Ok guys, so I messed up the calculations.
The number of rounds isn't different, but a good chunk of the rest of my post is incorrect.
I used the incorrect format with my math to determine ttk when I should have been using this formula:
(60/rpm)×(# bullets-1).
This formula is more accurate so I'll be posting the more correct numbers here and everything else I put will remain in the spoiler below.
I feel like such a dumb ass and I'm sorry I mislead you guys.
Actual pve ttk numbers:
Autos:
720: (60/720)×(28-1)=2.25
600: (60/600)x(24-1)=2.30
450: (60/450)x(21-1)~2.66
360: (60/360)x(15-1)~2.33
Handcannons:
180: (60/180)x(7-1)=2.00
150: (60/150)x(6-1)=2.00
140: (60/140)x(6-1)~2.14
110: (60/110)x(5-1)~2.18
The squiggles just mean approximately.
For the more simple ttk, the ones with squiggles are supposed to be rounded up the final digit as you can't round down time.
[spoiler]Tl;Dr:
Autos kill slower than handcannons against tanky targets and not just squishy targets, meaning autos are weaker both over time and in a burst, which is stupid considering the range actually achievable is almost identical on console.
More often than not that 30+ meters you could get with a 600 rpm just isn't possible, even more so with 360s.
450s have lower range than 600s and putting out the crappiest dps of both handcannons AND auto rifles.
720s have like 20 meters at most, which is basically smg range for essentially a third of the damage smgs can put out.
The long stuff:
I did this test mainly to get a better understanding of how autos and handcannons perform against enemies with a bit more meat on them.
The results were not as bad as I thought they would be to be perfectly honest with you but we're rather displeasing regardless.
Obviously, against something with lower health, handcannons win by a mile, but that isn't the point of my test today as it's more important to me to find their potential ttk in pve vs something with a larger health pool.
Here is the damage per bullet each weapon did at 730 (just pulled each archetype out from the collections) and how many rounds it took to kill that poor orange health bar -blam!-.
Autos:
720: 2372, 28 rounds
600: 2795, 24 rounds
450: 3225, 21 rounds
360: 4469, 15 rounds
Handcannons:
180: 10089, 7 rounds
150: 11946, 6 rounds
140: 12345, 6 rounds
110: 15980, 5 rounds
Now I will show you the crucible ttk and number of bullets it takes to kill a guardian on average.
The ttk values from crucible allow me to give a general time value for pve which you will see as you keep reading.
Auto ttk w/bullets:
720: 0.83, 11 bullets.
600: 0.80, 9 bullets.
450: 0.93, 8 bullets.
360: 0.83, 6 bullets.
Handcannon ttk w/bullets:
180: 1.00, 4 bullets.
150: 0.80, 3 bullets.
140: 0.87, 3 bullets.
110: 1.07, 3 bullets.
So now let's take the number of bullets it took to kill the cabal and then divide it by the number of bullets it takes to kill a guardian.
These values will be valuable for the next step.
Auto:
720: 28 rounds/11 rounds~2.54x
600: 24 rounds/9 rounds~2.66x
450: 21 rounds/8 rounds~2.65x
360: 15 rounds/ 6 rounds~2.5x
Handcannon:
180: 7 rounds/4 rounds~1.75x
150: 6 rounds/3 rounds~2x
140: 6 rounds/3 rounds~2x
110: 5 rounds/3 rounds~1.66x
So now what this shows is a general amount of bullets it takes to kill the cabal vs a guardian and as you can see on the pve side autos take a larger amount on average to kill the same target vs handcannons when comparing the two.
Now if we multiply this by the crucible ttk values I provided above, we can get a general ttk for pve against this single cabal.
Autos:
720: 0.83 x 2.54 ~ 2.1082 seconds
600: 0.80 x 2.66 ~ 2.128 seconds
450: 0.93 x 2.65 ~ 2.4645 seconds
360: 0.83 x 2.50~ 2.075 seconds
Handcannons:
180: 1.00 x 1.75 ~ 1.75 seconds
150: 0.80 x 2.00 ~ 1.60 seconds
140: 0.87 x 2.00 ~ 1.74 seconds
110: 1.07 x 1.66 ~ 1.77 seconds
So from my results, which may or may not be correct, I found that autos consistently kill this same cabal at a slower rate under optimal conditions.
I purposely didn't include the impossibility of perfectly timing your shots on a handcannon because of a big value I purposely overlooked on autos which is the recoil.
Autos have absolutely no way on console to hit 100% headshots because of the recoil and even on pc it isn't as consistently achievable as it would be with a handcannon.
If bungies goal with auto rifles was to give them more range in exchange for lower damage (using scouts as the reasoning behind this) it wouldn't be as problematic...but this just isn't the case at all.
Auto rifles can't consistently reach their optimal range on console due to the recoil.
Handcannons on the other hand, have bloom to create a negative aspect to handcannons which more often than not has little to no effect in pve and a more noticable but not terrible effect in pvp because of how few bullets it actually takes to kill.
Autos should be among the top damage over time primaries in Destiny, but they consistently lose to weapons that do everything while sporting the same general effective range.
I don't care that people think autos are easier to use when there's just so much going for handcannons that even their disadvantage, which I still have not figured out what that is yet, is vastly overshadowed by its HUGE benefits.
Autos only benefit is their greatest limiting factor and it just snowballs further and further the more you actually think about them and use them.
This isn't to say that handcannons are an easier weapon type to use, it's Just that autos suck so bad you have to practice or pray that they get the job done more often than pretty much any other weapon and it should never include both pray and practice.
So my suggestion is at least a 15% buff across the board.
This would still keep handcannons as the better burst damage primary, but would give autos the advantage over time, which they currently don't have.[/spoiler]
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#destiny2
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1 ReplyOrange/Yellow bar enemies have reduced crit damage.
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Boy, just you wait until bungie buffs the damage on autos by 0.04. That'll fix em.
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DuBChiri2 You make some valid points and i agree that eververse must be removed from this game but, Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather, he commands the Siege Dancers from an Imperial Land Tank just outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold.
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bungie is to stupid to fix anything
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3 RepliesThis is exactly why I haven't pre ordered Shadowkeep. Weapons, subclasses, and exotics completely unbalanced in the base game, and left so indefinitely without so much as even a framework solution. How can I trust Bungie moving forward that we won't just have a couple of good options for perks, mods, etc with the new stuff like we did for year 1-2, without everything else being garbage? Going full out MMO RPG when the developer has a history of not being able to balance the sandbox to date is just a recipe for disaster.
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You can also go further in how hilariously good Handcannons are compared to most other weapon types when you look at perks. When pretty much every Hand Cannon has access to Outlaw + Rampage/Kill Clip (With a couple even having access to Feeding Frenzy as an alternative to Outlaw) Meanwhile, very few other weapon types have such access (Mostly just Pulses). Maybe having like 1-2 weapons with that combo. (But then usually having some drawbacks... Like Wrong Side of Right can get Outlaw + Rampage, but it has absolutely awful Stability, Handling, Reload Speed and Aim Assistance... This is on top of being a Scout Rifle so having lower damage than a HC and having a bunch of scopes with massive zoom which are detrimental in 99.99% of PvE content) For Autos this is slightly less of a concern, because you generally want a Zen Moment/Dynamic Sway Reduction/Under Pressure to make the recoil bearable to the point of actually making the gun usable... But that just further highlights how bad Autos are, where you generally need a perk to help with their stability, meanwhile HC's/Pulses/SMG's are perfect right out of the box, you can simply put on any old Blue/Purple HC/Pulse/SMG and it'll work pretty well and the best perks are just gravy on top of a good weapon. Of course, part of this is also down to how hilariously bad perk diversity there is. Where most stuff that isn't Outlaw/Feeding Frenzy and Rampage/Kill Clip are kind of bad and don't provide the same DPS boosts as these 4 perks (Which happen to align themselves with HC's more so than other weapon types. Since Outlaw works more consistently on high damage per shot precision weapons like HC's and Kill Clip works best on weapons with smaller mags that will reload more often... Which is what HC's do) We need better High Impact Reserves, Headseeker, Alloy Magazine etc. Style perks, that can benefit rapid fire weapon types more and be an alternative to Outlaw/Kill Clip combos that HC's can work off so well. With equal availability to that of HC's and their plethora of options that can roll them (Or even have them as curated rolls...) (This is not to say that more Precision weapon perks wouldn't go amiss, would be interesting to see more diversity for HC's/Scouts/Sidearms too rather than simply hunting for Outlaw + Rampage/Kill Clip on. Every. Single. Gun.)
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they pander to the shotgun hc twitch trash.
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4 RepliesI mean the Auto Rifles should be at the bottom since they are the easiest weapon to use tbh. The Auto Rifle metas were all annoying to play in. Suros Regime, Vex Mythoclast, Uriels Gift, and the dreaded Doctrine of Passing meta were some of the worst pvp metas to pay in Destiny imo. I much rather die from a precision shot from a Scout or Handcannon then somebody flinch spraying me down. I agree Hand Cannons dont really have any drawbacks anymore. In Destiny 1 bloom was the big factor as well as aim for whether or not you used one. Since then 180 rpm cannons have been introduced and the bloom/aim factor kinda went away with them since they barely have recoil. Big problem there. In PvP Pulse rifle range needs to be reduced down to not be so dominating in general. I can agree autos deserve a slight buff(maybe just to precision damage) as well as a more interesting Exotic added to the class imo for PvE. The only one I use currently is a god roll TigerSpite and thats rare when it does come out.
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2 RepliesI've just relised that I use handcanons and nothing else since... Osiris?
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2 RepliesDang man the tldr is longer than the actual thing
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1 ReplyYou’re also forgetting about a big factor in PVP... Flinch! Every hand cannon shot feels like I’m getting hit by a bat. Meanwhile, some players can still snipe me while I’m raining suros regime shots at their head.
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1 ReplyTL;DR Autos are garbo right next to scouts. We've had this problem for nearly a year. Next.
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8 RepliesThis is why hand cannons are so dominant in crucible. They have the same range as autos and with the right perks they can even achieve pulse rifle range. I did a range test as soon as tribute hall cam out and discovered that sidearms and SMGs have the same range at about 15 meters, autos and hand cannons have a range about 25-30 and pulses 40-45. Shotguns had max 1 hit kill range 10-15, fusions 1 hit kill 25-30. With the right perks though autos,hand cannons, and fusions can reach pulse ranges.
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7 RepliesHere's me thinking everyone already knew auto rifles were garbage, they're awful in PvE for anything other than ads. I use the Breakneck and to kill a yellow bar knight it will take an entire mag and half of another mag just to kill it and that's with every shot landing on its head. Rifles are supposed to be king, it's why the military rely on them so much but in Destiny they're garbage for every situation.
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9 RepliesLet's make hand cannons realistic. After 25-30 yards you ain't hitting Jack squat. Emough of the cross map sniping.
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Nice work man ! It's good to see someone do those maths. I love auto rifle and yes they need a buff. Take my upvote fellow guardian !
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4 Replies1) Where did you get that crucible TTK? 2) If you take RPM as an actual rounds-per-minute stat then you won't need to use the crucible TTK as a middle-man to calculate TTK for PVE. But the results would be different: they would be higher than your numbers, and the difference would be bigger for handcannons. For autos it would be 2.25-2.67 seconds. That's 6-11% difference compared to your 2.08-2.46. For HCs it would be 2.00-2.18 seconds. That's 12.5-20% difference compared to your 1.60-1.77. Does that mean RPM numbers are off? Or something's wrong with your calculations? Or crucible TTK can't be applied to PVE because there are some specific PVE/PVP adjustments to damage? [quote]Autos should be among the top damage over time primaries in Destiny[/quote] Why? And if they are made to be top DPS then why even use any other weapon? Autos, with their large magazine, decent range, relatively fast reload and great ammo reserves, look like one of the most universal weapons. Others, like scouts, sidearms, SMG, are more specialized. Scouts have better range and are easier to crit at that range, so it should be compensated with lower DPS. Sidearms and SMG, on the other hand, have shorter range which means more risk to use them, so it should be compensated with higher DPS.
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7 RepliesYou can absolutely land 100% crit shots on a auto rifle. You can even do this for hand cannons. Got to know how to strafe fire and joystick compensate. This is a lame excuse for not getting accurate crit damage. If this is the case your test should have been non crit shots for accuracy. Otherwise think you missed a critical issue. You know RPM is subjective to each class right. Bungie was dumb enough to not set all these values on the same scale. So essentially we should have been able to compare a sniper to a shotgun and see the true differences between range, impact, and so on. Then your numbers would make more sense. Otherwise what you accomplished was to see what bracket off 180 rpm hand cannon matches to i believe you had 600 rpm auto near matching. So if your goal is to see what rpm of each gun type can do then this is the test. Also most of the guns can reach dmg fall off in the hall. You can actually test fall off distance as well.
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6 RepliesThis is why you buff auto rifle DAMAGE and not the range. Range is where you start running into problems, like 450's in vanilla D2. Leave the range as is and buff damage ~20% in PvE. - Also buff scouts by ~24% in PvE, they need something like 24.3% to get back to where they were in vanilla D1 (yes I did the math) - Leave pulse rifles and hand cannons as is. - Buff machine gun damage vs majors and bosses because it's hilariously bad right now.
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6 RepliesGreg provides more accurate results. Autos aren't really great in pve against big targets.
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2 RepliesJust cant use breackneck, cause it feels like peashooter.
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1 Reply[quote]Tl;Dr: So my suggestion is at least a 15% buff across the board. [/quote] Double that to 30% and you have my vote. The only raison d'etre for auto rifles is thralls or screebs. Basically mobs of red bars that are swarming around you. Unless a hand cannon has explosive rounds, this type of enemy can overwhelm you. So, this is the only situation where an auto rifle serves its purpose more effectively than a HC.
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Buff scouts and autos already! Ffs!!
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13 RepliesHand cannons are the new dad loadout. Just don’t tell the elitists pricks. Ez mode class of gun.
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Good stuff
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2 RepliesI really like that we are finally getting some consistent data on weapons with the tribute hall targets. Shows just how f-ed up and unbalanced the weapon archetypes are.