A stability perc on a weapon designed to be Combat Ineffective really is simply cosmetic. Since all weapons in Destiny are now Combat Ineffective, ask Gary, really doesn't matter what perc you have, you're going to die anyway.
I suggest you shop at Cabalas in Destiny 2: it's your only chance of repelling that guy that leveled your Last City. Cayde 6 smart-arsing holding a handcannon with range less than a kid pissing in a urinal is f'kkng comical: if he can hit anything at all with it...
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Edited by Un1337ninj4: 4/15/2017 2:08:42 PMI get this post was made to be jest in spirit but the salt's kinda overdone. I'd like to disagree using the HandC portion in particular as I find 22 Range to actually be sufficient in general PvP these days. Fall off still starts quick but the TTK change doesn't come into effect for some time still and is why you're still seeing plenty in the current meta. In PvE I've yet to have one actually be a hamper outside of where they should by design prove to be the wrong tool. Ace of Spades clearly exceeds the above stipulation.
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Handguns are ranged at 25+ yards, not 22 feet. Handgun range increase with caliber increase, not the reverse as Sidearms portray. Handguns do not 'bloom', shooters pull. Bullet damage does not 'suddenly drop off' as the game suddenly does now! Nerfing based on 'popularity' or 'annoying' are the fundamental premise of a system based on stupidity. Those are some of the justifications given by Bungie for nerfs. Sorry, I do not 'buy into it' that, that easily... Nerfs were because the guns were good. No weapon was nerfd because it was bad. They were nerfd to bad, not nerfd to good!
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For 80% of your post: Video game. We're wearing some crazy armor holding some weird "guns?" Charged by a McGuffin at one point generated by a monolithic daddy McGuffin. By what metric can we measure a Havoc Pigeon to a Sig or how effective they are in this scenario against the plot armor we have? Remember when in-game HandCs carried a max of 7 rounds? There were a couple that held 3 without any benefit. Overall, they've been buffed when directly compared to the state they were in when players first got into Destiny's servers with that alone. Adding in various smaller buffs along the way largely forgettable most of 'em may be for many and keeping in mind the obvious range hit (though the latest patch brought 'em into the game's perspective rather well imho). Pulses have had a huge damage buff since release that holds true to this point as well just to skim the top of the head.
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My problem with this game is: Walter PPK's do not out-gun handguns. They do now. Shotguns are not outrange by kids pissing at urinals, they are now. My fist should not out-range and out-damage a 12 Gauge, and does (Warlock). That is not Balance. Space Magic games don't need Balance, they need players to get that point and learn to play it. Once you start to make guns work like real life, you break the Space Magic and the premise of the game.