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Weapons

Which guns need improvement?

Edited by AscendantWyvern: 9/19/2014 1:01:45 PM
26

Pulse Rifles: What to buff? (Beta)

Recoil and Stability should be increased.

156

Damage and Range be increased.

119

Mag size and Reload speed be increased.

15

All three of these things should be buffed.

50

The pulse rifle is useful enough as it is.

95

Edit: As a note, the first choice for "stability and recoil" is meant to say that "Recoil and Stability should be [b]improved[/b]." Second Edit: Looks like Bungie found the need for the buff on their own and are buffing the rifle themselves...I didn't see how exactly, though. NOTE! This was a thread prior to release. On release of the game i found pulse rifles to be greatly improved and in fact quite viable in both pve and pvp now. All of this talk on the feedback forum about the Hand Cannon, when arguably the weakest (or at least the least popular) primary in the Beta was the Pulse Rifle. I'd like to say that the biggest issue of the weapon is that even when you manage to get all three shots on target, you could not pull out more damage than either the auto rifle or the scout rifle. The magazine sizes were too small for the engagements due to the high recoil. The damage was not rewarding and the range was only acceptable. In my experience, I had white scout rifles that could outperform green pulse rifles. These guys need SOMETHING. The unfortunate part of that something is that I have no idea exactly WHAT needs to be done. Increase the stability of all Pulse Rifles? I mean that makes sense, burst fire was used to provide volume of fire of the automatics and the ammo conservation and stability of semi-automatic. Unfortunately, increasing the stability just makes the game easier...and easy games aren't fun. What about boosting the damage and range? Well...sure, but then you start competing DIRECTLY with the scout rifle, a competition in which the scout rifle will most likely win out on if the Pulse Rifle doesnt become a complete beast. Larger Magazine size or faster reload speed? Maybe, but a faster reload speed on a weapon that, more often than not, appears to be bullpup in design? Seems a bit weird. Most of my complaints here are arbitrary and pointless in the long run, but I'm legitimately at an impasse on what the proper "buff" to give the Pulse Rifle. I figure, I should leave it to the community to help me here. If you have a suggestion that does NOT fit the three suggestions, please feel free to state it below. If you think the weapon is fine in its current orientation, lemme know what i'm doing wrong. :<
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  • Probably should note that this was a beta thread. I'll make a note.
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  • Hell no [spoiler]Necrobump[/spoiler]
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  • [u][b]Necrobump[/b][/u]
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  • Edited by aesteval: 9/19/2014 11:54:48 AM
    Not all pulse rifles are created equal. I picked up a blue one that I can't seem to put back down. It has fair damage (with two damage+ upgrade options,) pretty good stability control, a pretty good magazine, and pretty good range. I've tried going ahead and using higher level non-rare, but keep switching back. I also severely disliked pulse rifles before I picked this one up. I think the biggest factors keeping me with this one are stability and magazine size. But how much of a boost would you want to give to all weapons of a certain type? Rares should have value over the regular versions and all that. ***if any of this is still relevant given the time difference between the original post and when someone resurrected it
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  • I can't help it, I just hate this weapon type. It doesn't feel reliable at all. Maybe more accuracy a stability would do them some good. And less recoil.
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  • rate of fire?
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  • I think just damage not damage and range
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    2 Replies
    • Edited by EqualSpeed: 8/22/2014 3:58:08 PM
      I know I've made pulse rifle comments before but I do think the recoil/burst design is all we need. If damage needs changed then something very minor maybe, otherwise the whole balance will get jacked with even more. I wouldn't want this to turn into a BR (oh I miss you) situation. Canceling out handcannons, autos etc. from their purpose. Like I've said before in another post, once I received the stability buff upgrade with my green pulse it was phenomenal(assuming you didn't have bad accuracy). I found myself several times trying some other weapon types and going immediately back to the pulse. I'll edit this with the weapon name if I can go back and look. Edit: ok it was the psi tempus 3
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    • Buff everything because pulse rifles are garbage even in pve.
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      • Well they ARE buffing it. I believe they did it by improving the stability (lowering recoil), judging from offscreen footage from gamescom. Could be wrong.
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        • I did some testing while out exploring and if you land all 3 shots of a burst with a PR it does very close, if not exactly, the same damage as a single SR shot. So I'd say decrease the recoil a little and increase the damage a little and increase the recoil of the AR a little will help give the PR a better chance.
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        • Edited by HighAlpha Wolf: 8/16/2014 2:41:50 AM
          The only useful model of the pulse rifle that I could use in the pvp was the MRE (or MSE) version that looked similar to a FAMAS. This was because of it's admirably large clip and high fire rate.
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        • My biggest issue with the pulse rifle is stability, I don't mind it have a decent amount of recoil because it has a good amount more impact than an assault rifle, and still had a pretty quick ROF, but I should be able to hit a non-moving target in the head with all 3 shots, and a lot of the time I couldn't. Also the gun felt cumbersome to me, idk how to fix that really, it might just not be the weapon for me.
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        • I had this weapon for my level 8 warlock and it was weak even tho its stats was good it was green rarity n also level 8 n upgraded with a dmg modifier and it was near useless in pvp n wasnt very good in pve compared to other types of weapons in pvp tho it took a nearly 2 clips to kill a player but its reload n recoil n range was very good in my veiw i hope they buff the weapons damage because it is my type of weapon
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        • The thing that turned me off from using it at all was definitely that it didn't feel like the Halo BR... and more like the Halo AR, but with burst fire. It was difficult to hold steady... more difficult than the AR. The whole point of burst fire is to maintain accurate/consistent shots. Actually, the way the muzzle rose after firing reminds me a lot of the Halo 3 SMG.
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          1 Reply
          • This does not solve the Pulse Rifle problem, however, I noticed during the Beta that not all Pulse Rifles are equal. At 5 minutes in the video you get to see a snippet of the exotic pulse rifle, "Red Death." Its burst fire is very quick, allowing for more accuracy/stability with quick succession bursts. Typically, if you fired one class of gun (Auto Rifles, Sniper Rifles, Shot Guns, Fusion Rifles) then you were sampling, for the most part, the lot of that class, but when firing pulse rifles the stability and burst fire were so varied, it seemed as though the pulse rifle class was not "defined." It was hard to find a good one. However, if all pulse rifles shared a stability or some characteristic in common then perhaps players would have developed more fondness for them. I personally got tired of trying them out when Scout Rifles and Auto Rifles just simply worked better.
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          • Edited by Sacred: 8/4/2014 4:22:10 PM
            The danger here is making the gun too similar to a scout rifle or too similar to a assault rifle. It feels like the only way to fix them is to ruin their identity. its the same problem with hand cannon being similar in many ways to a scout rifle. they wanted unique types of guns and all they really did was screw up the balance in order to achieve gun unique-ness.
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          • [quote]Recoil and stability should be increased.[/quote] Wat.
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            • Edited by kellygreen2: 8/3/2014 10:03:26 AM
              1. Recoil needs to be reduced. 2. Impact needs to be increased....significantly. The PR should sit between the AR and SR where range, recoil, and impact are concerned. It should be less accurate, have less range and impact per round than the SR...but make up for it with a higher fire rate. It should have greater range, less recoil, and significantly more impact per round than an AR. IOW, a compromise weapon between the accuracy, range and stopping power of the SR and the space-dominating fire rate of the AR. Right now it performs worse than both the AR and the SR at every range. At long range it doesn't fire fast enough ---like the AR does---to make up for its reduced impact and greater recoil compared to the SR. At close and medium range, the PR doesn't hit hard enough---like the SR does-- to make up for its lower fire rate. You can muddle through PvE with the current PR, but it is useless in PvP. It will see use in PvP unless it's buffed...and PvE players will only use it until they can find a better SR or AR.
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              • Edited by Pulse: 8/4/2014 4:13:16 PM
                I think we need to have hands on level20 pulse rifles and hand cannons before we make final judgment. I think people are used to games having weapons, and they will behave the same way throughout the entire game. This will not be the case in destiny though.
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              • Definitely the recoil and stability because it does the same damage as an auto rifle but as no accuracy what so ever. The recoil was just so unbearable
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              • Biggest problem I had with pulse rifles was the stability. Often I found it easier to keep an auto rifle on target for headshots than the pulse rifle.
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                • Edited by Vreki: 8/3/2014 12:13:23 PM
                  More damage I think. I managed to get my hands on a 62 attack pulse rifle with the full auto mod, and it was still way inferior to my auto rifles. Basically the tougher enemies would cost me my whole mag, while the auto would mass-headshot the whole bunch and net me 2-3 kills per mag against the same enemy.
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                  • Honestly I think it should be scrapped, since it has no real role to fill. I'd rather see a SMG type weapon family that would outclass autorifles in the short game, but have a restrictive range stat that makes them barely viable in mid range and useless at long range. This would also solve the overbearing dominance of autorifles in the crucible, since scouts come out ahead in the long game, but currently autos win the rest.
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                    • I think it should be far more stable then the AR. It was in the beta the AR out shined it in accuracy and stability at the ranges that mattered
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                    • Personally, I'd like to make both the rate of fire and the spread of bullets faster, so it could potentially fire faster than the auto rifle. And if the burst shot fires quick enough that the recoil doesn't affect the shot until the last bullet leaves the chamber (or at least something similar, depending on range), it could be a weapon that delivers multiple critical hits per trigger pull. A range increase would be nicer, but that'll probably just depend on the specific weapon and its scope.
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