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#feedback

Edited by Lil Fishy: 7/24/2015 4:55:01 PM
5

Hand cannons.

Ok I understand the nerfs for the ranges of TLW, Thorn and Hawkmoon but why doesn't bungee just isolate those three with nerfs instead of nerfing all hand cannons. Before the range nerfs, my legendary Venation 3 hand cannon from Dead orbit was by far my favorite weapon for PVP. It was well balanced with amazing impact, great accuracy and decent range. Now after the nerfs, it can barely hold its own at midrange and for some reason, no matter how many times I put the reticle on an enemies head for precision damage, it just won't hit its mark. The only time I can hit critically is at close range where a slow firing hand cannon such as mine is utterly useless. All I ask is that you, Bungie, restore the legendary hand cannons to their previous glory because I've been noticing the trend that I discussed affecting all hand cannons across the board, even the long range ones. I used to be able to land 2 shot head shots with my Venation 3. That takes some skill honestly. If you look at my stats, my primary tools of destruction are hand cannons and scout rifles. Edit 1: I have found this also a problem in PVE, where I used to be able to one shot critical hit a vex goblin no matter the level with my hand cannon before the first nerf and now it takes me two and and after the first shot it take them down to about one bar of health which is just stupid. I'm mostly a PVE player. Just look at my stats. Edit 2: Please feel free to add to my idea/thoughts with your own!

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  • Bungie wants you to play they game as they intended and in The Taken King they don't want you to use Hand Cannons.

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  • Agreed. They are crippling hand cannons across the board because they perform too well in PvP. Why not just change their damage output to do 3 shot headshots or 2 Shots on all but heavily armored guardians? Maybe they want to keep that 2 shot power, but screw with aiming to make it that much more difficult to hit. Either way, the previous range nerf really hurt my HCs and their PvE performance. We're getting another one and I'm confused as to how the HCs are useful compared to scouts, pulses, and the newly buffed ARs. This is what HCs need: Faster Reload - If we are supposed to use them in close quarters and high speed engagements, then we need that [i]speed[/i] to handle the increased threat of fighting in close quarters. With magazine sizes already laughable, a reload speed increase is necessary. Considering the one-cell style magazine reload on them, they should be the fastest reloading weapon available. Watch some speed loaders with moon clips on youtube. If they can reload that fast with 6-8 rounds, we should be able to do that with a single cell insert. Increased Reserves - For two reasons. First, that style of close quarters combat merits a high risk, high reward style. This means more movement in confined spaces and engaging more targets. Plus, if the range is decreased, we will need more ammo to plug targets that enforce a distance gap (one-hit boss melee, titan shoulder charge, Knights with swords). Given that, we need more ammo to execute combat where other classes have a surplus to deal with those threats. Second, our mag sizes are low, which means more reloading, which means more down time. To top that off, a 1-k crit on a Dreg is overkill, on a Vandal, it's just enough to 1-shot. Therefore, you could kill two Dregs with the damage one bullet can do. Essentially, you are wasting your damage output on lesser mobs and burning through ammo when the extra damage is not needed. This is less of a problem for other weapons that have more than enough reserves and magazine sizes to burn through smaller ads without sacrificing overall damage output. Higher Aim Assist Up Close, None at Sniper Ranges - Easy fix here for those upset by your cross map zapping. Instead of reducing the damage we do at range, it makes more sense to decrease the ability to make those shots. The Vestian Dynasty can barely ever make those headshots at its already terrible range. Apply that to the HCs. Let their bullets still touch you at sniper range but require infinitely more skill to hit. In fact, adding a slight velocity lag (like with fusion rifles) will also improve the desired result, making players lead targets at range. This still upholds the original design of HCs being a closer quarters weapon while also emphasizing it as a Marksman's weapon requiring great finesse and skill. With the current changes, Hand Cannons are on the track to becoming a 1-shot, whimpy version of a Felwinter's Sniper. I mean, Felwinter's Lie.* Fav this if you think I'm on point, or add your feedback below.

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  • Hand canons have not been nerfed for around 3 months (possibly 2), if you are talking of the recent nerfs that have been announced they don't take effect until September...

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    • Though I don't agree with the nerfs in general, the reason they needed all hand cannons is so the exotics would still be better than the legendary's

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      • BUMP!

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