reduce base Optics (zoom) for all Hand Cannons •ADS now grants more width in favor of depth[/quote] Hand Cannons will finally fill the range gaps that they were intended to (they should never outgun a Sniper at long range). These changes won't have a HUGE effect on PvP's CQB maps... [i]nearly[/i] all of them. People will just have to get a [i]little[/i] closer and AIM a [i]little[/i] better for the Crits. The only part that is questionable... how will the reduction in magazine size effect them in PvP AND PvE/PoE? Timur's Lash & ILL Will only start with 7 rounds... and range/stability perks can drop them to FIVE ROUNDS. How many rounds are they going to take? Five rounds out of an ILL Will [i]might[/i] be ok in 3-vs-3 game types, but in 6-vs-6 (or in PvE/PoE) you'll get caught reloading more often than not. I'm glad I still have a Vanilla Timur's with Outlaw, Perfect Balance/Field Scout, and Crowd Control... at least it's still good for [i]something[/i].

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      • This is what I was afraid of happening.

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      • Timur's Lash pvp final round and luck in the chamber in one bullet

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      • Yes. Try rapid firing a 357 or 44 at a long distance and getting consistent hits. + true physics pistol bullets don't have the kinetic energy that rifle bullets due at long ranges. I have all the important hand cannons and can't wait for the return to semi real game play.

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      • I feel that the mg reduction to all handcannons may be too much. This is not to punish handcannons but it is bungie's way to further separate handcannons from scout rifles.

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      • Um no just no

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      • This is the same thing that happened to autos via Suros. Legendary hcs feel balanced already but are seemingly being punished due to exotics. Prepare for the Rise of Autos v2.0. Hard Light will be the new thorn.

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        • Yeah, legendary hand cannons are actually in a good place right now. Only the exotics should be nerfed.

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        • WAIT! How do we know the low-magazine handcannons will be affected by this?

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          • Numbers of GALLAHORNS SOLD BY XUR!!!! https://www.bungie.net/es/Forum/Post/146545342/0/0

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          • I think its because bungie wants to make a bigger gap between handcannons and scout rifles so handcannons require actual skill to get kills for once. No more lvl15 guardians killing me with Mos Ganons anymore >:D

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          • Cuz bungie is retarded

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          • Heres what needs to change. Range on all hand cannons reduced a bit. Earlier damage drop off Thats it. Or its rite back to suros and red death for everyone

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          • I'm kinda okay with the range drops and stuff, but I have no idea why they're dropping the magazine sizes. I get they're wanting to widen the gap between HCs and scouts, but dropping the range and altering the zoom does that job anyway (not to mention them [i]increasing[/i] scout mag size). It's really not needed and could completely ruin the majority of hand cannons :( Is there a petition to stop this by any chance? Because I'll definitely sign it.

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            • Agreed. Purple handcannons certainly don't need a nerf at all.

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            • I'm kinda hoping it won't be that bad. I have a 365 devil you know that just came out of retirement. It would be a shame to have to throw it back in the vault.

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              • Fool I'm ready with my thorn lookin for tyrone

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                • Bump

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                • #Truth

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                • You should try the falcrum with luck in the chamber and triple tap. Also tumur slash with luck in the chamber is sometimes a 2 headshot kill

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                  • Yup...the only hand cannons that are causing problems are the exotic ones

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                  • Punishment

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                  • Bump

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                  • Agreed

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