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#feedback

Edited by Rico: 1/18/2019 4:32:27 PM
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Rico

No upcoming Handcannon tweaks?

No tweaks planned for Handcannons? There's a serious archetype imbalance 1. Massive range drop off [b]and[/b] massive drop off curve. For other weapons, outside of optimal range the damage drop-off is slow, especially on Pulse Rifles. But for handcannons, the moment you step out of optimal range my Ace of Spades goes from 70 to the head to 50. High impact handcannons are useless because of this. 2. 110s have a slower rate of fire compared to D1 (First Curse). In D1 they killed in 1.00s, but in D2 they kill in 1.07 seconds. So an already unpopular archetype was made worse in D2. 3. Bloom destroys accuracy and punishes good aim. This is why 180s are overused on console despite killing in 1 second. Remove bloom. 4. 150s and 140s require 3 crits, but 150s kill faster. Why use a slower firing HC that kills slower and has more bloom than a fast firing HC that kills faster, suffers from less bloom and requires the same 3 headshots to kill? 150s should do 70 to the head, meaning 3 headshots to kill. 140s should do 75 to the head, so 2 headshots and a bodyshot to kill (unless the enemy has 9 or 10 resilience, so 3 headshots is required) 110s should do 96 to the head, so 1 headshot and 2 bodyshots kill a target, unless the enemy has 9 or 10 resilience, so 2 headshots and a bodyshot is required to kill instead.

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  • Bro, I just got a letter from Bungie and it has real good news. It reads “yes, we agree and are nerfing fusion rifles”.

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  • Ehh idk man. As rampant as 180s are I don’t think a buff is needed. It’d be awesome if other archetypes got some love though. Bloom sucks!! But I’m bad with them so I just use them for PvE when it doesn’t matter if I miss lol.

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  • Are you serious buddy??

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  • definitely dont need a buff lol wtf

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  • hell no

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  • Hell No

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  • Hand-cannons are the meta and you want them buffed? Try getting good.

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    • If HC get any better-without other weapons getting a serious buff-I have no interest in pvp. We’re already back to D1 with the HC n shotguns-it’s so -blam!-ing tedious.

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    • 150's 140's 110's need less bloom and recoil

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    • Lets not forget just how bad bloom is on 150s on console. Its horrid

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      • Hand cannons are pretty strong right now, I don't think a tweak is needed. If anything, Bungie needs to buff the other archetypes to make them a little bit more competitive in quickplay and comp. But the answer seems to be nerf, rather than buff.

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      • In my humble and salt-filled opinion, I don't want Luna's/NF getting any stronger. I already want to perform an ethnic cleansing every time I get emoted on by a player using that with Dust Rock. And I'm talking 1940's Germany cleansing. I think HC's are good as long as those two things are never improved.

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      • 110 2 tapping? Aaahh hell naahh!

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        • The only thing handcannons need is removal of bloom and make 110s 1 HS 2 body, 140s 2 HS 1 body, 150s 3 HS. All should kill in 4 bodies. Range stays the same with the steep drop off.

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        • If I could change anything I wanted regarding hand cannons, I would make 3 types rather than considering them all hand cannons. 180 rpm would be changed to “pistols” and be otherwise unchanged. 140 and 150 rpm would be called “revolvers” and for these, the actual range stat would be unchanged, damage fall off would start a bit further out while aim assist and target acquisition drop off would remain the same. Hip-fire on all revolvers would have increase rate of fire, and be done fan-fire style, like last word, but only while hip firing. Not fully auto like tlw, and reload would be done bullet-by-bullet, like revolver ocelot, kinda the way shotguns work now but faster. Canceling reload mid way keeps whatever rounds you put in. Can cancel by firing, like a shotgun, for a very fast extra bullet. 110 rpm would be the actual “hand cannons” with almost no zoom, but extremely long range before damage falls off. Target acquisition and aim assist fall off at mid range. Some sights are scopes, but flinch is worsened when using these. Scout rifles would have damage falloff removed almost entirely, and much further ranges for aim assist and target acquisition. One can dream...

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          • Ugh going to be honest here. I totally understand what you are thinking and agree to a point. My personal opinion though is I’m so fn sick of HCs. I’d love to see variety in weapon selection not just fn HCs....

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            • Edited by IIIIIIIIIIIIIII-: 3/9/2019 4:07:09 AM
              <content deleted>

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              • They didn't say everything they were "adjusting", so there's still hope. Also imo 140's and 150's have always had a good balance between them. 150's have dogshit range and are less consistent. The only thing that needs to go are 3 tap 180's.

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                • [quote]150s and 140s require 3 crits, but 150s kill faster. Why use a slower firing HC that kills slower and has more bloom than a fast firing HC that kills faster, suffers from less bloom and requires the same 3 headshots to kill?[/quote] Don't forget, the 150's also have lightweight frames. The archetype that already has a ttk advantage also grants more movement speed. Never made sense to me.

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                • I feel HC’s are in a good place with the right perks. Like for instance the Duke HC with kill clip is a two-hit kill with it proc’d. But I see what you’re saying. I guess it’s because they are on if the most used archetypes that they don’t see a huge problem with them.

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                  • I couldn't agree more.

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                  • Agreed

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