I disagree 100%
High Range = High Stability / Less Damage per shot
Low Range = Lower Stability / High Damage per shot
Look at HCs they are BACKWARDS. The best ones have the highest range, palindrone etc. It should be the low range, and the other ones should have higher range.
Pulse Rifles should be as followed -
77/4 - Mid Range <take out HCR> 3 shot
74/7 - Highest Range > 3 shot (Best Stability)
66/14 - Lowest Range > 2 shot (best TTK but lowest Range)
59/30 - Mid Range > 2 shot + HCRs
For reference if 59/30 was a 2 shot it would still kill in HIGHER time than 77/4.
The worst TTK would be 74/7 but it would have the highest range and best stability.
Same can be done for each class of weapons and until Bungie figures out that TTK is not the only problem the better.
I laugh that Bungie actually put a Handcannon with the best TTK and can reach max range. All while the other HCs have no range, and terrible TTK, plus you have to land more shots.
Handcannons [sorry i dont the archtypes]
Tier 1 <fastest shooting> - Highest Range + Highest AA, worst TTK
Tier 2 - 2nd highest Range + 2nd worst TTK
Palidrone [tier 3] - LOWEST range + Worst AA + Fastest TTK
Ill Will [tier 4] - 2nd highest range, 2 shots can kill low armor, = to tier 1 in TTK with 3 shots kills
This would balance HCs as more skilled players would use Palindrone to get kills but on bigger maps the Tier 1 would/could be used since it would be the only one that could get max range.
English
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Edited by adrian100blue: 12/29/2016 3:18:01 AMI disagree though not 100% and also you actually did agree with me on the HCR not being on High Rate Of Fire Pulses So just to clarify here are my views and here are yours You -Want (High Rate of Fire) Pulses/HC to have the best range and best stability but worst damage out of all archetypes -(Low Rate of Fire) Pulses/HC to have the worst range and worst stability but the best damage Me -Wants to have (HROF) Pulses to have worst range and best stability but still have the worst impact *Note that the damage wont change just the range and it will have a 4 burst with all headshots and 5-7 burst with mostly bodyshots -Have (Upper Mid ROF so Hawksaw archetype) to have less stability but more range and be a 3 bursts with all headshots and 4-6 burst with bodyshots *This will mean HROF will be better at close range than UMROF would -Have (Lower Mid ROF so Hopscotch archetype) to have adequate stability and adequate range and it would 2 burst low armor with headshots and 3 burst everything else with some headshots and 4 burst with all bodyshots *Cant perform well close nor far so its a mid range weapon -Have (Lowest ROF so Spare Change) would have better stability than LMROF but less stability Summary HROF= Best Stability Worse Range UMROF= Worse Stability Better Range LMROF=Average Stability, Average Range LROF=Good Stability, Better Range than LMROF Hand Cannons -HROF (Last Word, Thorn) High Stability Low Range, 2 headshot 1 body, 4-5 body -MROF (Palindrome, Eyasluna) Mid Stability Mid Range -LROF(Lingering Song, Ill Will) High Range, Low Stability *Now obviously these stats can be altered with braced frame or rifled barrel but these stats would be the best for these weapons Now you talk a lot about TTK but remember nothing will ever be perfectly balanced as then the game would be stale so you want certain weapons to perform better in this category and certain weapons to perform better where others cant so a HROF hand cannon would be better than a HROF pulse but both would have a high TTK in close combat while UMROF/LMROF Pulses would be better than HROF Pulses/HC in range and LROF HC/Pulses would have highest TTK in range but worst in close combat