Just moar damage. Substantially more damage. Hell, give it less range too to compensate.
English
-
Uh, no...
-
Well good thing it's a free country and I won't be persecuted for having a different opinion than you.
-
Your suggestion is hardly what I would call constructive; you didn't explain it very well. Like, at all. More damage, and less range? That won't change anything... hell, that sounds like it would make it worse, seeing as auto-rifle range was already nerfed several times. Adding Rangefinder, on the other hand, would greatly improve Hard Light's range; it's a great perk to have on any auto-rifle post-nerf. The additional damage to enemy majors with the Volatile Light perk would not only be useful in PvE, but it also makes some kind of sense given the name of the perk; you'd think that a weapon with a perk called "Volatile [b]Light[/b]" would be especially painful to minions of "The [b]Darkness[/b]".
-
You don't know what range does in this game do you? The damage on the gun [u]sucks[/u]. It doesn't matter if you have the barrel down your opponents throat or you're 100 yards away.
-
The impact on Hard Light is actually slightly higher than other auto-rifles of the same archetype, like Up For Anything and For the People; it also can have near-perfect stability when upgraded, making stringing together multiple headshots a breeze in PvP at close range, meaning it actually does pretty good damage... despite that last auto-rifle nerf. As far as damage goes, all they need to do is roll back the auto-rifle nerf in Patch 1.1.1, but after that, Hard Light would be fine; it's not meant to deal the same damage as SUROS Regime. Hard Light's archetype of auto-rifle is meant to be sort of a balance between the highest-possible-RoF auto-rifles (like Necrochasm and Atheon's Epilogue) and the high-impact/low-RoF auto-rifles (like SUROS Regime and Shadow Price).