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Destiny 2

Discuss all things Destiny 2.
Edited by Griever: 9/4/2026 3:15:08 PM
20

Are hand cannons actually a problem at this point?

Yes

39

No

108

Two guys I play with frequently often rage in pvp and hand cannons are one of the more frequent things that get brought up. Between the slide shooting bs, cheaters (which according to one is one reason why they deserve to be nerfed), and set ups that make them feel strong, it I still don't see the issue. * Most players I think are flick shooters so it probably feels strange tracking a target with a semi automatic weapon and probably even burst weapons sometimes, especially when said weapon flies up every shot and blocks view of the target and the sights for any length of time. So of course especially with how connections work in this game, slide shooting will feel strong regardless. * It will never make sense to nerf a whole weapon type because of cheaters who won't even notice the difference anyway. They could reduce the stability and AA of all hand cannons to 0 and I doubt cheaters would see a difference. If they do, they'd just swap to a faster killing weapon type and rush you or swap to another weapon with comparable peek shot and slide shooting potential. So this would only lead to cheaters being the only people that don't have stormtrooper accuracy. * And they have the second slowest ttk of all primary weapon types, and damage?Excluding weapon stat or perks, 120s require perfect crit accuracy for a kill and have the lowest AA and stability of all frames, 140s (and 150s when they existed as an archetype) require perfect crit accuracy, 180s require 2 crits 2 body but are easier to aim with, and all the burst hand cannons I think also require 3 full bursts to the head. And the very point of damage perks is to reduce the ttk or increase ease of use, no reason to have it if neither happens. * So damage-wise, that from a purely logical standpoint leaves only team shooting as the actual problem because you can die almost if not instantly if you've got two guys shooting you at once. Otherwise damage only becomes a problem with specific weapons like Kindled Orchid with it's 2 tap combo or if a player BUILDS into it like I do with Graviton Spike which can 2 tap in both modes still. Even Hawkmoon I think can 2 tap with weapon stat investment and 3 or 4 stacks of it's buff. And stat-wise Hawkmoon CAN be one of the best, it already has the highest AA of all hand cannons, but have fun waiting for Xur to sell your preferred roll which we've all missed probably 80 times over by now. Mine being Smallbore with Rangefinder or maybe Opening Shot with Heavy Grip (59 range before RF and catalyst, 80 stability). But any time I've asked what Bungie should've done, the answers would just make the weapon type useless. * Nerf AA or magnetism? Sure, after they change the recoil pattern to match 180s because I can promise if other weapons had the same problem where the gun flies up every 3-5 bullets hiding both the sights and the target behind the barrel, no one would use them beyond spraying distance. Imagine that every time you shoot, your gun's position changes like you just got flinched with any of the iron sight snipers. If that would be unusable to you, imagine that on every primary, it'd make more sense to turn the game into a hack and slash at that point. * Damage? How without nerfing other weapons by extension if it's perks that get nerfed or making the second slowest killing weapon even slower? If you should need more than 3 head shots to kill a guy with a 120, it should basically be impossible to miss with or the ROF and other stats should be increased accordingly. * Range? How much before they should lose every fight on paper? Not a number either gave before, but I remember reading one guy on here saying the maxed range before they suffer fall off should be 23 meters (roughly 1/3 of their range since they can do full damage up to about 35 or more depending on the archetype), ALL without exception, exotics included. Okay, basically remove peek shot potential and force the second slowest killing primary into dueling distance or rushing distance with sidearms, smgs, shotguns, and fusions, and what do they get in return? I could only see this work if they all required fewer crits and got a stability buff or recoil pattern adjustment. And if ALL would actually be included in that range nerf, there'd be no reason not to give ALL that same buff, probably more than that considering how hard exotic outliers would get hit like Last Word losing 5 of it's 16-17 meters of range where it'll be forced to compete at shotgun distance (just use a sidearm, a spread shot hand cannon, or shotgun at that point). Or Crimson (which doesn't have recoil matching the burst fire hand cannons) even with 92 range still suffers fall off sooner than any other archetype. I see no reason why outliers wouldn't deserve a greater buff for getting hit much harder by the nerf. So Last Word in this case would either need to require 1-2 less crits to keep up with the other primaries which have more range, stability, accuracy, and aim assist and logically would be a worse problem, or it would need it's performance increased to match what pre-nerf RDM did for it. When were hand cannons actually OP like when they could kill you at sniper distance instead of just made to look strong like cheaters and slide shooting tryhards do? And I specifically mean the weapon type, not when less than a handful of weapons were actually a problem like pre-nerf Luna's Howl/ Not Forgotten?
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  • 1
    Hand cannons are the most difficult primary to use alongside 340’s. And it’s a perishable skill because it’s not just about firing the weapon. You need to be aware of engagement distance, relation to cover, and you have to be acutely aware of the weapon you’re dueling. I’ve always said “if you lose to a hand cannon and you’re using anything other than a hand cannon, it’s because the other player is better than you”. That’s a hard pill for a lot of people to swallow

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  • Edited by Archon Of Light-Born: 9/5/2026 5:29:04 PM
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    Archon Of Light-Born
    Archon Of Light-Born

    Destiny&Marathon - old

    Bungie left D1 in a Handcannon meta What a surprise they left D2 in Handcannon meta

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    • I never understood the complaint against hand cannons. Before and after MoT= 120s before required 2 head 1 body, which was annoying to deal with but ease of use. 120s after require 3 head for the kill. 140s always require 3 head for the kill. And now with armor sets, overshields, and damage fall off really want to use precision instrument to keep that 3 crit kill. 180s have always been bad until renegades. Renegades made it so you could get the 3 crit kill if you invested in high weapons stat. Due to stat distributions, investing in high weapons typically meant having to waste high health stat. No real change from renegades to MoT. 150s (sunshot and graviton) are niche and don’t really need a breakdown. They’re essentially a 140. In all my experience, those who complained about HCs all use auto-fire weapons like pulse rifles, auto rifles, scout rifles, and submachine guns. Pulses have their intended range but are applicable from low to high range gunfights. Autos have always been mid and always will be. They share too much intended range with all archetypes. Scouts are only good at mid to high range fights. And only certain maps are good for it. Submachine guns are low range weapons. HCs can be used in any situation on any map simply because of one word - cover. Wall peeking and head glitches are key for HCs. But overall in most use cases, still REQUIRE 3 crit shots with low TTK.

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      • No Jade Rabbit is the fing problem

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        • One of my biggest complaints is that they remain on target regardless of what you shoot an opponent with. Sure your screen looks like it's shaking but aim stays true.

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        • They aren't a problem. No more than Jade Rabbit, ridiculous overshield builds or ridiculous melee builds. Or the build where people are getting special ammo constantly ( thought they fixed this, guess not lol) We just have to either accept the current state of the game or play something else at this point. Me personally, I'm having a great time, but I also reconnected with bros I used to game with years ago and we're tearing it up!

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        • Edited by Shatterday: 9/5/2026 6:05:16 AM
          Majority of ppl are Hunters. Hunters entire kit is using cover and breaking line of sight. This is why HC is the "staple**" weapon of the Destiny franchise. In D1, each class had a specific exotic weapon. To no surprise the Titan got an AR, Warlock a Scout, and Hunter a HC. As with MOST of this game, it comes down to the player, not weapons. The game practically kills for you, the "skill" is avoiding death. Which again. Is why Hunter is so popular.

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        • Bungie's maps and combat speed inherently favor hard hitting precision weapons and short range instant kills. This is why you see Hand Cannons and Shotguns "overrepresented" by the playerbase. That's not the weapon's fault. If the maps were different and player mobility was different you'd find different weapons/weapon combinations outshining others. That's just how it works.

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        • I'm not reading all of that, but as long as everyone has access to hand cannons it doesn't matter if they are too powerful or not. Same things with people that complain about hunters. Newflash, you can use them too.

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          • Handcanons aren't a problem. If it were up to me, I'd nerf the handling on all Handcanons and give them a flat .67ttk.

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          • They should get zero aim assist but aside from that, no, they are fine.

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            • Edited by intraket: 9/5/2026 3:19:35 PM
              They’re definitely not and so often are just the victim of blame due to, not tryna be cliche here but, it’s a skill issue basically. Players get outplayed by a HC user and blame the gun. Basic human instincts to someone in denial. Pulses and autos far dominate HCs in primary ranges but good players use HCs so that’s what gets blamed. Not talking about last word or crimson which is its own thing obv

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              • They have always needed aim assist/ hitbox reductions personally I think range needs reduction but seeing as we in end of service we stuck with them

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                • Handcannons are insane because of their peek-shot and team shot potential, but they also deal very high flinch and have very high accuracy. When playing around cover, a good handcannon player will nearly always win the gunfight. However, in open space, handcannons suffer from a fairly slow TTK. Additionally, handcannons are practically unusable outside their intended range due to the aggressive damage falloff. To summarize, Handcannons are absolutely top weapons. They are usable by novice players because of their high aim assistance and accuracy, and they are viable in high skill lobbies due to their high burst damage nature. But... more importantly than all that... in fact the most important thing by far.... IS THAT THEY ARE SO FREAKING FUN. Who hates using handcannons? Seriously, I'll wait!

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                  • Edited by Stari: 9/4/2026 11:05:20 PM
                    I've always thought that many players using a hand cannon were cheaters. 100% cheaters using third party cheating devices or/ and network manipulation. Specially Rose, Ace of Spades and some 120 rpm hand cannons.

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                    • When the best players in the game say hand cannons are the best I believe them. They are currently 2 tapping, mapping and flinching the hell out of everything.

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                    • I don’t think people would think hand cannons are a problem if damage tick was accurate. A hand cannon player can be ticking away and the player they’re shootings perception is full health and then insta-death. Using a 120 sometimes you have really work to get the kill.

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                    • In my experience, the people that complain about handcannons don't know how to use them effectively and often die to them cause they don't know how to exploit their limitations.

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                    • Can’t get sick of the Meta if you never enter the Crucible (Taps helmet knowingly)

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                    • In pve no. In pvp its skill based a player that practices with Handcannons enough will always outplay less skilled players. I personally suck with handcannons and will be outplayed in a 1v1 with Handcannons as my pvp skills aren't great.

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