Just some additional points, honestly not trying to argue that 600s arent strong currently. Though I don't feel that's a bad thing personally. More primary archetype optimal ttks should come more closer to 0.7 to make special weapon OHK potential less oppressive, but that's another discussion entirely.
Honestly there's lot more gun archetypes and frames that need more urgent help than aggressive pulses.
The 0.03 ttk difference is non-existent. Lotta sweats still use 150 hand cannons with 0.8 without issues while being the most competetive they can. The optimal ttk really just becomes a valid argument when you start going over 0.8 and towards 0.9, which really is towards the slower end and can easily start costing you fights.
For an 600 rpm autos to shoot beyond 30 meters without dropoff you need the highest zoom scopes.
The low zoom scoped and the barrel perked 600s are automatically out of that category, pretty sure they function in the hand cannon ranges capping out around 30 meters.
Then the only relevant scoped 600s are forward path and ether doctor. No one uses the doctor, so the argument then is the Path.
The path's definetly a strong gun, being able to shoot to the ranges it can cap out at with a max range stat + highest zoom scope.
But you are still giving up the ease of use a low zoom scope would provide in closer quarters for the high zoom alternative. The highest zoom scopes also give it more effective zoom than sacred provenance / non-scoped aggressive pulses have, so provenance brings the same performance for lesser / easier to use zoom. And with scoped highest zoom aggressive pulses the effective range goes beyond 40 meters respectively.
I'd argue aggressive pulses are still in a good place and unless you meet the 1 guy running a max range highest zoom forward path, you'll still have a 10 meter advantage over 600s in the longest ranges. And even closer up the optimal ttk is effectively the same. 0.03 really is nothing.
There are also a lot of other weapon archetypes with low handling. It gives them identity, and I'm not sure the correct answer is to just give everything high handling so nothing stands out in that category. Might as well remove the stat and make the stow/ready + ADS speeds a constant then.
Handling perks / mods exist for a reason.
Also how do pulses deal with flinch worse than autos? Not sure I see that point.
180s, 450s and 110s are some examples of archetypes that actually need help and have for a long time now. They're arguably completely irrelevant in a competetive sandbox comparison.
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I agree here. Except I use Ether doctor 😭😭 and like it. Funny thing is 450 autos were in a better place right before the auto buff. They used to flinch well and depending on the perks it could hold it's own. Where now that's not the case.
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Edited by an Ape with a d2 addiction: 7/4/2020 9:53:01 AMOh yeh the yeeter doctor's definetly good, always wondered why more folks don't actually use it. I got a dynamic sway + moving target + max range + low zoom scope roll of it and it was my favorite kinetic auto by far until forward path came along. 450 autos really were better before the auto changes just because the other autos were comparably worse than now. Then the other rpm autos got buffed a lot while 450 didn't as much, effectively leaving that frame behind in comparisons. Shame really.
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Yup. My ether doc doesn't have a roll as good as yours and it still slaps. Makes me want to try to bring out my b-tech werewolf and Uriel's gift again just for kicks