So, what exactly are you trying to say? You suggest that endgame weapons with high stability should have that mitigated to make them more fun and rewarding to handle?
That's great and all, but you pretty much explained why this won't ever happen. The enemies are hardcore bullet sponges. We NEED that stability so we can keep all our guns trained on their weak spots.
If we were to have the stability/recoil of all the worthwhile endgame weapons reduced as a whole, then a good number of enemies would need to have their health/damage resistance adjusted to compromise.
I can say for sure, right now, that with all the problems on their plate, Bungie wouldn't even go through the trouble.
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Edited by R Type: 10/16/2014 10:05:37 PMWell it sure as shit makes Crucible less fun when I'm all but guaranteed like, ten kills I barely have to work for when I pick up a heavy ammo crate. The guns are practically laser beams with different DPS. You can reduce the sponginess of enemies by reducing their health. Hell, the sponginess makes the guns feel like they have even less impact and ruins the feedback loop. It probably doesn't take any amount of time at all, people figure out how to mess with those values all the time. I've done it before and I can barely use YouTube. Making the core gameplay loop fun is literally the single most important thing they can do to retain the shooter community and sell them expansions now that we're in fall.
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Edited by ISOL4TE: 9/22/2016 7:53:46 AMYeah, funny how they mitigated that problem by making heavy ammo drop once an entire match already, huh? The single most important thing they can do to retain the "shooter community" is not listen to you. Now that we're in 2016 though and Bungie tackled the problem a different way by limiting heavy ammo, what do you think of their solution?