I HATE this nerf. More powerful than normal hitscan sidearms, but obviously not hitscan itself. Perfectly balanced and yet you never saw it in Crucible. Why nerf ANYTHING when it comes to sidearms? Leave it alone!
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maybe they saw me kill 2 titans out of their striker super with it and decided it was to OP. Protect the Titans!
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I'm a Striker and I support this message. I would risk being blown out of my super now and then by you to get my QC back. Not once did I ever see someone complain about this gun. I'm curious where they got the notion to nerf it.
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@Cozmo We summon thee for inquiry! Would you be willing to question the DevTeam or Greg Peng our 'weaponsmith' why they feel that current sidearms needed to be "Unified" why they did not just choose to leave the Non-Hitscan type and see whether there was a true unbalance and if there was a real need to lower the damage on them as it also seems like a preferable test of the goal to encourage us to mix up our loadouts. For reference I copied the sidearm section of the new weapon tuning here [spoiler]Sidearms When evaluating player loadout data across the game, we can see that Sidearms are being underutilized. With 2.4.0 we aim to change that, pushing Sidearms to shoot further, faster, and more predictability. Unified damage for all Sidearm types Increased damage for existing Häkke Sidearm families by 3% for lowest rate of fire and 7% for higher rate of fire Decreased damage for non-hitscan Sidearms by 5% for Vestian Dynasty and Queen's Choice Minor extension of damage falloff point for Sidearms across the board (+0.5 meters) Minor increase of stability for Sidearms across the board Added damage bonus in PvE (20-30% dependent on combatant tier) To accommodate two new faster firing Sidearm families releasing in Rise of Iron, all current Sidearm rate of fire bars will be slightly shorter This is so we have more bar space to display rate of fire differentiation Does not change the actual fire rate, just the stat bar representation [/spoiler]