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originally posted in: Hand cannons were nerfed too hard.
10/3/2019 12:32:21 PM
14
No, it's fine lol Nice to met be getting HC spammed in Crucible :)
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  • 2
    So that justifies things being nerfed to the point of no usability? That's exactly what's wrong with the sandbox. For the past year, 180 hand cannons and pulses were the only things used on console. Now they've nerfed hand cannons so hard it's gonna be scouts and pulses. How is that honestly any better? It's literally the same soup in a different bowl, and it still doesn't taste good.

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  • Hand cannons are just fine, they still go to medium close range as intended. Sorry, but to pull usage, they were such an extreme outlier across the game, that something needed to be done. Using Bungie Logic, I'm just grateful they didn't get hit harder than D1 Auto Rifles.

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  • Edited by Wes: 10/3/2019 1:40:20 PM
    2
    Ace had less than 3% of all usage across console. Eliminate 180s, Luna's, and NF, and hand cannons made up less than 5% of all kills. PC cannot be taken as the rule. Edit: Usage before they made hand cannons with the best possible stats (Austringer and Spare Rations) accessible. But even then the above hand cannons were FAR more consistent and used on console. Now Memento Mori doesn't even extend Ace's range, and the damage dropoff gets steeper when it's active. That means that Memento Mori does absolutely NOTHING for your TTK or even your forgiveness unless you are within 20 to 25 meters. It's useless unless that person is significantly closer to you. How is that even worth an exotic slot anymore?

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  • Because Memento still gives you 110 RPM damage within the intended range..? Hand Cannons shouldn't extend past 30 meters and remain effective, period, just as a first overarching point. The 30 meter falloff made [i]all[/i] HCs good in 95% of scenarios. The 25 meter severe damage falloff keeps them good, but makes it so you actually have to think about range when using a Hand Cannon. They were the catch-all "this is the best general purpose gun in the game." The fastest TTK shouldn't get you "general purpose gun" without severe downside. In terms of Memento, it's the best damage boost in the game, free upgrade to your impact class that can last 2 kills without needing to refresh, and no timer. This is on top of having damn near best in class range and Third-eye, Firefly, best in class Magazine size and Outlaw in one package. Hand Cannons are still top tier in the game, especially considering the new animation. They're just the best primary for less situations, as opposed to almost all of them.

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  • Thank you. I think people are kinda overreacting to the nerfs. It might be very noticable it is still phenomenal. Ace of Spades on Console is better than Eyasluna and Pali in Rise of Iron. And those guns were meta for a long time.

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  • You also say fusions are intended to OHK at 30m. So you think HCs and fusions should have the same effective range ?

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  • Yes

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  • [quote]Yes[/quote] Moronic

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  • Explain how this makes me moronic.

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  • Edited by Freak: 10/4/2019 5:48:04 AM
    [quote]Explain how this makes me moronic.[/quote] Because Erentil is the most broken gun in this game. Back up plan does NOT belong on a high impact hit scan Legendary weapons.

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  • If you were to tell me any fusion was the most broken gun in the game, I'd laugh in your face. They're not hard to beat in most scenarios. If you want the closest gun to broken, I'd wager Last Word, and even then, it's not really overpowered.

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  • 2
    So Memento Mori gives you 110 damage within the intended range of a 140. That's pathetic simply because every other damage increasing perk gives you extended range. I was hitting people for 40 damage to the head all day yesterday with Memento Mori active at maybe 25 meters. 40 damage down from 91. That's a 50% damage reduction that doubles your TTK, even with a damage increasing perk as potent as MM active. All those benefits means absolutely nothing of the damage dropoff is so steep they don't come into play. And yeah. Hand cannons were too practical, especially on PC. They needed to be toned down or we needed maps that challenged them. I'm not saying that wasn't necessary. I'm saying they went too far.

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  • Memento, assuming that it follows the same dropoff as the non-boosted Ace still gives you 28 meters to work with. I don't know the exact faloff, but OG MM was [i][b]really[/b][/i] sticking powerful, especially on an already loaded weapon.

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  • 2
    They made the dropoff more steep with MM to keep it in line with Normal Ace. Essentially, if Ace normally hits 40 damage at X range, it seems like MM Ace will hit 40 damage at the same range, which really hits the perk hard. I'll be doing more testing this evening, but so far this has been my experience.

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