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#feedback

10/4/2017 7:48:58 AM
33

Pulse rifles, hand cannons and high impact scouts; what can be done to make them more viable? Explanation with damage numbers and times to kill.

It is now well known that in D2's crucible currently, pulse rifles are underpowered, hand cannons are inconsistent and high impact scout rifles are very difficult to use effectively. If their time to kill goes back to d1 values they will instantly become the meta. So another fix is necessary. Hand cannons need to have bloom reduced or removed, and pulse rifles should be more forgiving, same with the high impact scouts. (In this post I am assuming a 200 hp guardian) Pulse rifles would become more viable they all had a small damage boost, literally 1 or 2 more base damage depending on archetype, they would become more forgiving. The 320 rpm pulse rifles do 17 body and 26 headshot damage, requiring 6 headshots and 3 bodyshots to kill in an optimal time of 1.2 seconds. They can be very unforgiving because if you don't achieve this your time to kill becomes horrendously slow. If they did 19 body and 29 headshots, they would only require 3 out of the nine required shots to be headshots, the time to kill is still the same, but it makes it considerably more forgiving. The 360 rpm pulses do 15 body and 23 headshot damage, to get the optimal kill time of 1 second you must hit all 9 headshots out of three bursts, which is extremely difficult to do. The time to kill raises significantly if you don't achieve this. If they did 16 to the body and 24 to the head to would only need 7 headshots 2 body shots to hit optimal time to kill, still not that easy to achieve but it should happen more often with this change. The graviton lance for some reason is in the 360 rpm archetype but oddly does slightly less total damage over all. 360 rpm pulses are 69 per burst and the graviton lance is only 67, (8+8+51 per burst all crits) it should be brought up to be equal to its peers. If the archetype got buffed, graviton lance would be 9+9+53 per all headshot burst, being 72, the same as 3x 24. (As a matter of fact, I really enjoy the graviton lance and would love to see it become more viable, the explosion after a kill should happen on the spot instead of flying off backwards, that would make it useful in pve) The 450 rpm pulses used to do 1 more damage to the head in the beta than they do now, I have no idea why this was changes as they were very good in the beta, they weren't even overpowered The 540 rpm pulses are fine as they are in terms of damage. The vigilance wing is in it's own unique archetype, and it's pretty good right now as well so it doesn't need more damage really. The exact same fix would work on the high impact scouts. Currently they do 37 body, 52 crit at 150 rpm. You have to hit all 4 crits to kill in the same time as the other scouts do, (1.2 secs) but that is very difficult to achieve. For example The 200 rpm archetype is faster and more forgiving, you need 4 crits and 1 body to kill in 1.2 seconds with those. If the 150 rpm scouts just had +1 base damage, they would require only 3 crits 1 body to kill in 1.2 seconds. 57+57+57+38 = 209 Then they would be much more viable, also they need a bit more aim assist to be honest. TL;DR: adding a small amount of base damage to 360 rpm and 320 rpm pulse rifles, and 150 rpm scout rifles (literally +1 base damage) along with removing or significantly reducing bloom on hand cannons would make them more forgiving and thus more viable in the current crucible without changing their times to kill. Is this all a fair observation to make? Discuss.
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