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originally posted in: Destiny Weapon Suggestions
2/28/2017 3:52:41 AM
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The ranges in year 1 made it so that there was no reason to use scouts or pulses since autos and handcannons could achieve the same range while being better suited for close quarters engagements. Primaries are in a good spot right now all that is necessary is a slight tweak to the special ammo system. Never underestimate the power nostalgia holds over people.
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  • Thanks for sharing. How would you prefer to address the proposed perk and exotic changes then? And do you believe pulses should be more in line with their ranges in comparison to other pulses? Do you believe autos need more damage output and higher impact pulses are not as viable as lower & medium impact pulses? To counteract your point on range, other players (and myself included) have expressed that map sizes themselves have made it harder for scouts to fulfill their role in pvp. In Y1 hand cannons were the most-used type of weapon in the list of top players, but only after autos were nerfed themselves. Trials was ruled by both snipers and shotguns such as Universal Remote and Felwinter's Lie equally when I played Trials--but it wasn't exactly balanced either.

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  • I like a lot of your points, in particular the removal of litc from mid impact hcs. The map size does make it difficult for scouts to take advantage of their range. However the larger maps like first light and bastion are not popular because the action slows down to a crawl. Year 1 gets remembered for something it wasn't. The game is now working closers and closers to balance. I still think special ammo requires tweaking.

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  • Edited by BlackPearlCapt7: 2/28/2017 5:14:00 AM
    I agree. Nor do I want the return of the days of Felwinter's being a mid-range animal, TLW and Thorn 2-shotting for days, Vex tearing everyone and everything to shreds, Final Round body shots with snipers, Arcbolt and Firebolt rampages, and so on. But I do want more emphasis of the power our weapons hold. That is what seperated Destiny from other FPS and year 1, while exotics and classes were unbalanced, brought that to the table with it's weapons. And I agree about special. I believe sidearms should lose all ammo aside from the first 2 respawned clips and all specials be able to retain some special after death, as proposed in this post: https://www.bungie.net/en/Forum/Post/222763923/0/0

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  • Yep you hit all the right points. I think that's where special is gonna end up in the next patch and in D2, it's the only system that makes sense.

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