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originally posted in: Monte Carlo vs hard light
9/14/2015 11:34:04 AM
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Played with both since 2.0 TTK update and MC seemed to have a touch more punch-per-bullet and be more stable, but bullets that can overpenatrate targets combined with the sheer entertainment value of watching those bullets bounce (and the glorious sound made when you fire them) gives Hard Light the win for me.
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  • Wen it says in the exotic perk "no damage falloff" does it mean it has infinite range?

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  • I believe it does, on moon patrol i shot a vandal point blank and registered '52' for body shots pre glass-half-full, later hit a vandal sniper (the one in the hellmouth science-camp-research-whatever place) of the same level at a distance and, pre glass-half-full, still registered 52 for a body shot. Might need further confirmation.

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  • Oh nice. I hope it really is like infinite range because it's stats show that it has low range and auto rifle were hit pretty hard with range nerf like suros regime is still weak especially at long ranges. It's not the same anymore

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  • Did the weekly with hard light, in the upper area (where you fight Phiksin, king baron) HL was doing same damage to vandals up the other end of the field as to the ones in my face. Being an auto rifle not particularly accurate at that range, but projectiles that hit enemies do full damage.

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  • Nice. Im going to try that out today

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  • No damage falloff is range in a video game, it means that it didn't get the range nerf that went to the other auto rifles, which is a plus

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