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4/16/2019 4:00:47 AM
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180 rpm hc tuning

I want to start off my staying that the current state of 180 hand cannons are NOT balanced. Through my constant investment into Quickplay I believe I have a few ideas to through out there. To start with 180rpm hc are, tbh, over performing in the console scene. Reduced flinch-(reasoning) 180s have a very ease of use thing going for them. I don’t believe they should be cause the significant amount of screen flinch to their opponents. These weapons are extremely hard to put gun. For example: during the thorn quest the most used weapon was the ikelos hc. Once ppl started getting the gun in many ways it was a let down. Thorn was being out gunned by ikelos easily. Steeper damage falloff-(reasoning) 180s during their introduction into the game had a pretty distinct role. A cqc style handcannon. However during the forsaken launch they got a buff. Also with random roles, perks make these things reach out well beyond even ace of spades even crimson range. For example: during my most time getting the full masterwork of suros unlocked I COULD NOT out range, out flinch, not out perform the 180s. I felt like a joke Damage # changes-(reasoning) with the extreme ease of use they should have a draw back, they should be a little less forgiving. These weapons can two headshot and two body shot for a kill. And with Luna’s/not forgotten or kill clip they can three tap to the head easily. They should get damage # changes to make three head shots and a body shot be lethal. I just want to add that I personally would love to just buff everything up to those standards but it isn’t realistic for the sandbox, which is why these weapons should be tuned. With the extreme popularity of Luna’s and Not Forgotton I thought it would have been happens but no. Clearly not. They rule the crucible and dominate, the weapon diversity has gone to nearly to what mida and Uriel’s used to be.

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