Using guardian.gg since that's the easiest to identify broad weapon types. On Quickplay:
PC: 34% of all weapon kills are from a Hand Cannon
PS: 34%
Xbox: 30%
Survival knocks this down a few percentage points, generally having them hover around 30% of kills.
But the point is any other weapon in Destiny would've been all but removed from the game in a mid-season hotfix for even half of this level of oppression. See 600 ARs in Arrivals. They were nerfed back into dumpster tier with Beyond Light, and they weren't even the most used type of primary.
Also consider that HCs the last week of Trials before Witch Queen, HCs more than doubled literally all other primaries combined. And that's with pre-nerf DMT in play.
For the health of PvP, HCs really really need to be nerfed. Take off some range, cut the flinch by a pretty good amount, have minor compensation for 120s, and directly buff 180s in other places.
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Xbox: 4% more off meta than the others.
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[quote]Using guardian.gg since that's the easiest to identify broad weapon types. On Quickplay: PC: 34% of all weapon kills are from a Hand Cannon PS: 34% Xbox: 30% Survival knocks this down a few percentage points, generally having them hover around 30% of kills. But the point is any other weapon in Destiny would've been all but removed from the game in a mid-season hotfix for even half of this level of oppression. See 600 ARs in Arrivals. They were nerfed back into dumpster tier with Beyond Light, and they weren't even the most used type of primary. Also consider that HCs the last week of Trials before Witch Queen, HCs more than doubled literally all other primaries combined. And that's with pre-nerf DMT in play. For the health of PvP, HCs really really need to be nerfed. Take off some range, cut the flinch by a pretty good amount, have minor compensation for 120s, and directly buff 180s in other places.[/quote] Bump
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They definitely need something done for sure. The dominance is astounding.
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Nah, they're fine, players need to work on self and stop whining.
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"They're fine" *Have been the absolute top of the game for 3.5 years running, only ever having competition at all for a 6 month period.* If I get beat, I know I get beat, doesn't matter the gun. It's just stale and boring to have guns this oppressive, especially for as long as it's been.
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[quote]"They're fine" *Have been the absolute top of the game for 3.5 years running, only ever having competition at all for a 6 month period.* If I get beat, I know I get beat, doesn't matter the gun. It's just stale and boring to have guns this oppressive, especially for as long as it's been.[/quote] They’re fine, 1.1 players don’t get to make pvp commentary and expect to be taken seriously.
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Do what the other kids that cant play do and bust out lorentz, you'll get there.
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Says the guy that’s only been around for 3 or 4 years. Unlike this guy and myself since 2014. We’ve been through the trends. We know what we like and what works. We chose to not use HCs because we do other things. HCs have been top dog for a long long time sir. And any nerf to them never targets the actual issue. Mostly dealing around range and AA.
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Bad at research there bud. Been around since halo. Been a gamer since Atari. Unless you got some Klekovision skills, your comparison is null and void.
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Edited by Brothers-Four: 3/4/2022 5:11:49 PMHalo and Atari, ok, and….? This isn’t halo. This isn’t Atari. This is a modern game being compared to modern games and if you want, real life HCs. Of course it wouldn’t be the same as an old system. And dating back to either of them has nothing to do with this game in this forum. If you bring up old games then the same holds true to the idea of you wanted to do something over mid range you pick up a mid range gun. Close range a close range gun. Not 1 gun for all ranges.
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Nobody cares Kevin.
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Since being “here from day one with Bungie / Destiny since Atari”, one might think you’d have more to say on how destiny is somehow the same as halo 1. Writing that sentence is confusing on how you even made these connections.
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[quote]Says the guy that’s only been around for 3 or 4 years. Unlike this guy and myself since 2014. We’ve been through the trends. We know what we like and what works. We chose to not use HCs because we do other things. HCs have been top dog for a long long time sir. And any nerf to them never targets the actual issue. Mostly dealing around range and AA.[/quote] I’ve been here since the beginning too :) I also happen to be a 2 kd trials player with 50 some people helped to the lighthouse their first ever time. Hand cannons are fine. Don’t get me wrong, it can definitely be annoying to have someone able to peekshot you like that especially when they’re really good at it. You just need to choose your engagements more carefully and know when to disengage. You always need a plan. Instead of just running in with your auto rifle blazing you need to pick an engagement that gives you the advantage. Don’t play into the other team. Other weapons have higher kill times. It’s just that good players like to use hand cannons for their functionality. If you don’t want to try I have nothing to say against you but just don’t complain when you lose against another team that did try let alone complain that what they use should be nerfed based on your annoyance to how often they are used. If something has high usage it is a clue that it might need to be looked at. You need to test and compare actual in game performance against other weapons to see if they are too strong and they are not. Nerfing something solely based on how much the community prefers it over other weapons is just wrong, plus you’re just effectively preventing them from playing how they like to without any grounds for anything being too strong. You have to land each shot to the head at max fire rate for the best ttk which is lower than other weapons. Yes, hand cannons have a bigger skill gap than other weapons, unlike fusions rifles. You probably like fusions a lot because you can just pick it up and easily do well without a thought or any blossom of actual skill. Try actually using a hand cannon and see if you can perform like a 2.0+ right away. You might see that it’s harder than you assume it to be when you are losing and blaming the game for it.
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I usually prefer to use ARs, Pulses, and SMGs. And typically keep near or more than a 2kd. I don’t do trials because of simply it’s nature. And I’m not comparing just PvP, I’m also looking at it from a PvE side since I mostly do PvE. While they should supposedly have a longer TTK, that TTK time shouldn’t be as effective at range as they do in range. As a “heavy sidearm” I’m all for what it does less than 25/30m. Which by itself makes it a favorite since most map encounters are within 20/25m. But it’s still a single action gun. Yes, Destiny is it’s own game. But comparing other games to it in no way does a HC outweigh mid range and ranged weapons. Which, in destiny’s case, it does. That’s why I’m all for limiting the AA after 30m to make more like an actual HC as it’s rope should typically do. A hand shotgun in a way.
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[quote]I usually prefer to use ARs, Pulses, and SMGs. And typically keep near or more than a 2kd. I don’t do trials because of simply it’s nature. And I’m not comparing just PvP, I’m also looking at it from a PvE side since I mostly do PvE. While they should supposedly have a longer TTK, that TTK time shouldn’t be as effective at range as they do in range. As a “heavy sidearm” I’m all for what it does less than 25/30m. Which by itself makes it a favorite since most map encounters are within 20/25m. But it’s still a single action gun. Yes, Destiny is it’s own game. But comparing other games to it in no way does a HC outweigh mid range and ranged weapons. Which, in destiny’s case, it does. That’s why I’m all for limiting the AA after 30m to make more like an actual HC as it’s rope should typically do. A hand shotgun in a way.[/quote] I’m not against reducing all aim assist values across the board. It would make the game healthier and take more skill. But remember when hand cannon range got nerfed hard what happened when we had the 600 auto prefire meta and every trials game was just sitting back and spraying with an auto until someone peeked. That was horrible
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I’d say almost leave them alone EXCEPT to have them have zero AA after 20/25m and greater flinch after 20m. That way it at least gives pulses and scouts a chance. At anything over 20.
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Remove pulse aim assist as well
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Agree