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#feedback

1/13/2017 2:10:57 AM
1

My Solution for the hand cannons that suck

I want to try and keep this short. Back in the 1st year of Destiny hand cannons were extremely accurate, with nearly no damage fall off. As we transitioned to the TTK and ROI hand cannons went through some rather hard time. I personally like the damage fall off, but the range stat should not account how accurate the hand cannons are. You almost have to have the "GOD ROLL" hand cannon, such as Palindrome or Eyasaluna, for hand cannons to be accurate. you shouldn't need a high range hand cannon to be the only accurate one. the magazine can also be troubling at times, I would love the ammo for hand cannons to return to year 1 standards so that hand cannons would have a few extra rounds to work with ( excluding the first curse and TLW). Basically: Keep fall off damage, remove bloom, and increase mag and background ammo to year 1 standards. For laughs: PLEASE for the sake of the Vex Mythoclast, buff it. Give in a higher mag capacity and backpack ammo increase. also please buff the damage just a little. and most importantly please please please buff the stability

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  • Just need to tighten up the initial accuracy cone so they are more appropriately accurate within the range stat. IE: range stat of 25 should not see initial accuracy going haywire past about 18 meters. It is a fair compromise Bungie really needs to take into consideration. This will reign in bloom slightly without completely breaking it, will still keep some strict limits on the accuracy like they want, and make them just a tad more reliable against the shotgun crowd. Strikes a fairly balanced approach across the board without turning them into "lasers" or allowing that whole cross map thing to come back into play.

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