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#feedback

Bearbeitet von TAPSOMB0NG: 12/11/2016 5:08:16 AM
2

Bungie weapon balancing opinions

Some primaries do indeed need a buff not all of them though. A buff to primaries just won't work properly as let's say High impact scouts are three shot headshots buff them and the only way a buff will help them is if they make it a two shot headshot. Same with hand canons and pulse rifles Their time to kill would be too fast and it will become like COD. Bungie have done well so far to not make kill times that quick. In my opinion the best way to fix this is to buff some primary weapons in a slight different way than just straight damage, and shotguns need to either have High rate of fire shotguns with more range and slow rate of fire shotguns with a more aggressive damage fall off with slightly shorter range Or Shotguns need to be more like snipers, more damage for a headshot pellet and less damage for body pellet shots and a wider spread for hip fire. edit 1. high impact pulse rifles need to have a base stability increase and a slight damage increase to be able to two shot ( because the recoil patterns are so bad that no one uses them.) mid impact pulse rifles ( red death type) need to to have their range increased and slight base stability increase. low impact pulse rifles need to have their base range decreased (as some of these have the same if not more range than most mid impact pulse rifles.) high and mid impact autos need a damage buff so they can actually compete with the low impact autos. scouts are actually in a good place atm. hand cannons need to have their damage fall off more aggressive .this way you can take of the bloom for handcanons and as long as you are within the damage fall off your bullets will actually hit. ( last word needs to have its damage fall off aggressive as F**K as it still has some great range on it.) and for PVE only buffs auto rifles need more damage against AI combatants side arms need more damage against AI combatants and special ammo in PVE should give you slightly more per brick

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