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#feedback

Edited by ShoimiFang: 5/3/2015 6:38:08 PM
39

Honest opinion for Weapon Balancing

Buff Auto Rifles

1125

Leave as is

75

I believe the most recent patch took us one step closer to balancing all the weapons in the game. Pulse Rifles now are Extremely good in Crucible and most PVE content as well. The Shotgun Range Nerf have now made most shotguns one shot melee range and the PVE buff made them what they should have been in the first place. Though there are a few changes i think still should be made. Lets start with Primary weapons Auto Rifles: Honestly I have no idea why Auto Rifles were Nerf in the first place. They are the most common Primary that game has to offer Counting TDB and PS Exclusives There are 4 Auto-Rifle Exotics Stands to reason they would be the most used gun in the game. The Damage nerf they took wasn't needed in fact it ruined them for the most part. I believe they should get back the damage or at the least half back. Pulse Rifles: Honestly i think they are about were they should be they stand their own against most other classes now without too much of a over-kill. Hand Cannons: Hand cannons are going to be the hardest to balance because of their high impact. With Crucible i believe that the class of weapons needs a range and stability adjustments. The distance of damage drop off needs to be reduced a little as well as the amount of damage dealt at long range. I have always believed that a hand cannon shouldn't be able to kill you across the map. They shouldn't have that kind of range. They should belong to the close to mid range but some can kill you as easily up close as at scout range. Scout Rifles: IN my own opinion scouts need a slight buff some of the weapons need more of a impact. IN PvE they are decent but in cruible they seem to have very little place with the expect of a few of the best scouts they can't compete as well. Scouts are suppose to be mid to long range but even at long range they are out shot by every other gun class. Their slower rate of fire and (most times) low impact make them ideal for hidden attacks but in a head to head they lack the damage to get the job done. I believe a small impact and damage buff would put them up with the rest of the weapons and be able to hold its own at mid to long range. Secondaries Weapons Snipers: As far as i can tell Snipers in both Crucible and PvE are right where they should be they control the long Range and as they should be are most time if not always a one shot head shot Shotguns: This class is a challenge since shotguns should rule close range and be the most effective tool of desturction in melee-close range. This class is about as balanced as it can be as a whole though some shotguns far outshine the rest. Its those shotguns that i believe need looked into instead of adjusting the entire class Fusion Rifles: For the record i dont use these weapons but i do believe that they are right where they should be after the most recent patch. Heavy weapons Rocket Launchers: the only thing i can think of that i would change with this class is the amount of ammo recieved. Some Launchers spawn with 2 while others spawn with 4-6 I believe the number of rockets should give set evenly across the board. giving each rocket lanuch 4 rockets(as long as it has the ammo reserve to suppose 4 rockets) I think this should allow for a more varied selection will be used instead of just one of few in the crucible. Light Machine Gun: I cant say i would change anything about this class I believe its right were it should be.
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  • Edited by ColNapalm: 7/2/2015 6:07:45 PM
    That's a pretty fair balance! Buff the ARs, drop the range on pistols (ans needleas to say - hand 'canons') to twice that of a shotgun but powerfully and reduce the rockets! Pulse and fusion rifles aren't my gig but I wouldn't mind if they were comperable to ARs and scouts.

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