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#feedback

9/25/2016 9:29:50 AM
23

Making the Khvostov a hard option to pass over...

Yay

182

Nay

37

Don't care either way

62

Yes, this is another Khvostov post. However, I'm not complaining about it, indeed I quite like it. But looking over the forums I have noticed complaints about the 'uselessness' of the burst/semi-auto fire modes. Personally, I disagree with the idea that these modes are 'useless'. But looking at it objectively, I do have to concede that the small boosts to impact and range these modes offer don't make them stand out enough to give people reason to use them over the 'ease of use' you get from the full auto mode. And so I thought about how to make each mode unique... Firstly, I think that the impact/range boosts you get choosing burst/semi-auto over full auto need to be doubled. (No, not double the total impact but if pulse mode at 450rpm does 3 points more damage than full-auto it should be doubled to 6 points) These small increases would, in my opinion, start to make which fire mode you use a real choice. Next, it should be remembered that auto-rifles have the lowest precision damage modifier and scouts the highest. As such I think each fire mode should give the modifier that applies to it's core class. I think the above two changes would be enough to make the pulse/semi-auto modes more viable, but I have one last idea that could truly give the Khvostov it's place in the exotic pantheon: intrinsic fire mode perks. Give each fire mode an additional ability to truly give each mode a reason and situation to be used. For example I think full-auto should have crowd control, burst should have headseeker and semi-auto should have firefly. And so those are my ideas on how to make Khvostov harder to pass over.

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  • I was afraid this would happen with this gun. It should be programmed to behave like a scout in semi auto mode and like a pulse in burst fire mode. Instead, it acts like an auto being used by someone with a very selective trigger finger and that inherently makes the gun useless.

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