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10/29/2015 12:54:31 PM
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crucible and the proliferation of pulse rifles

So, one thing that has me hung up at the moment is thus, a large portion of pvpers use pulse rifles, mostly red death, nirwins mercy and now no time to explain (guilty as charged) and to me at least, this in itself is an imbalance, but really, why so many pulses? I see most posts that complain and outright state that pulses are OP get slammed, badly. Is this just folks defending their new favorite weapons, or are they on the right track? If 80%+ of crucible uses pulse rifles, doesn't this show up that imbalance? If the common consensus is 'just use a pulse rifle yourself' doesn't that indicate a bad balance? Honestly, I can't make my mind up here, I've started to use high stability PRs and tlaloc (depending on the map/team) and it certainly doesn't make me a godlike scrub, but the proliferation of pulses, and the general consensus on countering PRs is to use one yourself (to a much lesser extent, scouts are offered up as a viable counter too) confuses me. To conclude, I'm not saying PRs are OP, they definitely aren't weak, but I can't come to a strong formulated answer to 'are PRs OP?' So come forth, educate a scrub. I'll also save you some time looking up stats: I'm terrible, and should feel bad.

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  • Pulses are over used. I'm trying to do the mission for the first curse, but I can't even get a kill unless I use a shotgun. The 2 burst pulse is just stupid. 3 shot hand cannon, vs a fast burst pulse, I'm dead. They need to re calibrate the damage again, lowering the damage per bullet not overall, even it out

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  • In my humble opinion it's a side effect of the changes to auto rifles (tangent: I am glad for auto rifle buffs), the decline of hand cannons and the continuation of shotguns being just a little too good. Most People will always gravitate to the weapon that is most efficient. When HC could 2 shot they were really efficient. When auto rifles were really efficient same story. With red death and some other pulse rifles able to two burst outside of shotgun and auto rifle effective lethality it isn't surprising that they shine now. Perhaps some individual tuning of specific weapons would be the best option. I don't like broad Nerfs personally.

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  • Edited by cuzzybubba1: 10/30/2015 2:26:39 AM
    This is mainly a result of the range nerf on Hand Canon's and Thorn going bye-bye and TLW being a niche' weapon now. Hand Canon's are still really good if you used properly, you can't engage others at the distance you used to which is why nobody uses them anymore. They should restore the range on them at least some, it's a shame they are forgotten weapons like Auto's now. Also, people seem to forget that these weapons in general aren't OP besides Thorn, TLW and Suros. The same people that got slayed by hand canon's and auto's are now getting slayed by Pulse because meta changes won't fix lack of skill and situational awareness.

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  • Nice use of the word "proliferation". Very snazzy

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    • I don't feel like pulses are OP their time to kill is fairly average, and generally you have time to at least try to react once you start getting shot. I think all other guns need to be brought up... A LITTLE bit to make pulse seem less... Ideal. I don't think AR's need to be touched. They do their job, just fine. Medium range.

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    • I love pulse rifles and I don't want to start calling for nerfs, but crucible is boring again. Everyone is using 3 different guns, either Hawksaw, Nirwens Mercy, or Red Death. Also conspiracy theory d with rangefinder obviously. And hammers. Every match feels the same :/

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      • Edited by Hagalaz-27: 10/30/2015 3:24:50 PM
        Here's my take on the whole weapons mess (and remember, this is only how I think of things, not how I think everyone should think, or what Bungie intended for us to think. Everyone's entitled to their own opinion, right?): I think of pulse rifles as being more like modern-day assault rifles with the selector permanently set on "3-round burst". I can't empty my magazine at CQB-range threats as fast as I can with full auto, but I can accurately hit things farther out with ALL of the bullets I fire. Destiny auto rifles are NOT CoD/MW/real-world assault rifles, they're really more like an SMG (yes, even the high-impact ones. Think of the Thompson SMG or Kriss Vector in .45 ACP). I use these if I'm indoors or if I'm anticipating multiple threats suddenly appearing at short ranges. If I slow down my fire rate (Focused Fire, or by manually feathering the trigger), I improve my chances of hitting things farther away with more bullets because recoil isn't affecting shot placement as much, but it'll never hit as far as a pulse rifle or scout, because of the rounds being used (PDW or pistol rounds). Scout rifles are a weird bag. Some of them are like modern day DMRs like the Mk 12 Special Purpose rifle. They're basically an accurized assault rifle that handles like it's running on rails if you keep the selector switch on "SEMI". Others are more like an old-school semiautomatic battle rifle from WW2. They hit harder but have more recoil per shot. Hand cannons are the Destiny version of the large-game hunting revolvers that come in .460 or .500 Smith & Wesson. They have a slower rate of fire because of recoil, but whatever they hit, they destroy. Sidearms are like modern-day semiautomatic pistols. Not as much impact, but big enough to handle the trash. Something I'd like to see in Destiny's future would be a rifle with select fire that behaves like a scout when the switch is on "SEMI", behaves like a pulse rifle when the switch is on "3", and behaves like an auto rifle when the switch is on "AUTO", all by hitting a button (or two button combo) on your controller to toggle fire mode, instead of having to go into the inventory and switching weapons. Edit: and yeah, I don't pay attention to the actual weapon's in-game 3D model, either. I haven't done that since Halo: Combat Evolved gave us a small pistol that behaved like a battle rifle and was intended to be the main weapon, and a large assault rifle that behaved like an SMG that was intended to be a CQB backup. (Model) size matters not. Heh...

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      • Edited by MAD X H0USE: 10/30/2015 2:19:07 PM
        [quote] why so many pulses?[/quote] [b]Map Design, Weapon Niches, and Bungie's awful attempts at Balance. [/b] Most maps are designed with medium-long sight lines connecting a handful of close-quarters engagement areas. –[b]Handcannons [/b][spoiler]used to be a viable option, but with the most recent range/stability nerfs, it's become next to impossible to hit anything standing further than 30 feet away; much less so in rapid succession: a skill that is necessary to outgun your opponents in the Crucible. The ability to use a handcannon in the larger areas of a map has been hamstringed, and in close quarters, Rate of Fire is too slow to overcome most other weapons. Hawkmoon appears the be the only weapon to have survived these changes, but is still heavily reliant on 2-shot Lucky rounds to kill in a timely manner. [/spoiler] –[b]Auto Rifles[/b] [spoiler]have been improved in the short game, which is awesome. However, Stability and damage falloff really impact these weapons more than any other. Consistent headshots are difficult to achieve with the "improved" recoil pattern that dances all over the place and longer-range engagements are almost certainly a lost cause. Which is all well within the bounds of Auto Rifle niche, but impractical for any kind of competitive use due to a lack of adaptability. [/spoiler] –[b]Scout Rifles[/b] [spoiler]got a damage buff to compensate for damage falloff at longer ranges, but as with Auto-Rifles, are locked into a niche engagement range. This makes sense as they were designed as mid-long range precision weapons, but similarly, impacts their adaptability in the Crucible. The biggest factor being Rate of Fire. Current scouts are too slow for the amount of damage they deal. As a semi-automatic weapon, (Handcannons included) there shouldn't be a cooldown on rate of fire. Let the stability dictate the "recommended" rate of fire, but don't trigger-lock the players. I'm confident this would improve Scout Rifles trmemndously, especially Mida Multi-tool which is supposed to "fire on a hair trigger" but is still restricted by a RoF cooldown.[/spoiler] –[b]Pulse Rifles[/b] [spoiler]are the all-stars of the Crucible, and for good reason. They adapt well to changes in engagement ranges. This has been true since the Pulse Rifle damage buff back in TDB days. At the same time, unfortunately, Thorn and TLW started becoming ever more popular and eventually overshadowed every class of weapon for a solid 8 months. But weapons like Red Death, Hopscotch Pilgrim, and The Messenger were still very competitive despite handcannon supremacy. Why is that? •They're forgiving of poor aim: Burst firing makes it easier to hit a moving target, and the recoil pattern naturally produces precision hits •They're flexible: From Close to Long range, the Pulse Rifle is the most consistent in terms of DPS and Target Acquisition (ie: sight window) •They're strong & fast: Sure, the Rate of Fire appears slower than most handcannons/scouts, but the number of bullets flying actually surpasses damage output of either in most cases. For example, the Hakke [armory]Lyudmila-D[/armory] hits for 31 on a precision shot without damage buffs. x4 means a potential of 124 damage per burst. This is well above EVERY other Y2 Primary without the use of damage buffs. This is offset by the fact that the recoil pattern is unlikely to produce a 4x crit, but the potential is still there. [/spoiler] [quote] If 80%+ of crucible uses pulse rifles, doesn't this show up that imbalance?[/quote] Not necessarily. More and more, players are looking for an "all-in-one" weapon. Something that is versatile and strong in a number of situations. While it's possible to be successful with other weapons, their range severely impacts your ability to react to the various engagements. Hand Cannons and Auto Rifles are great for getting up close and personal, but with the abundance of shotguns, not really an option one would generally recommend. Scout Rifles are awesome for the long ranges, but are subject to counterattacks by Sniper rifles. So why use 3-4 bullets when it only takes 1? The pulse Rifle allows the player to change up their playstyle without changing their primary weapon. Wanna stick to long range? Pulse and Sniper. Wanna get up close? Pulse and Shotgun. In either case, the Guardians deadliness is nearly equal at all ranges because the Pulse Rifle can pick up where the Special weapon leaves off. With other primaries, the "recommended" range dictates which special weapon the player "should" use to fill the remainder of the range gap. Or else leaving themselves extremely restricted to one engagement zone and vulnerable to the opposite. (ie: AR+Shotgun, or SR+Sniper) In summary, I don't think the Pulse Rifle is OP. I just think that overall, it fulfills a majority of the needs of many Guardians by way of its versatility, and therefore is the smart choice given the current layout of Crucible Maps, and the current state of Weapon Balance (Hand Cannons most of all) My Suggestions: –Revert Hand Cannon Accuracy/Stability/Range (TLW by only 50% or so) –Remove/Reduce RoF constraints from Semi-Auto Weapons (*Without Full Auto perk) –Increase Auto Rifle damage falloff ranges by 25-50% (SUROS Regime may require less increase) Without messing with damage values, I feel like this may be an appropriate way to increase the feeling of overall balance between all weapon types while still keeping the "OP" Exotic Weapons in Check.

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        • Edited by Swiftlock: 10/29/2015 3:27:37 PM
          It's not a matter of PR's being blatantly overpowered. The [b]TRUE[/b] problem is Bungie's fetish for nerfing the crap out of entire weapon classes while not keeping PR's in check. Hand cannons? Nerfed. Fusion rifles? Nerfed. Auto rifles? Nerfed so hard that the buff didn't help them too much. What gets me is that not all hand cannons were totally broken. Thorn and Last Word were a problem, but gimping every other weapon in the class to this extent was too harsh.

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        • My problem is that I'm not likely to win a gun fight against a pulse unless I'm using one myself. There's a problem if a PR can beat a Scout Rifle at range. (& was getting all crits & I still lose)

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        • Its not really worthy of discussion IMO. I used RD during thorn meta. Lets be honest..most other HCs were crap.. TLW was glitched. Thorn was annoying and definitely powerful, but not in a game breaking way.. skill was still boss. Annd still is. Pulse rifles suck ass at long range and lose plenty of close range battles. They shine in mid range where most fighrs occur. It doesn't matter what gets nerfed or buff ppl will gravitate to the best weapons. There is no fix.

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          • Trying to get my imprecation streak last night made me want to cut myself. With Imprecation, against pulse rifles I could easily go a complete match without getting a kill. Bungie are incapable of balancing the crucible.

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          • From what I can tell, pulse rifles are not more powerful than the other weapons, they generally have a similar time to kill (with a few exceptions). The reason for pulse rifle domination is their extreme versatility. They are very effective at any range except extremely close and extremely far (and even then they are still useful). This makes them the logical choice for most engagements because it covers so many possible scenarios. The problem lies with making them less appealing, if you lower their power then they have a longer ttk, and thus no one will use them. But if you change their effective ranges, then they're not really a pulse rifle any more.

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          • I'm slightly biased being a Warlock main but, honestly, I've found the best counter to the Pulse Rifle meta is the Tlaloc. If you can stick it out for the first 4 or so minutes the Tlaloc will wreck every single Pulse Rifle. It relies on some skill as you want to be aiming for the head while strafing, but the boosts to handling and fire rate the Tlaloc gets when your super is charged is godlike. Try it out when you get the chance.

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          • You're talking about a company that had a single gun as meta in 2 games. Halo 2 and 3....... The Battle Rifle. Come on, it doesn't take a genius to figure out that the people at bungie love burst fire rifles and want them to be among the best. In Halo 1 the human pistol was god weapon, just like hand cannons in Y1. Halo 2 and 3 it was the BR, now Y2. Expect pulse rifles to reign supreme for the next year or even longer.

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          • Even before 2.0, pulse rifles were the best option besides the three exotic HCs. Since they nerfed all HCs' range, TLW isn't viable except at close range, Hawkmoon is still good, but doesn't have the range to make it so elite, and Thorn isn't Y2, it only makes sense the pulse rifles are the best right now. Scouts do have an advantage if the range is far enough (most maps don't have many spots where this comes in to play), but HCs and Autos both have less range than pulse rifles, and aren't any better than a pulse at close range, so the pulse rifles give more versatility the are good at a longer mid range without compromising killing speed up close. I use a variety of guns in crucible, I nearly always do better with pulse rifles. I just hope they don't adjust them too much in their next weapon rebalancing; they are so close to having it right.

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          • Red death ftw deal with it if you don't like

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          • all the pvp maps are essentially the same playable size with forced cqc nerfing a weapon type just makes something else the new target for the next round of nerfings

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          • Edited by cookies934: 10/30/2015 4:38:56 PM
            This game will ALWAYS have that 1 class of gun that is better than others due to the time to kill.To fix different guns they have to make them OP which they out shine other classes IE: Hand cannon meta. They need to lower the time to kill or you will always have OP class because people will go to the strongest class or they dont stand a chance.

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            • Who cares if a lot of the crucible is using pulse rifles. They are fun to use, and always have been in my opinion. They are no way, in my opinion, OP, or do they unbalance the crucible. In fact, this is the most balanced crucible I've seen, and I play a crap load of crucible. A pulse rifle is suppose to be a super balanced weapon to be used in a variety of situations and ranges. The crucible is unpredictable and can be brutal so a reliable, stable weapon that can used in a variety of ways is awesome. Hand Cannons used to be that I guess, but everyone running around with pistols is weird in my opinion. I still see tons of Hawkmoon, TLW, and the new Eyeusluna, and still get wrecked. Auto rifles are fun if you can find a version with good stability. My favorite is the righteous VII from new monarchy. Hand cannons are fine I believe. Buff the auto rifles a bit still, but go pick up yourself a Hawksaw and start having a blast with a reliable weapon! Remember, don't just stand and shoot, stick, move, and outplay your opponent!!!!!!! GO CRUCIBLE!

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            • Honestly PRs have been teetering on op since HoW. I said many times to my friends the only reason Red Death and other pulse rifles werent the meta back then is because of Thorn and TLW and even with those 2 handcannons imbalances pulse rifles were still amazing. Its why everyone went trying to farm Hopscotch pilgrim and the Messenger from trials. So it was obvious as soon as they gutted Hcs pulses would reign supreme because HCs were the only thing keeping them in check. With that being said i dont think PRs are blatantly op as much as everything else just sucks. A huge huge issue is that bungie decided to give every player in the game that participated in IB a max stability pulse rifle almost for free. Nirwins is a laser which leads to alot of cross map sniping with it and its a majority of what i see in crucible. By doing that along with the crazy flinch that PRs do when shot its essentially turned crucible into a game of whoever gets first shot wins and has phased most AR and HCs out that cant consistently kill let alone hit from PR ranges.

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            • Arms Day Scout rifle though Who needs pulse rifles?

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              • The crucible is fine. We don't have dominant weapons like Thorn anymore, we just have strong archtypes. Pulse rifles get pwned close range by auto rifles and hand cannons if you are accurate. Pulse rifles get pwned by scout at longer ranges. After the TTK you have to play to your gun's archtype. You can't handcannon snipe anymore, you need a scout. etc.. If you are getting killed by pulses you can A. Use pulses as well. B. Use close range guns (Auto/shotty) and be aggressive. C. Use a scout/sniper and stay back. C'mon guys it's not the balance...

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                • Edited by Aprovoked_Mango: 10/30/2015 2:43:12 PM
                  the problem isnt pulse rifler persay, its that the nerfs and buffs didnt do enough to other weapons. Autos according to bungie are meant to be king of relatively close quarters but youll die from a shotgun, go to mid range you die by everything else. Legendary handcannons apparently blow but I cant vouch for that, I only ever used hawkmoon which is still good just not as prominent now as there is no thorns to deal with. Pulses have always been a viable weapon, just never for when levels mattered until now as theyve managed to avoid alot of the major tweaks due to lack of popularity. That said bungie always said they wanted to make pulses popular ever since they made autos shit originally. Pulses current competition in my opinion is scout rifles but as pulses seem to have no drop off theyre basically scouts in themselves.

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                  • increase accuracy/stability on hand cannons, keep limited range... increase impact on autos... Balanced!

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                  • Pulse rifles are the best primary type currently. This is due to a number of reasons. 1) time to kill. The time to kill is quick with pulse rifles currently, giving a good edge. 2) optimal range the range for pulse rifle combat is the best in Destiny. The maps have advanced some from auto rifle/shotgun range, but they still devastate in CQC. 2.1) hand cannons hand cannons can do the job. However, now all but the longest range hand cannons have trouble because too many shots just miss or do low damage. Combine that with the inaccuracy of hip firing the gun (at least in my experience, several rounds miss when the reticle is center of mass), and hand cannons are no longer viable. 2.2) scout rifles Scout rifles are pretty much the reverse of hand cannons. Great at range, not good in close quarters. Except the maps don't offer range enough, except for maybe 1 alley a map, to use scouts over pulse rifles. 2.3) auto rifles Nuff said, although can be deadly in powerful hands. I don't know how bungie did basically nothing to pulse rifles. Only reason they weren't used much before 2.0 is because of thorn/tlw meta being more used. Pulse rifles were still just as bad then, only most used a hand cannon over a pulse. In all, bungie needs a larger scale of ranges in maps. Mainly, have larger maps, but also more close areas of interest than the current large maps offer. In short, bigger maps and bigger lobby of players. 8v8 to 12v12 would be better to utilize this.

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