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#feedback

Edited by getBeastAtOnce: 10/25/2016 3:03:39 AM
1

Damage output of guns per clip? PvE issue only i guess

Hey, so I can't believe this is still an issue, but I find it hard to justify a few things when it comes to PvE. Say you got a low impact high rate of fire scout. mag size around 15-20. The damage output per mag is *significantly* lower than that of a high impact/mid impact scout, while they have almost the same mag size (in any case, the mag size does *not* compensate for the damage lost). How am I supposed to justify using a low impact scout or pretty much any other weapon besides a mid/high impact, when they wouldn't even one shot headshot enemies, or when using them for a boss fight (or pretty much anywhere) is putting me in a serious disadvantage in terms of damage output? I am seriously struggling to understand the reasoning behind this. To me, this clearly defines the 'meta', which i thought we were trying to avoid as much as possible and have all guns viable? this is similar to fashion souls, when you equip an armor that looks good but is not as good as the best one you have, just because the best one doesnt look nearly as good. while fun to play that way, back to the guns, when the damage output reaches 50% of what you could be doing, i find that insane. Is there any reason to be using anything but Hand of Judgement (or that archetype) in terms of PvE, besides playing around, not playing to your full potential?

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  • Edited by KannibalKlown: 10/25/2016 3:14:38 AM
    In pve, primary ammo is rarely an issue unless you have the specific modifiers running. So running out of ammo isn't an issue. Technically the dis 47 has a greater dps than the badger archetype. Badger has a quicker time to kill in pvp because the first bullet does so much damage (starting further at time zero) and it just barely squeaks out enough damage to kill a guardian in the third shot But unload into a walkers leg and the 47 will have higher dps

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