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#feedback

Edited by BENjiman15: 1/12/2016 7:41:36 PM
33

Mr Weisnewski can you please take another look at Hand Cannons?

Not sure if he actually visits these forums but I'll post anyway because I feel strongly about this. I'm not going to yell at you like you probably think I'm going to. This is just a polite request. I understand the reasoning behind most of the changes made to them in 2.0 (easily outgunning a scout rifle user from across the map was pretty dumb), but I think the changes were too drastic, and I'm sure a lot of people would agree with me. The things that I think need looking at are as follows (I also tried to provide some clips for you to look at): [b]1. Damage falloff at mid range.[/b] Its well known, and even stated by yourself, that Hand Cannons should be a very competitive choice at close to mid range, but they currently don't feel that way at all. I feel restricted when it comes to the damage I'm actually dealing to people at anything other than close range. People might not consider it a big deal dealing 77 damage to someone instead of 86, but with a weapon like a Hand Cannon where every shot and every second counts, its a HUGE deal. A high impact precision weapon can't be competitive within a range where its losing around 10% of its critical damage per shot, because this has a much larger effect on its time to kill than it would on a faster firing weapon. Clip A: http://i.imgur.com/X82rbNk.gifv [b]2. Accuracy. [/b]I shouldn't reliably hit headshots on someone shooting me across the map with a scout rifle and I can't, so that's great, but I think this lack of accuracy is in effect far too close to the user, despite the recent update. It literally feels like everyone's head in Destiny in both PvE and PvP is a magnet that repells Hand Cannon bullets. Its just silly sometimes (last clip is mostly poor aim from myself, but there are some shots in there that definitely should've hit). Clip B: http://i.imgur.com/cWwcp79.gifv Clip C: http://i.imgur.com/FDEFHKQ.gifv Clip D: http://i.imgur.com/T8hTXCt.gifv Keep in mind that in the clips shown I was using an Imago Loop, which actually has a HIGHER range stat than that of a typical Hand Cannon (I'll try to get some more clips soon for the range section with a more average ranged HC, if my internet stops being stupid). The current lethality of legendary Hand Cannons is way, WAY below legendary Scouts, Pulses and even Autos at the moment, at least from what I can see (I'd be interested to see the stats on that), and I personally believe its down to both their inconsistency with accuracy and terrible range/falloff. Hand Cannons were already a high skill and high risk weapon in Year 1 with the exception of being able to pop off headshots across Pantheon, but now they've been pulled too far back and need some attention. Please revive Hand Cannons! TLDR - Hand Cannons need more accuracy, and damage falloff starts too early. Oh also, [b]3. They need more reserve ammo. Like, really badly.[/b] [spoiler]This is about legendary Hand Cannons, I know a bunch of people are going to sound off in the comments about the exotics, but if they become a problem they can be dealt with afterwards.[/spoiler] EDIT: Just to clarify, I see long range and "across the map" as two completely separate things. A Hand Cannon should be "optimal" at close to mid range as stated in the goals, but these shouldn't be the only ranges the weapon can hit at (I'm struggling to even hit at mid range right now), [u]and I should [b]not[/b] experience any damage falloff in mid range engagements.[/u] They should be fairly accurate at long range but with significant damage falloff, and the "across the map" very long ranges should only be reachable by scout rifles. Scouts should beat Hand Cannons at long range the vast majority of the time, but a skilled player with a Cannon should be able to put up a fight. Just my opinion. EDIT #2: Extra clip using the Hakke Gaheris with a more typical HC range stat - http://i.imgur.com/IpVHSls.gifv Hitting for 82 instead of 86 at mid range, and the final shot missed when I'm 99% sure it should've hit, but I'll let you be the judge. [b]EDIT #3: This post seems to be simmering down a little due to the posting of similar topics, so I'll just summarize my (and many others') thoughts: - Hand Cannons should carry their maximum damage slightly further (up to a solid medium range, numbers are dropping off far too early, even on high range Cannons, which can be detrimental to a slow firing and high impact weapon's performance (within a range it is supposed to excel)) - Accuracy increase needed, but with enough damage falloff once you pass mid range to make them not dominate at long range, but still able to fight back. The very long ranges will still be owned by scout rifles. - Ammo increase[/b] Thanks for reading! Hope someone on the sandbox team sees this!

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