Been having a bit of trouble every once in awhile with this. Wondering if I'm just off my game or if anyone else has this problem. I'll shoot and swear I see the bullet connect but they take no damage.
*EDIT: For those saying I should just pace my shots - Trust me. I do. My problem isn't pacing. It's that my headshots don't register sometimes even when I do. Or sometimes you don't have the option of pacing because every other weapon type will kill you too fast. I'll get shot 4 to 5 times with MIDA at ANY range before I can fire off more than 1 or 2 shots.
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Didn't you hear? Hand Cannon shots are now locked behind RNG.
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1 ReplyI think what they did in the last update was that for every shot you miss from a hand cannon they give to a sniper as a headshot. And this is why every Iron Banner match goes almost to the time limit and everytime you round a corner or pop over cover you see 6 scope glares.
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1 ReplyI call my Eyasluna Casper the Friendly Ghost
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I'm using the IB handcannon I got recently and it's not very reliable. I'm missing bodyshots 10 feet away.
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Since the update right before IB, yeah, before that, no, it seems to have done somrthing bad i think
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51 RepliesBungie has no clue what handcannons are supposed to do so they just broke them all after thorn, last word, and hawkmoon got popular. The main conflict is that they're trying to juggle "handcannons are precision weapons that require skill" and "handcannons are close range weapons" so they introduce a hidden bloom cone for damage. But they didn't actually change the picture of the projectile to account for this "feature" so it looks like the bullet hit but it didn't because the cone was outside of the target. For example the DMR in Halo Reach had bloom. Every time you fired the cone would expand and the bullet could veer in any direction within the cone. If this current situation were applied there you would fire the DMR, the bullet would appear to go in a straight line as if the cone didn't exist but the actual hitscan for damage was going about five degrees to the left. It looks like the bullet hit but the actual damage missed. So back to Destiny, you have secret bloom that makes your "super precise gotta have gun skill" gun randomly shoot in 45 degree angles because you're firing it at its already locked fire rate. But since all weapons are balanced in this mythical vacuum where you're theoretically getting all headshots at your maximum fire rate it means that it's "balanced" against things like hawksaw and doctrine which don't have this ghost bullet problem. So if they want to keep this current system they would have to: 1. Make the bloom cone visible in the UI while aiming down sights so we don't have to guess how long we have to wait inbetween shots. 2. Make the actual picture of the bullet match where the the "real" bullet is. 3. Buff handcannon rate of fire and damage across the board. If this is supposed to be a close range weapon we need to be able to fire three shots before a shotgunner gets to us. Last word shouldn't be the only real "close range" handcannon. If we need to pace our shots in order to hit anything outside of fusion rifle range then we need additional damage to compensate for the lost ttk in having to wait inbetween shots. Or you could reverse the handcannon accuracy nerf and try something that doesn't ruin the experience of using a handcannon.
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Yah I use lord high fixer but for some reason my shots don't register even though I headshot them. At the same time I keep getting spawn killed. I don't know if anyone else has this but it is making Crucible a bad experience for me.
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Hand cannons have been trash since TTK.
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Don't spam the trigger. You need to pace your shots when firing at range. They made hand cannons less accurate so they wouldn't be better than scout rifles (which they used to be)
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Yah I have been experiencing this a lot lately. For some reason my lord high fixer is not bothering to register. I have also been having problems with my chaperone not registering either.
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if you're using Hawkmoon it's called ghost bullets fam
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4 RepliesEdited by SplashyMcSplash: 8/17/2016 11:39:28 AMIt's been this way since TTK first released. You pretty much have to build a Hand Cannon from the ground up in order to use them. 1) Pick a Hand Cannon with decent base Aim Assist (I tend to like 70 or higher), more on that later. 2) Rifled Barrel is the only option I will use in the middle skill tree for a Hand Cannon, it allows you to keep stability. 3) Use gauntlets to increase reload speed for a Hand Cannon, to offset the reload speed penalty of using Rifled Barrel. The following information is why I believe these are the things you should consider to ensure you have the most accurate/ consistent Hand Cannon. This information is my opinion on how bloom works on a Hand Cannon, you may disagree with what I post next and that's okay. If you do disagree feel free to do what works for you. IMO Range, Stability and Aim Assist all play a part in the likelihood of follow up shots landing with a Hand Cannon. Range determines the shape of the cone used with bloom. A higher range stat leads to a longer and more narrow cone. Stability determines how long it takes for a Hand Cannon to return to its original starting position. From how the developers explained it bloom kicks in if you try to shoot prior to the Hand Cannon returning to its original starting position, hence the pace your shot references. Aim Assist IMO determines how likely a bullet is to take a path (within the aiming cone) that will lead to a shot landing, I view this as the consistency perk for a weapon. Aim assist on primary weapons does grant bullet magnetism increasing the likelihood of a weapon landing the shot. In short having high range leads to a really long and narrow cone. If you have a narrow cone the bullet drift will be minimal with bloom and if you combine this with high Aim Assist the bullet will not have to recurve itself as much in order to correct the drift caused by bloom. From how bloom was explained the bullet will only deviate to a spot within the cone and Aim Assist only effects bullets within the cone as well. Stability effects how long it takes for the bloom to go away in between shots. Just my thoughts
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It's called bloom. Because apparently bullets come out sideways.
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Yeah happens to me since last update
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I think it's a combination of bloom and lag. What you see on your console may not be what is happening on the host. Sometimes hand cannons feel almost as good as yr1 then the next game can't kill a guardian charging strait at me with an entire magazine.
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Real bad issue for me too!
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Just use TLW, you won't even notice it
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This happened to me yesterday. Had to save all the clips. I was literally shooting blanks.
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Yes this invisible bloom is annoying and misleading. I would like some kind of visual indicator to know when my shot will land properly.
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Yep. But instead of addressing this they add custom matches.
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Bro, bungie will only change it when enough people brag about it. See how we got private match making? Bungie, or Activision don't really care.
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Edited by Xii Alpha iiXx: 8/17/2016 10:19:11 AMThey have openly admitted there is coding that dictates artificial inaccuracies of Hand cannons like ghost bullets. Add in a system not based on connection where latency and lag is rampant any coding such the ghost bullet/bloom effect with be even worse.
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[spoiler] [/spoiler]
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1 ReplyMy eyasluna has been as crispy as ever today.