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9/14/2015 8:56:38 PM
4

The Science of Guns

This is an observation of real modern weaponry, and is used for reference with Destiny's weaponry and balance. This is not designed necessarily to criticize the game's balance, but instead to give people a godd angle of reference for the following: Auto rifles, Pulse rifles, Scout rifles, Hand cannons, shotguns, and sidearms. [u][b]Auto Rfile[/b][/u] The closest comparison to this style of gun both the assault rifle class and sub-machine gun class. The first type, assault rifles, typically use non-match grade rifled armor-piercing ammunition. This means they have lower travel distance and total impact, but also lower recoil. A few rounds can easily down a lightly armored target with a few well place shots at close to medium range. The second type, sub-machine gun, typically uses non-match grade pistol ammunition. This means even lower recoil and an extremely high RoF, but at the cost of range. The rounds themselves often have higher ballistic impact but lack the "sharpness" to cut through thick armor. Devastating in close quarters, but weaker at range. [u][b]Pulse Rifle[/b][/u] Based again on assault rifles. These weapons are modified to "burst fire" on a single trigger pull. The ammo used is often non-match grade rifle ammunition, but can also be higher or lower types of ammo depending on the gun. These guns are designed to give the weapon a very controllable recoil, while still giving heavy damage output. Three body shots from a single burst is typically enough to make a lightly armor target succumb to shock and death. Great at medium range. [u][b]Scout rifle[/b][/u] Once again based on the assault rifle class, however it is from a sub-class known as a "marksman rifle". These guns typically fit between an assault and sniper role. There ammo is typically match grade rifle ammo. This means they have a much higher velocity and impact, but are too high recoil for the RoF of traditional full auto rifles. These guns have staggering range and precision in the battle field, but can be unwieldy in close quarters. [u][b]Hand Cannon[/b][/u] A descendant of the classic revolver pistol. These small arms sported rifled barrels and large semi-armor piercing magnum rounds. These guns have devastating ballistic impact at close to medium range, but tend to lose their velocity at longer ranges. That said, their extremely high inertia tends to keep them accurate even when losing speed. The major downfall of this gun is its absurdly high recoil. [u][b]Shotgun[/b][/u] A classic through an through. This gun is unique in that its ammo is basically propelled shrapnel. These "pellets" the gun launches spread in a cone pattern, but quickly lose velocity at range. The sheer amount of gun powder put into each round gives it enough impact to literally shred flesh at close range. At medium range, the pellets are little better than stun rounds against armored foes. [u][b]Sidearm[/b][/u] A direct relation to real life pistols. These guns are small, fast, and reliable. Their ammo is small, but can be fire quickly and accurately. That said, the rounds often trade velocity and impact for recoil as they get bigger. A 9mm can be fired quickly and does great damage in close quarters, while a .45 will tear through flesh and armor at close to medium range. The real niche of these weapons is to disable or kill lightly armored targets in a pinch. Feel free to interpret this data and give feedback.

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  • A hand gun ( pistol ) round on average hits the ground at around 400 meters. I'd think that at around 50 meters it would still have a fair amount of velocity. The average map size in destiny wouldn't be more then around 100 meters in length, with the 2.0 patch the hand cannon ( if you want to compare it to a hand gun) won't get you a kill in three head shots outside 30 meters, not to mention the stability at that range.

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