Lets take a look at 2 of the best weapons in each of these archetypes.
RED DEATH and SUROS REGIME.
Year 1 favs that made the jump.
The Suros should be a better weapon than the Red Death on all fronts.
-Better Fire Rate
-Better Impact
-Better Range
(After Upgrades)
-Better Stability
Yet its time to kill is far less than that of Red Death.
Even other Pulse Rifles like Hawksaw and Bad Juju, TECHNICALLY have worse first rate and impact, yet have higher TTK.
Usability aside, WHY are Pulse Rifles killing quicker than Auto?
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You can't compare different classes of weapons stats with each other. That's like comparing a sniper and a shotgun. "Snipers are awful they have a low fire rate and low impact where as shotguns have low fire rates but huge impact".
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With the surous you are required to keep a constant stream of dps if you miss even a few shots or if your enemy is near cover they can easily evade you and live
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Suros regime is not the best auto rifle
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4 RespuestasBecause bungie wants to have a "season" to each weapon type. This season is pulse rifle. We just came out of handcannon season, before that, AR. not sure what season is next since there are no more weapon types to completely demolish since bungie has pretty much screwed them all
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2 RespuestasBecause auto rifles were nerfed so hard that the buff didn't help them too much.
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3 RespuestasCause Bungie
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you do realize the bars on the gun dont actually account for much? you can have two pulse rifles with max stability, one will have worse stability then the other check the link, you actually have to datamine the information on weapons attributes, the bars mean jack shit
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Because Pulse's do more damage and achieve the required number of bullets to kill quicker? Also range gate, damage scale down, accuracy. Pick a stat and the Pulse is better in it. Those stat bars are only specific to the weapon class they are on. They are not meant for comparison between two different weapon types.
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You are. Dummy
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First of all the range and impact stats are different for different weapon types. Red Death has better range and does more damage per bulltet
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Because pulse rifles were good in the last meta and they got a buff in 2.0 so thats why. Auto rifles were trash in last meta and got a buff
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Simple. Bungie program illogic means a hand cannon shoots cotton balls, an auto rifle (automatic rifle firing rifle bullets) hits less than a pulse rifle (an auto rifle firing the same auto rifle bullets in a three round burst to avoid overheating), and any Super can survive a direct hit from a rocket. A Titan 'ground smash' kills when you are Airborne! A Warlock can be one shot during the radiance animation by a gun that couldn't one shot him under any other circumstance (flame shield)! Blade dancers, i.e.: no armor, are stronger than their opponents shotguns! You get the point. Makes no sense, but does to Bungie illogic!
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First of all, Suros isn't even that good. My annoyance at the loss of High Caliber Rounds aside, it just doesn't perform well enough since Bungie nerfed it into the ground and ARs in general are still weak in PvP. If you want a good AR in Crucible, go with Red Specter or Monte Carlo. Necrochasm is actually pretty great as well but suffers from the same issues they all do, and that is crap headshot damage. Bungie still has not restored the old 1.5x headshot multiplier and it's really holding ARs back. See, even though a gun like Red Death has a lower rate of Fire than pretty much every AR, it's deceptive because it's a reflection of how many bursts you can fire. When you consider each burst is 3-4 bullets (depending on if ti's Hakke or not) the RoF is actually pretty damn high. I don't know the exact numbers but I'm fairly certain pulse rifles, in addition to pretty much having no range drop off have a higher precision multiplier which allows them to edge out all other guns currently. They're basically where ARs were at launch and they need to be scaled back to be more in line with the Halo Battle Rifle - mid-to-long range so further reaching than ARs but not as far as Scouts. Because they fire in bursts as well they really should be more vulnerable to flinching so that the other weapon types can compete a bit better. Bungie seems to have a very difficult time properly balancing things out, there's 1 or 2 weapon types that are just leaps and bounds ahead of the competition and it's probably because they don't run a freaking PTR (Public Test Realm). But yeah, Auto Rifles need more range and the old headshot multiplier back, possibly another slight boost to impact but I'd like to see how the headshot thing goes first. It would reduce the number of bullets needed form the high damage models from 8 to 7 headshots to kill which is already fairly significant (Red Death still only needs 6 bullets though most of the time and can get those bursts off quickly). As a side note, is anyone else really starting to think the high impact hand cannons (the ones with the bar practically maxed out like First Curse) should honestly be a 2-hit kill in close range? In terms of raw stats they are very good but simply too slow in PvP to compete. Also seriously, take the health recovery away from Suros already and give it back the original damage boost for the glass half-full perk. If you want to recover after every kill, use Red Death that's what it's for Suros should be a hold-out weapon that can enable big multi-kills by a skilled user.
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Battle rifle-beats- basically every gun
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2 RespuestasRange, auto rifles shouldn't have high TTK since you have strength in numbers.
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Because auto rifles have a quick damage drop off and I don't think the buff increased damage to match the increase pulse rifles got
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Rate of fire on a pulse rifle counts each burst as opposed to rof on an auto counting each shot. If were going purely on how many bullets are leaving the gun in a certain amount of time, pulse rifles would win. Plus its WAY easier to land headshots with a pulse rifle.
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1 RespuestaThis is your answer right here! Two things! [i]first[/i] all weapon types are tuned individually for base damage and stability. Pulse have higher base damage. [i]second[/i] autos only get 1.25X damage for a critical hit, while all other primarys receive 1.5x damage multiplier on a critical hit.
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3 RespuestasLol clearly never played Halo. Opinion is invalid.
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Bungie can't balance?
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[quote]Lets take a look at 2 of the best weapons in each of these archetypes. RED DEATH and SUROS REGIME. Year 1 favs that made the jump. The Suros should be a better weapon than the Red Death on all fronts. -Better Fire Rate -Better Impact -Better Range (After Upgrades) -Better Stability Yet its time to kill is far less than that of Red Death. Even other Pulse Rifles like Hawksaw and Bad Juju, TECHNICALLY have worse first rate and impact, yet have higher TTK. Usability aside, WHY are Pulse Rifles killing quicker than Auto?[/quote] Because u suck and cant get headshots u scrub.
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Editado por blades of honor: 10/23/2015 8:35:17 PMCrit multiplier is part of it I believe. Autos are 1.25x where as all other primary weapons are 1.5x(some exotics are even higher, but even exotic autos reamin 1.25x)
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You understand that impact means different things for different weapon types? By that logic my touch of malice should do more crit damage than a sniper...
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4 RespuestasYou can't compare stats of different weapon types. Do handcannons have triple the impact of sniper rifles? I didn't think so.
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I don't think you understand "TTK"... It's literally Time To Kill.. Meaning a lower Time To Kill is better than a higher Time To Kill.