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originally posted in: Fusion rifle change
12/29/2016 7:23:39 AM
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Fusion rifles are fine were they r at, it just takes a bit of skill, plus sometimes if u r lucky and skilled enough u can trade a kill. But yes when u die the bolts should continue instead of stop. And u shouldn't be able to interrupt the charge by anything except by letting go of the trigger.
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  • I have to disagree, currently the only useable ones for the most part is Saladins vigil, max impact ones and plan C (pocket infinity too but it's year 1) I have legit perfect rolls on almost all archetypes of fusions, I've loved them since beta and the mid impact ones to low impact ones are bloody useless, you need 5-6 bolts to get a kill and that never happens, it's so unreliable you're better off not trying for one shot kills and just trying to get 2 shot kills with them. I also noticed my 77 wizard was hitting for 49 per bolt instead of 50 or 51, It's supposed to be a 4 bolt kill but idk it might have been a glitch.

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  • U do have a right to an opinion no matter if it's a popular one or not. Yes, any fusion rifle that u didn't mention do have incocistancys, but can be cleaned up by a primary weapon. In your opinion (not mine) I think u want to see them in more use Wich is why your changes could be good. firing the bolts faster could work for some, but not all. And yes most fusion rifles could need a buff to be useful enough to warrant people to use them more. Especially everything that stops the charge or bolts mid way shouldn't unless it's letting go of the trigger, but after the bolts start nothing should stop them.

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  • I would like to have more variety is what I'm able to use as far as fusions go, I used to love the fast charge ones since I never really liked using shotguns, but now the quick charge ones can struggle to remain accurate enough to kill a shotgunner which isn't right

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  • U said it, nothing more for me to say just remember u have to be skilled at it. I'm not much for shotguns either, but I'd just need practice.

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  • The way fusions were talked about ages ago it seemed they'd need skill, it literally was being able to lead your shot a tiny bit, not at all hard to master so long as you don't cycle your fusion every match. If the cones got changed even just on quick charge rifles I think that would be amazing for the meta, shot gunners wouldn't be able to bum rush anyone with a fusion, super fast charge would melt jug shield then second shot them, no way you could pull it off with anything other then a quick charge

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  • I never said all other opinions were invalid and unneeded, you also just agreed with me that the chenges I purposes would make them more consistent. The whole idea behind fusions was to predict where your target will be when the bolts hit and lead it appropriately, not to do all this then hope the bolts go straight enough to hit the mark. Vanilla fusions had too tight a cone but currently it's about as accurate as a 5 year old kicking a soccer ball with his toes

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  • I wouldn't say that faster ones aren't as viable, just that they aren't as versatile, in that they can't shut down a super in one burst. Most faster ones can most certainly kill in one hit. That said, the thesan I use on my main is ridiculous.

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  • Pretty much anything under these an is where they get useless from my experience, never used thesan but I've seen footage, very solid fusion

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  • I wouldn't say useless, more that they each have their own place. Starting with the slowest, the hitchhiker/darkblade archetype is best for 1 shotting supers with an extremely well timed burst, and for melting strike bosses with the weekly burn. The next up is the Thesan, because why would you use another kind for this archetype; Thesan is perfectly capable, right out of the box. It can one shot most supers, with the exception of maxed armor titans or ramlocks. If you somehow miss a bolt, you can easily clean it up with a primary shot. The next archetype is a community favorite... The Saladmaking Voopgun archetype. It's midrange as charges go, and is easily approachable by guardians of all skill levels. It can one shot low-mid armor guardians out of super, and takes two for the top end of mid-max. Depending on your perks, one of these could be the last fusion you ever use. Next up, on Supa's World of Particle Accelerators, we have the Panta Rhei/Techeun Rage archetype. These weapons are capable of taking out low armor supers in one burst, and are extremely efficient for high risk combat situations. I recommend braced frame, eots, and rescue mag. My techeun rage came with a bucket for tear collecting. Finally, we have the Queen of PVE; the Long Far Gone archetype. While this archetype can be used in the crucible, there are far better options for that particular endeavor. Where this lady really shines is in PVE. Most roll with some sort of stability perk, which is perfect for decimating crowds of low/mid tier adds at mid range. There is another archetype, and it certainly does have a place, but unfortunately, that place is in the garbage. The only exception to this, is the Telesto. Weapons of this archetype that are not Telesto are good at a single thing; getting you killed. And to be honest, in unskilled hands, a Telesto is kinda pushing that boundary for risk/reward. Sorry for the novel. [spoiler]not really though. I like to think it's useful information.[/spoiler]

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