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They don’t
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22 RepliesEdited by Malenia, Blade of Miqullla: 3/26/2022 11:48:40 PMHonestly primary weapons should be capped for their optimal TTK Range. Playing outside of that range would make it harder to duel. Sidearms 0-10m Handcannon 10-25m SMG 5-20m Auto 15-30m Pulse 25-40m Bows 20-45m Scout 30-50m+ General ballpark but obviously not ideal. Every weapon should feel like it dominates it's ideal range class. It also feels like Bungie just keeps adding more weapons that generally make another weapon type feel useless.
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10 RepliesI was destroyed by a Hawkmoon at 58M, I was hitting crits with a high cal pulse rifle. It was a 1v1. No other lanes were open, just me and them. Anyone who argues that HC's are fine, needs a reality check. They need a range reduction and bloom increase, you can spam these things and hit crits without trying. P.S. I know it was 58m because they were capping our zone which was 58m from me, they were level with the centre of the zone.
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There will always be weapon range crossover. There are just too many weapon types and sub types to have to each one in it’s own sweet zone. The maps and the fact players can move so fast also make it impossible. For example, there are almost no lanes long enough on any map for a scout to out range a pulse (unless you do the floaty Warlock thing and shoot people from one end of a map to the other). So it comes down to what you like using the best. Same with HC’s. I don’t like them in PvP so I use something else. I’m below average but still manage to outgun a similar level player with a HC with my pulse as often as I get tagged. A good player with a HC is pretty tough to beat as they are good all around weapons. But you have to be able to hit head shots. You mention Hawkmoon, well I can’t aim that thing for s***. I am impressed by people who can.
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only 450, 540 and 340 will destroy every hc in the game
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2 RepliesEdited by Wes: 3/29/2022 3:17:48 PMPlay to a pulses' strengths and it absolutely shreds a HC user in a duel.. Several options have more range than most, if not all, 140s as well. Absolute max range Palindromes are the only ones that kinda break that trend as far as 140s go. Several pulse archetypes kill faster than HCs, and the rapid fires can pump out so many rounds their flinch can really help out too. A pulse is strong in a straight up fight. So take straight up fights. If a HC user is peek shooting you, don't play their game and then complain when you lost.
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2 RepliesThey typically dont if you are landing your crits. Your opponents likely are getting the jump onyou either landing the first 1 or 2 shots before you. HCs are just very forgiving and great for peek shooting. You could be out back mowing the lawn no where near a controller and still land crits with a HC (obvious and intentional over exaggeration but you get the point). The aim assist and massive hitboxes on HCs is why they are over used like they are. Im a pulse main have been since D1 introduced Nirwens Mercy, get one with hi cal rounds if possible, kill clip or rampage helps too. If not aim for high stability so the pulse becomes a laser, the full auto mod can help too but I only really use that on the higher rof pulses (450s, 540s)
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They don’t lol
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1 ReplySmgs shouldn’t have more range than auto rifles do
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1 ReplyHOW DAR U SPEAK DE TRUTH?!?! I LIKEC MYR HERNDCSNNION ANDER ME SHUTGERN LERODOUT CUZ I CANT PLERY WERTOUT ERT.
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I've always felt that the two should have roughly the same range with HCs losing aim assist after midrange (making you work for those distance shots) and pulses don't.
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6 RepliesSpam cannons have been meta since day 1 D1 sadly. Most skill-less weapons behind shotguns. Scouts and pulses punish you more and have a higher skill gap.
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2 RepliesThey don't. You just have a bad shot. As a matter of fact. They win a lot within handcannon range as well
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BxR absolutely melts HC users. Plus the hipfire accuracy really catches them with their pants down in 6s.
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Edited by PVP SUX: 3/28/2022 1:50:40 PM
PVP SUXMATCHMAKING IN DUNGEONS ASAP! - old
And pulse rifles should not beat scout rifles or even sniper rifles in both power and ranges. There should be a more correct way to discern the stats. If a weapon have 100 impact, it should do more damage than say a +70 Especially on grenade launchers. Both semi and breach! And the elements should do more damage than just burning or tearing through a shield. I'm puzzled how it's possible to melt a yellow-bar with a shield then some red bar captains Red should be the lowest ranking. then yellow and orange! -
19 RepliesAnd fusion rifles shouldn’t beat AR or sidearms at range. But that’s bungie for ya. And sadly most pvp will defend it. And that’s why destiny pvp is dead and will never catch most shooters in terms of player count
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5 RepliesWelcome to range finder and insane oncoming flinch from hc to make that dream possible. needs to have their range destroyed and massive bloom implemented for hc. its too consistent to hit every headshot so easily.
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Crimson is stupid.
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9 RepliesComplains about pulse being shafted by HC's but I see no one complaining about fusions out ranging ANYTHING AND ANYONE
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2 RepliesI main a hand cannon and pulses wreck me from afar and even up close.
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They don’t
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Only one does and its not like every one has a adept palindrome with RF. Still cant believe aztecross deleted the god roll for a bet... But sure if you got it its 37m before drop off and NTTE is 40m for reference.
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Mainly depends on archetype and source. 120 hcs have a comparable range to the faster firing pulses but usually come with mediocre reload and recoil. Harder source activities (e.g Trials) grant better weak stats such as Igneous. Some 140s like Eyasluna just have some crazy flinch and range though
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Thats why pulses need their previous range back. They've been nerfed to dumb range values. It's not on handcannons to be nerfed, pulses need their range buffed instead. Cause handcannons with less range than now feel awful.
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2 RepliesLook at OP crucible report…. Nuff said
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3 RepliesEdited by Kyle: 3/28/2022 1:00:48 AMWhat hand canons besides 120s compete with pulses at range