So I have gotten a little tired of all the posts about people believing that fusion rifles were nerfed to the ground by a series or terrible updates. These are just rumor with no facts backing their claim. I have played Destiny since the beta and I have used fusion Rifles almost exclusively since launch.
This is a post I made in response to a comment on another thread, but I thought it probably deserves its own thread, so here it is.
[b]Fusion Rifle Changes Since Launch[/b]
[spoiler][u]Initial Vex Nerf
[/u]
[b]Vex Mythoclast
[/b] Base Damage decreased by 34%
Increased Precision Damage multiplier from 1.25 -> 1.50 (headshot bonus)
[b]Pocket Infinity
[/b] Enhanced Battery Perk has now been replaced with the Speed Reload Perk
[u]Exotic Balancing
[/u]
[b]Plan C
[/b] Weapon Handling speed increased
Player Speed increased while Plan C is in hand
[b]Pocket Infinity
[/b] Speed Reload upgrade replaced by Extended Clip which allows the option to increase magazine size (5 bursts)
[b]Vex Mythoclast
[/b] Attack Power increased to 323 (from 300)
Base Damage increased, fixing bug we introduced in previous patch
Enhanced Battery upgrade by Extended Mag (this change still allows for a significant upgrade to Magazine Size, but less than before)
[u]Small Change in a Hot Fix
[/u]
[b]Pocket Infinity
[/b] Rolled back changes induced by a previous Exotic weapon update
Charge up and deactivation now work as originally designed
Players may again encounter a previously known issue which prevents charge up
[u]Weapon Balance Update
[/u]
Changes:
Blast pattern on a Fusion Rifle burst cone is a little wider
Close to medium range volleys are largely unaffected, but at a distance the projectiles are less likely to land hits on a single target
This reduces the reliability of landing a one hit kill at far range, and makes the weapon better at spreading damage into a group
Initial starting ammo is reduced across all ammo stats. This is change primarily affects The Crucible
Starting a Crucible match, you’ll have less Fusion Rifle ammo in reserve
In PvE activities we persistently track your ammo. We only use initial ammo values if you are logging in for the first time, or starting a Crucible match
[b][This was when "The Purifier" was ruling the crucible and sniping from a distance, it was a needed change to stop cross-mapping people with fusions][/b]
[u]Bug Fix
[/u]
Fixed a bug in which the 1.2.0.1 hotfix mistakenly did not contain the 1.1.1 Fusion Rifle balance changes. As a result, players were playing with its pre-1.1.1 weapon balance state. The original fix has been re-applied.
[b][Aparently, a bug removed past patches, so they fixed it][/b]
[u]Weapon Balance
[/u]
Changes:
Slow charging, high Impact Fusion Rifles have decreased Range values
Makes it more difficult to max out Range for these weapons
Projectile Speed for Fusion Rifles is slightly reduced
Emphasizes the need to lead a targets outside medium range
Improve Accuracy for short range Fusion Rifles
Reduce Accuracy for long range Fusion Rifles
[b][People realized that if they max out range, they can counteract previous attempt to stop fusion sniping people. At the same time, they made higher chargerate fusions more viable][/b]
[u]Weapon Balance
[/u]
Fusion Rifles now no longer get more accurate with each projectile fired
Fusion Rifles that are slow charging, high impact now have a slightly lower base Range value, making it harder to max out
range for these weapons
Accuracy increased for low range Fusion Rifles; Accuracy reduced for high range Fusion Rifles
Max Fusion Rifle projectile speed decreased slightly
Damage done against AI combatants increased by 15%
[b][They wanted to tone back the range a bit more and make fusions more viable for CQC][/b]
[u]Weapon Tuning
[/u]
Increase Charge Speed on fast charging Fusion Rifles, but reduce burst damage to compensate
Fusion Rifles behave more predictably based on player state
Reduced Hip Fire Stability for all Fusion Rifles
Increased ADS and Crouched Stability for all Fusion Rifles
Reduction in carried ammo inventory for all Fusion Rifles
Increased base damage against AI combatants to 1.25x (was 1.15x
[b][Fusion stability was making it hard to land shots, so they decided to add stability to players who are taking their time to predict targets, while avoiding giving it the "run and gun" playstyle that shotguns have.][/b]
[u]Weapon Tuning
[/u]
Changes:
Fusion rifles are more stable across the board. The maximum stability for a fusion rifle has not changed much, but the baseline minimum stability is much stronger (40% recoil reduction), and we linearly ramp up from there.
Fixed bug where some outlying fusion rifle scopes had unintended increased zoom that was removed in Year Two.
[b]Queenbreaker’s Bow
[/b] Changes
Reduce ammo inventory to reflect base Sniper inventory reduction
[b]Telesto[/b]
Changes
Fixed bug that caused Telesto projectiles to despawn when impacting friendly players and Wards of Dawn. Telesto rounds now attach and detonate on friendly targets but do not cause friendly fire.
[b][Another buff to increase player control][/b]
[u]Small Patch
[/u]Again, only small bug fixes. You can stop making that joke now.
Accelerated coils correctly reflects damage reduction now on the UI stat bars
No change to gameplay effect, UI only
Fixed an issue where stat bars on Techeun Rage displayed incorrectly
[b][just UI changes][/b]
[u]Extra Notes
[/u][Fusions Started out spawning in with nearly 20 bullets in reserve. 1st nerf brought it to around 15. 2nd Brought it to around 10. In the special ammo change update, they left fusion rifles alone. Also, Note that there are several PvE buffs.][/spoiler]
[u]TL;DR
[/u]Fusions started out with really good potential range lethality.
To fix it they had to nerf the range. Twice because people worked around patches.
They also made changes to improve fast charging fusions as well as overall close range accuracy.
Later, they Added more stability based on player state. ADS/Crouching improve stability.
Some fusions were pretty bad so they added a blanket buff of stability for all fusions affecting lower stability fusions more than high stability.
After that there were minor fixes.
Since I used fusions since week 1 of Destiny, I know how they performed. The stability and accuracy made fusions generally bad for the entirety of Destiny. This even applies before the range nerf. The range was so good that aim assist would kick in at absurd distances and make it possible for some really absurd outcomes. Fusions were not good, but the BS power spikes of sniping with fusions made a lot of people unhappy. They needed to fix the range problem before they could make it a good option as a weapon.
So after the range updates, the accuracy updates are what made fusions what they are today. Pretty good weapons.
These, for the most part, did not affect the Vex. for proof, go into the crucible and try to kill someone 7 or so feet away. It is extremely difficult, not because of the range, but because the projectiles are too slow. A fusion rifle auto rifle is just not a good idea.
P.s. Thanks for the project. I had completely forgotten that stability is affected by crouching with fusions.
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