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Edited by DuBChiri2: 12/18/2016 3:48:24 PM
66

Autos need a buff and with some basic math involved!

As the title states auto rifles need a buff and here's my reasoning for it: So I was playing around with a friend in custom games to test the consistency of auto rifles at a distance, and I gotta say it kind of sucks, now let me explain. Autos at a medium range lose about 1-2 damage depending on the range stat, but the conclusion I came to was is that if you even do a consistent 24/19/14 damage a headshot, it takes an additional bullet to kill, not to mention since max armor is a thing it makes the high rof autos crap because even if you hit for 20 on headshots it STILL requires 1 additional bullet. Now your probably thinking, "oh 1 bullet isn't anything," but when it comes to TTK it just makes autos the SLOWEST killing gun at medium range, which is stupid, but also light level advantages play a great part in this as well, effectively making autos the worst for trials and the worst overall gun type. The number of bullets it takes without max armor for each archetype of auto at full damage: [spoiler]Max rof 14 bullets (15 a headshot point blank) High rof 10 bullets (20 a headshot with the exception of hardlight and Monte Carlo which CAN do 21 at the cost of stability) Low rof 8 bullets (26 to the head) Focused fire low rof 6 bullets (34 to the head)[/spoiler] Bullets at -1 damage because fall off [spoiler]Max rof 15 bullets (14 a headshot) High rof 11 bullets (19 a headshot) But low rof autos have the same amount of bullets Focused fire low rof 7 bullets (33 a headshot)[/spoiler] And now for the dumb part, full damage at max armor (210 health) [spoiler]max rof 14 bullets EXACTLY (15 a headshot equaling 210 damage) High rof 11 bullets (20 a headshot equaling 220 damage) Low rof 9 bullets (26 a headshot equaling 234 damage and 208 with 8 bullets) Focused fire low rof autos 7 bullets (34 a headshot equaling 238 damage and 6 doing 204)[/spoiler] And you guys can clearly see that autos suffer a lot from fall damage (read the spoilers in case you didn't) And my solution for each auto is: [spoiler]max rof does 16 at full damage and 15 at a slight distance (oh and just so you know, these autos only do 15 normally at point blank and 14 at a slight distance) High rof does 22 close range and 21 at a distance Low rof does 28 a headshot and 27 at a distance Focused fire does 36 at medium and 34 more long distance[/spoiler] And the best part is, even with the buffs I mentioned the guns wouldn't kill any faster, they would just be more consistent. Edit: the spoiler below is kind of a rant that I have individually posted to other users but pasted together, if you don't like those kind of things please feel free to ignore it. [spoiler]I notice there are people who are against this potential buff for "balancing reasons" but like I keep stating, they wouldn't kill faster, they would just be a bit more consistent at a slightly longer range. Another thing about autos is that although many believe them to be fine, I personally believe them to be far more difficult to use because without really good rolls most autos suck. My example for this is I got a hard day dilemma from shaxx and it had ZERO stability perks, so I try it out and the first thing I realized was...it had the worst accuracy I have ever seen, having a spread worse than hardlight can have when it's a minimal stability, it was atrocious and it made me sick to believe that a base auto could be so awful. And autos almost require you to switch between hitting your target or doing damage when your hitting your target, because the range perks are usually always in the same tree as stability perks except range finder and counter balance. Not to mention autos don't drop as much as other guns from what I have seen from rewards, usually it's a hand cannon or scout rifle.[/spoiler]

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