Listen, they already explained it.
You guys kept sacrificing the damn accuracy for a barrel that does more damage or fires faster.
People are playing with proper barrels and loadouts and aren't noticing this magical problem at all.
In fact
It only seems to be bothering people trying to get maximum distance and damage out of a gun that was meant for much closer encounters.
DeeJ did a perfect explanation post
English
-
"Much closer encounters" that will mostly be won by a doctrine, hawkaw, sticky grenade, fusion rifle or shotgun. It's stupid really. I mean what is a scout rifle? It's a semi automatic rifle. Yet, full auto rifles don't do the same damage or have anywhere near the same range or accuracy.
-
If you get too close....yeah. But it is a SKILL (a mind skill) to be able to control your distance from opponents so that you stay out of the range of those attacks. ....and the DoP class of ARs have been NERFED the last two weapon patches to help HCs (and other ARs) to be more competitive at that range.
-
This. They basically want Bungie (like in Year One) to give them a handgun which will outperform all the RIFLES in the game. Which is just ridiculous. I'm getting really tired of hearing all the complaining.
-
" [i]Much closer engagements[/i]" Right, because hand cannons are really good at dominating at shotgun ranges......... oh wait, no their not
-
Just stop. Get OUT of the Crucible, and go out on patrol. Walk up to a patrol (mission) beacon and take out your ghost. Taking out your ghost will give you a precise measurement of how far away you are from that beacon. You will be SHOCKED at how unreliable your visual sense is at judging distance in this game. What is "shotgun range" in this game is actually about 50 feet of in-game distance. Sidearm range? Try about 30-40 yds. What people are bitching about is not being able to---in the Crucible----shoot at someone 200 or 300 yds of in-game distance away...and have that handgun be as accurate as a rifle. Which is just silly. Bordering on childish.
-
Actually, there have been a lot of complaints about it being out of whack close in as well. As recently mentioned...within shotgun range.
-
Can you link this post and tell me what barrels I need to use to not have ghost bullets oh my last word? Because I can't seem to find these barrel options. Also do you just mean rifles barrel?
-
If you want to fight at longer ranges, then you need to use a different gun. Because THAT is what this is about. ITs about forcing you to put some THOUGHT into what guns you use (based on what range you wish to fight) and to make you pay both an accuracy AND a damage penalty if you get caught trying to fight outside that range. Which is exactly what would happen to you IRL.
-
Hand cannons with perfect roll on stability still fire ghost shots at close range. It's a problem with bullet rng that needs to be fixed.
-
Right! IRL... in the future... where there are space wizards... superpowers... and magical mystical beings and ancient evil races waiting to devour your very soul... I can see how adding a realistic emphasis and comparison of weapons of today to weapons in a very far into the future sci-fi setting is a totally sound argument...
-
Don't knock Scientology. They're people too...
-
...and in the Star Wars Universe there are Jedi and Sith who can use the Force to perform magic. But a BIG part of the reason why that fictional universe works is because the Force only allows its users to BEND the rules of how things work....not break them. ...and the existence of the Force doesn't give EVERYTHING ELSE in that Universe carte blanche to ignore those rules. Bottomline, you all want bullets to act like laser beams. Sorry....they don't.
-
The dark side is ghosting my bullets (GREAT)
-
This isn't Star Wars, giant nova bombs, shield bubbles and flaming hammers is a bit different than "the force". Star Wars isn't really all that grounded either... Having things like a giant solar system killing planet that uses the power of a star is doing a bit more than bending the rules... Bottom line is, you'd think in Destiny, hundreds and hundreds of years into the future we would have figured out how to make guns actually useful. We've figured out how to wield the power of the cosmos, jump to great technological advances, and traverse our solar system with ease. But guns? No, we're still stuck pretty much with what we used in the 21st century... Makes complete sense...
-
Lets see: 1. In the Stars Wars universe (cannon) a new knighted Anakin Skywalker used the Force to reinforce a defense shield from both battle droid attack and orbital bombardment. This preventing that village from being wiped out. Sounds like a Ward of Dawn to me. Trained jedi (and Sith) can use the Force to agument the speed, their agility. Their strength. Their Endurance. Sounds like OTHER abilities that Guardians have. Master level Force Users can use the force to absorb, STOP, and re-direct energy weapon fire. 2. Starkiller base is scientifically plausible....just not (currently) technologically possible. 3. There is no known scientific principle by which you can make an objecti with mass (a bullet) act as if is doesnt' have mass (travel in a perfectly straight line like a laser beam. If you want to invoke MAGIC...fine. But then I want start cross-mapping people with my shotgun... TLDR: This world is Bungie's creation...and they make the rules. They get to decide where the line is between magic and science. ...and you simply don't like where they drew it. Even though where they drew it is perfectly reasonable.
-
Great post. Just want to clarify that lasers don't travel in a straight line either as illustrated by the General Theory of Relativity they just fit to a linear approximation within a longer range than a bullet that isn't traveling as quickly and is more significantly impacted from other external forces. But the accuracy of the weapon setting aside initial aiming conditions would still vary due to variations in munition, wind, momentum of the shooter, instability causing aiming variation after the trigger is pulled but prior to the bullet leaving the barrel, gravity, air density due to humidity/temperature/altitude changes and etcetera. It's silly that people think accuracy should be perfect but I think the complaint is more around the fact that it is impacting hand cannons in a manner that makes them less fun to use in the game whereas other weapons aren't impacted the same way. Hand cannons have never really found a great place to fit into the game in a unique way. Mostly this has been an issue in PvP cause no one in PvE really cared when they were just an alternate skin scout rifle.
-
Edited by Skeletor: 9/15/2016 10:27:52 PM"Perfectly Reasonable" is in your own opinion. In a forum where they ask for feedback is more reasonable for us to question their decisions, as almost everything they do is questionable. It's not unreasonable to want a more fun experience out of the game. Also, Starkiller base is not scientifically plausible... harnessing energy from the sun? Sure... I can buy that from a futuristic planet killing machine. but firing a visual giant beam of energy at a system that has to be lightyears away? No. If a beam was travelling at the speed of light the people on the victim planet would have seen It coming for years, plenty of time to escape, makes starkiller base far less intimidating, unless the entire planet somehow can travel through wormholes or something to get closer... light only travels so fast, hence the term "lightyears", the distance light can travel in a given year. To put that into context, our sun is roughly 1 lightyear away from earth (i think), which means it takes 1 year for the light from the sun to reach us. I think our closest neighbouring star system is thousands of lightyears away. If starkillers beams travelled faster than light then the lasers would not be visible. But i'm not here to argue Star Wars vs. Destiny vs. Scientific probability.... sure they have similarities but i still think both universes are out of the realm of proper comparison. But that's off the topic anyway.
-
Dude you are so missing the point. HC's even at close range are missing a target despite the fact that the shooter and target are not moving and the the site is directly on the target's head. There are a lot of video evidence of this. You can discount bloom when pacing shots, range when the shooter is in range and lag when both shooter and target are not moving. Simply put there is such a thing as ghost/RNG bullets. But don't worry because now that private matches are available there will be tons of weapons testing and the proof will be all over YouTube.
-
I'm not missing the point at all. The point here is that most of you are spouting off about the ranges and distances that things "should" happen at....while having no -blam!-ING clue what those "distances" actually translate into in terms of real, in-game distance. Unlike you (I suspect) I've taken the time to measure those distances. https://www.youtube.com/watch?v=bZ24eDTg_s4 The first example? That's about 150 yd shot in terms of in-game distance. Well beyond the distance where someone could expect to reliably hit a target with a hand gun. Its also beyond the intended range of the weapon because you are seeing damage drop-off when he is hitting the shots (he's only critting for 82) You can also see that its not a matter of shots failing to register...they're MISSING. He's getting body shots. He's hitting the wall to the side of his target. He's simply BEYOND the range at which he can count on that bullet traveling in a straight line. Just like IRL. Second example? He's trying that same 150 yd shot with THE LAST WORD, FFS. A weapon that was clearly intended to be used at close range, and has very low stability. In fact the lowest of any weapon in the game depending on how you set it up. Third example? About a 200-250 yd shot with an AUTO RIFLE. That shot is so far beyond what range you should be using an auto rifle, I actually though it was a scout rifle at first. Not only is that a ridiculous shot to be trying to make with an AR....you'd be pushing some of the game's scout rifles at that range. Fourth Example: Not going to comment on trying to hit a Guardian in the air with a shotgun....way to many uncontrolled variables to make that demonstration meaningful. Fifth example? Same 150 yd shot. Same drop off in damage (only 79 to the head) and loss of accuracy. If you want to fight with guns that show NO loss of accuracy regardless of how far you try to shoot them., I'm sure that Star Wars: Battlefront can oblige.
-
So I guess all of us guardians are 50 foot tall lmao. You a fool
-
I agree but ghost bullets aren't the answer damage dropoff is. Imagine if there is a tourney and it comes down to the last kill. And one team lost 10 grand because RNGesus -blam!-ed them with ghost bullets. How would you feel to lose ten grand to rng? Also the reason year 1 hand cannons had retarded range was because the pvp maps were massive. Imagine using the current last word on one of the old vehicle maps.
-
Edited by kellygreen45: 9/14/2016 2:26:51 PM1. Bullets aren't lasers. 2. Thumb skill isn't the only skill that should be rewarded. 3. If I missed the shot, then I missed the shot. You don't get "ghost bullets" because you got "robbed" by RNG> You MISSED THE SHOT because you got baited into a gunfight beyond the optimal range of your weapon....and didn't GET AWAY WITH IT. Part of the MIND SKILL of this game is picking the RIGHT weapon for the range at which you wish to fight...and that is sometimes NOT a "meta" weapon. Then being able to CONTROL the MAP...and CONTROL your DISTANCES, so that you get fights that fall within the optimal range of your weapon, while forcing your opponent to fight OUTSIDE of that range of his weapon. So If I missed that shot because I lost distance control, my reaction would be, "Well I just got outplayed at the last second. Disappointing. Get 'em next time." NO EXCUSES. 4. No, the reason why Year One hand cannons had such "retarded" range was BECAUSE there was both no range penalty for damage AND no range penalty for accuracy. So you could basically set up with Thorn or Hawkmoon and fire as far and as accuratenly as a sniper rifle. I would routinely use Thorn as a counter-sniping weapon in Year One. Because you could fire it as accurately as any sniper rifle, and the burn would force snipers to disengage and recover. Before they nerfed HM for Year two, I could go on patrol on the Moon....and headshot Fallen Vandals from 2/3s of the way across Archer's Line. I could literally stand where you come off that ramp up from the spawn site and accurately shoot enemies all the way at the back end of that damaged accelerator. No weapon in the game---that isn't a sniper rifle---should be able to make that shot with any accuracy.
-
Who says handcannons fire traditional munitions? If I'm correct, only Hakke weapons fire regular bullets.
-
Any object in motion has to follow certain physical laws. Unless you want to start invoking [i]magic.[/i]
-
That would be fine if it worked on all weapons, but it doesn't. Damage falloff is understandable though.