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Destiny

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Edited by Squall Knight: 9/10/2015 11:51:47 PM
1

Handcannons and auto rifles after 2.0

Bungie please listen. This previous patch touched on alot of things that really did need to be answered. It has done very well with seperating each weapon classes' individuality. However, several things were possibly missed when considering why certain weapons should be adjusted in the manner they were. Overall the correct things were hit, but not in the most effective areas. At the moment my main issues are with handcannons and auto rifles. -Handcannons less accurate over a distance -Drop off range much more severe (takes 2-3 more shots to kill) -Reduction in magazine size Decreasing accuracy becomes very redundant when it takes several more shots to kill and you may not have enough shots to kill. Reducing accuracy is unfair when using a single shot weapon if a player that has aimed well cannot hit their target. Handcannons ARE and SHOULD be accurate weapons. The only difficulty in using them should be their stability. How a player handles/paces their shots should determine their accuracy through skill naturally. Handcannons are heavy and hard to control, but they are still accurate. -Auto rifles are less stable I understand what's this means but it gone about in the wrong way. An auto rifle should be consistent and shots should not be difficult to hit close up. Keeping the stability well maintained will improve the consistency of how it's played. If you instead slightly reduce the accuracy it becomes incapable of hitting targets as well as if they were much closer. So generally the accuracy nerf to hand cannons (accuracy single shot weapon) and the stability nerf to the auto rifles (automatic not precision) should be switched switched. On to a couple other issues: Increase Arc blade pve damage. Arc bolt grenade damage was nerfed which is understandable. You can No longer 1 shot a person who was hit by it just prior to the engagement(damage is 91). 2 grenades aren't able to kill you either. If this is the case then I disagree with reducing it's range. Unnecessary icing on the cake. Cap off shotgun range. Increase the no lands weight (feeling) Give Dragon's Breath proximity and burn on solar grenades. Improve super good advices stability..... That is all. Thank you.

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  • Yep I agree with that. I'd like to sees more flexible build system for primaries with specific perks that can shift a weapons effective range closer or farther. Perks like full auto, focus fire, and rangefinder. Obviously with weapon base stats, you can either over specialize a weapon or generalize it into a jack of all trades, but you'll never have one weapons that's the best at everything. With arch types there will be weapon classes that can be built for a special role and that class will just be the best at that. But primary classes should not be hard locked into fixed roles. The user should be free to build the weapon into the tool they want.

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