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#feedback

8/22/2016 12:40:36 PM
5

Slow rate of fire weapons need a buffed

Ok folks let me be clear with what I mean by the title, Pulse rifles slow rate is everything from three little words to the spare change. Hand cannons, looking firmly at the first curse tier Scout rifles everything from the day one A1F1 to Y2 badger CCL Autos the slow fire rate ones like shadow price All of these need help, not a massive amount but a nudge so the impact is not overly noticeable. Pulse need a little bit faster fire rate and a little less pull left or right on them as the heavy hitters are normally heavy pullers to. But keeping the damage per shot the same. Resulting in a slightly higher dps but still focused on skill over spraying. This can be raised or lowered until the sweet spot is hit. Because right now you can't fight with the lower RoF the kill you quicker. Hand cannons lower the RoF just a little and up the damage to boot. Resulting in paced shots that can 2 shot or the user will suffer for the miss. This is fitting for the hand cannons as it's their intended style of play. Where now this class of HC is 3 hits and the faster RoF are the same something needs to change, I am not sure this is the best way for it but it would be about 7% would change this sandbox. Scouts - these honestly need something like a 2% buffed to its damage they are great and your killed quick if the range is closed on you and you don't have a back up plan. That's fair but this class of scout is the anti sniper or in place of one it needs to 4 hit body and 3 hit head. Will make little difference to the gameplay outside PvP mind you as they don't need much help just a little nudge. Autos - Slightly faster RoF same damage adjusted until the balance is right. This class of auto is good it was great but it has been hit with the nerf hammer too many times and it's not even close to the options on other RoF Autos. This change would drop about 1 to 2 rounds less to kill and adjusted as needed in order to avoid the suros to thorn craps we have seen before. I am not a fan of all of these types of gun but I like my weapons to hit hard and slower. I manly use scouts, with pulse on reserve autos for me don't fit right the lack of ammo vs what you need to kill vs how close you need to be to do it your in the land of HC and they will drop your mob faster and safer. The state of weapons right now is spraying and for paced weapons the flinch is too much in pvpwith the heavy recoil that all of the slow RoF suffer from for their balance. It would be nice to see something done with these as all of these classes of weapons should see some more use and these changes would do that. If you can think of your own ways to even this out or want to point out things please feel free to add to the post

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  • Damn so the colovance can 2 shot if it has reactive reload with your logic....

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    • The low rate of fire pulse rifles can two burst people

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      • Edited by TAPSOMB0NG: 8/24/2016 7:54:17 AM
        i would like to say, i think the low firerate high impact weapons need a base stabillity increase with this types of guns you miss out having a good gun because of the kick on guns like high impact scouts or pulse rifles. i also think that highest impact weapons should flinch more and the lower impact guns should not flinch as much. the colovance has higher impact slower firerate and the multi tool is lower impact faster firerate but also makes targets flinch more than the colovance. higher impact should flinch more than lower impact guns

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        • Bump

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        • [quote]Ok folks let me be clear with what I mean by the title, Pulse rifles slow rate is everything from three little words to the spare change. Hand cannons, looking firmly at the first curse tier Scout rifles everything from the day one A1F1 to Y2 badger CCL Autos the slow fire rate ones like shadow price All of these need help, not a massive amount but a nudge so the impact is not overly noticeable. Pulse need a little bit faster fire rate and a little less pull left or right on them as the heavy hitters are normally heavy pullers to. But keeping the damage per shot the same. Resulting in a slightly higher dps but still focused on skill over spraying. This can be raised or lowered until the sweet spot is hit. Because right now you can't fight with the lower RoF the kill you quicker. Hand cannons lower the RoF just a little and up the damage to boot. Resulting in paced shots that can 2 shot or the user will suffer for the miss. This is fitting for the hand cannons as it's their intended style of play. Where now this class of HC is 3 hits and the faster RoF are the same something needs to change, I am not sure this is the best way for it but it would be about 7% would change this sandbox. Scouts - these honestly need something like a 2% buffed to its damage they are great and your killed quick if the range is closed on you and you don't have a back up plan. That's fair but this class of scout is the anti sniper or in place of one it needs to 4 hit body and 3 hit head. Will make little difference to the gameplay outside PvP mind you as they don't need much help just a little nudge. Autos - Slightly faster RoF same damage adjusted until the balance is right. This class of auto is good it was great but it has been hit with the nerf hammer too many times and it's not even close to the options on other RoF Autos. This change would drop about 1 to 2 rounds less to kill and adjusted as needed in order to avoid the suros to thorn craps we have seen before. I am not a fan of all of these types of gun but I like my weapons to hit hard and slower. I manly use scouts, with pulse on reserve autos for me don't fit right the lack of ammo vs what you need to kill vs how close you need to be to do it your in the land of HC and they will drop your mob faster and safer. The state of weapons right now is spraying and for paced weapons the flinch is too much in pvpwith the heavy recoil that all of the slow RoF suffer from for their balance. It would be nice to see something done with these as all of these classes of weapons should see some more use and these changes would do that. If you can think of your own ways to even this out or want to point out things please feel free to add to the post[/quote] The deal breaker needs to have 2-3 RPM added to it, not too much, if the enemy isn't hurt already then your chances of winning 1v1 is almost impossible even at 335 in Iron Banner

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