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6/15/2016 11:13:39 PM
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Went and tested my old Doctrine. This might have more effect on a different roll of the weapon I suppose, but if it has Counterbalance (even considering the 'nerf' to it) I notice it, but.. it doesn't really matter in any significant way. The gun still disintegrates people faster and at further range than pretty much anything else available, including Exotics. I had to put marginally more effort into it to get a kill. [i]Marginally.[/i]
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  • I appreciate the feedback, as I said I don't have one so thanks for "field testing" That supports what the math shows Curiosity do you bother starting with head shots or start on the body and let it climb into crits?

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  • Edited by Aulakauss: 6/15/2016 11:36:38 PM
    Depends on the range I engage from initially. If it's a fair distance away, I just go for 'Hit the target' as my goal. If it's within 'standard' AR range, I generally try to hold it at the collar so the recoil gets headshots for me. Again, I feel the perks really matter here, though. As does experience with ARs, which I have a considerable amount of as they're my favorite gun type. Going from Hard Light to Doctrine really isn't difficult, though, as they both have a high RoF and -depending on how you spec HL- a decent amount of recoil. I'm used to riding the kick on that, so the jump between doesn't feel much different; if anything, Doctrine is easier to control than Hard Light, despite having a slightly higher ROF.

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  • Thanks for the tips my at experience is with low rof ones, I will have to practice and see, that said I have always since I bought game liked pulses most and scouts second so I am very used to those and loved when my hopscotch pilgrim ruled all for awhile lol

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