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2/26/2015 4:32:02 AM
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To Bungie - 1.1.1 Patch weapon opinions

Hello fellow guardians and hopefully Bungie, In the new 1.1.1 patch I see some good and some bad changes to the game, i'm going to discuss these and hopefully provide information that you can look on. I'm going to start off with the good things... pulse rifles. I love pulse rifles, but they used to suck in both pve and pvp. I feel like the 9.7% damage increase was a great decision. Pulse rifles such as Three Little Words, Oversoul and Red Death are now awesome weapons in both pvp and pve and I congratulate you on doing this update. The heavy ammo fixes were needed and were provided. I like the idea of no pick ups of heavy ammo after kill in pvp, but we will have to see how it works out. Fusion rifles are now less overpowering in pvp and i believe that they are getting towards what they should be. Shotguns in pve are now useable, I always though if you were going to risk running in towards a boss or something like a minotaur, especially on a nightfall, it should be high risk high reward which it now is. I dont really mind about the range decrease as I normally use them in close quarters. Now onto the bad things, the autorifles. No i'm not a fan of the auto rifles but I do use them every once in awhile. I believe that they do not need to be nerfed to hard. The "nerfs" which you have done on them have effected some AR's in a good way such as the Suros. But due to every weapon being nerfed now my beloved Hard Light is almost unusable in both pve and defiantly in pvp. It can do less that 100 damage in pve and in pvp depending on attachments can do around 20 headshot at close quarters, its ability doesn't really make up for this. In my opinion I would raise the damage for AR's in pve by around 5%, lower there long range again but enable AR's with large ranges to hit the longer ranges as that would make sense. Make the medium range the perfect range for these weapons by having a large decrease for longer ranges for example Ar114 ( made up) its damge stats from close range to long for pvp 15, 14, 14, 12, 7, 0 for headshot 22, 21,21, 17, 10, 0 . Although in my example you cant see its rate of fire or range but I hope you get the idea. Even if you make the middle range have more damage than closer range. My ideas are not perfect as the are just opinions that I have made, I may be wrong and I don't mind being told so. I think that damaging weapons such as the Hard Light to a place were a stick would be better is not good, I would like to have a reply to my opinion. Thanks Guardians and Bungie Feel free to have a look at my music - https://soundcloud.com/skywolfofficial

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  • The nurfing of the fusion rifle was totally unwarranted! Fusion rifles already have the penalty of delayed fire and range. this last update makes the weapon class a throwaway now. Thanks Bungie for listening to the winers and hurting your own game once more. Also please try to notice that exotics should be a pace ABOVE the rest and not nurfed into normalcy. As game makers you have forgotten that you have given penalties to class, through using only one exotic at a time as to keep your power balance. My friends are starting to leave your game because of your poor decision making, please pay attention to the 'mature' gamers.

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    • Overall, I love this update. The only thing that this patch did not address was the Vex Mythoclast dominance in crucible, especially the Iron Banner. The only two things that could compete were Suros and Thorn, and both of them got nerfed. Thereby unintentionally buffing the Vex (in a manner of speaking). The Vex was not effected by the fusion rifle nerf as it does not have a cone of damage, but rather single shots that give it the properties of an auto rifle. So, next time the iron banner rolls around, I'll use the Vex after I'm done with the Focused Aggression bounty.

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      • This -blam!- just be trying to sell his mix tape[spoiler]typical[/spoiler]

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      • Edited by Chapo24: 2/26/2015 5:33:50 PM
        Why do you think the Heavy Ammo drop in PvP is a good thing? It removes the risk/reward importance of it. Often a team will wait til everyone is within range of the heavy ammo box to grab it, so that everyone gets it. There is no risk to waiting anymore. If the other team is going to overwhelm you while you are waiting, you can grab the heavy ammo without any risk of the other team receiving any from you and your teammates deaths. It is also quite easy to get more kills with Machine Guns than it is with Rockets... but being conservative with your machine gun used to be a risk. If you got killed using it, you would give the other team heavy ammo (which they probably deserved if they took out an LMG with an auto rifle in a gun fight), whereas with rockets you could unload them fast for quick kills to ensure you weren't holding. You wouldn't usually get nearly as many kills with rockets though. You'll see way more Machine gun use in PvP now, and less overall heavy ammo as teams will attempt to grab both boxes! If they grab it before they die, they've done their team a huge favour.

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        • Bump

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        • I agree. I think the data used to "warrant" the AR nerf was too ambiguous. Noting that AR was the most used weapon is not sufficient data. Especially when it is likely that very specific AR were in use while others were already considered too weak (pre-nerf). Hard Light is indeed a prime example of this! Before this patch I loved to use Hard Light but only did so sparingly as its kills per magazine was half of the Suros. Personally I don't worry about damage per second (DPS), but if one weapon can take out 2 knights before reloading then all other weapons should be usable in similar fashion. The only real difference should be weather it takes a couple slow, deliberate hits, or a steady stream of continuous damage to get the same result. To me most weapons were hitting about as hard as they should before 1.1.1. The real issue, if any, was the effective range of some or all the weapons. Hopefully Bungie will review the new data much sooner than later and make another adjustment.

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          • Patch truly shows where bungie head is at with this game tuning weapons over fixing stupid raid bugs that break the game

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          • My tablet won't allow me to start a new thread so I'm invading yours. I have an idea that some might like, you should be allowed to reroll crucible or vanguard weapons by using Commendations. Commendations are rare enough that it would be difficult to find the perfect perks. Plus I have 23 crucible commendations and I already bought several weapons. So they just rot away and accumulate in my vault. If you like this idea please post a thread about it.

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            • I liked my 4th Horseman before the patch. The fire rate is now that of a turtle and it seems to me Two to the Morgue and Crash are heaveier hitters than this so called "exotic"

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              • I like using my pulse rifles now so the update was good in that regard. My AR's are no longer as effective in PVP and since that was the only time I used them its a little disappointing. I use scouts and hand cannons for PVE and have not noticed any change. The companion app upgrade is awesome. All things considered I'm happy with the update.

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              • [quote]Hello fellow guardians and hopefully Bungie, In the new 1.1.1 patch I see some good and some bad changes to the game, i'm going to discuss these and hopefully provide information that you can look on. I'm going to start off with the good things... pulse rifles. I love pulse rifles, but they used to suck in both pve and pvp. I feel like the 9.7% damage increase was a great decision. Pulse rifles such as Three Little Words, Oversoul and Red Death are now awesome weapons in both pvp and pve and I congratulate you on doing this update. The heavy ammo fixes were needed and were provided. I like the idea of no pick ups of heavy ammo after kill in pvp, but we will have to see how it works out. Fusion rifles are now less overpowering in pvp and i believe that they are getting towards what they should be. Shotguns in pve are now useable, I always though if you were going to risk running in towards a boss or something like a minotaur, especially on a nightfall, it should be high risk high reward which it now is. I dont really mind about the range decrease as I normally use them in close quarters. Now onto the bad things, the autorifles. No i'm not a fan of the auto rifles but I do use them every once in awhile. I believe that they do not need to be nerfed to hard. The "nerfs" which you have done on them have effected some AR's in a good way such as the Suros. But due to every weapon being nerfed now my beloved Hard Light is almost unusable in both pve and defiantly in pvp. It can do less that 100 damage in pve and in pvp depending on attachments can do around 20 headshot at close quarters, its ability doesn't really make up for this. In my opinion I would raise the damage for AR's in pve by around 5%, lower there long range again but enable AR's with large ranges to hit the longer ranges as that would make sense. Make the medium range the perfect range for these weapons by having a large decrease for longer ranges for example Ar114 ( made up) its damge stats from close range to long for pvp 15, 14, 14, 12, 7, 0 for headshot 22, 21,21, 17, 10, 0 . Although in my example you cant see its rate of fire or range but I hope you get the idea. Even if you make the middle range have more damage than closer range. My ideas are not perfect as the are just opinions that I have made, I may be wrong and I don't mind being told so. I think that damaging weapons such as the Hard Light to a place were a stick would be better is not good, I would like to have a reply to my opinion. Thanks Guardians and Bungie Feel free to have a look at my music - https://soundcloud.com/skywolfofficial[/quote] sorry I don't agree the suros wasn't that good in pvp or pve before this patch, I had to put 8 shots into someones head in pvp to kill them i wouldn't call that anywhere close to op

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              • Edited by Toby2511: 2/28/2015 9:44:32 PM
                Sorry centipede passing through .......\...../ ......╚⊙ ⊙╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ ╚═(███)═╝ ╚═(███)═╝ .╚═(███)═╝ ..╚═(███)═╝ ...╚═(███)═╝ ...╚═(███)═╝ ..╚═(███)═╝ .╚═(███)═╝ 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              • I played about 15 games of control last night and here is what I noticed. I generally run "The Last Word" in pvp, but last night I was using "Atheons Epilogue" and "SwordBreaker to do my "Thorn" Bounty I was averaging about 17 kills a game with that combination I was actually surprised I got as many kills as I did with Atheons Epiloque because it is not a very good autorifle, but to be honest it did just fine. Last night I did notice a pretty big increase in shotgun users, lots of sprint/slide/shotty action I didnt notice anyone using a pistol, not one game The heavy ammo change in mm for me at least is fine. I actually prefer it this way over the previous way of being able to pick it up off of dead players Overall atm I think it is to early to tell what the effects of their changes were and how they will change mm. For the moment for me, everything seems ok and nothing really stuck out

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                • 5% damage buuf but range nerfed again on ARs? I don't like the idea of going shotgun range with an AR they should buff both.

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                • only real negative ive got is that pulse rifles seem to have been buffed a little too much, they are quickly becoming the new go to weapon by the looks of things, lots of bad juju red death and strangers rifle out there in multi-player today, apart from that everything seems good, fusions no longer seem to get me with one shot from really far out. Auto rifles really seem close range now as opposed to close to mid,

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                  • Agree

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                  • Totally hate this patch top to bottom

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                  • Disapointed the No Land Beyond wasn't changed. At least fix the ammo bug on it. All other changes seem to be for the better. Created a really good meta.

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                  • Edited by XephyrHawk: 2/26/2015 9:52:33 PM
                    I totally agree, hardlight is my favourite exotic, I use it because I love it and for the satisfaction of beating SUROS, thorn etc in a gunfight... Now it's impossible I think an indevidual buff for hardlight is definately needed. It was a challenge before but now it's next to impossible, please save this amazing weapon bungie by giving it and only it a tiny damage increase to warrent it's exotic status or perhaps the arc element as it does say in its description 'ionised' if any member of bungie reads this please forward this message as high up as possible this weapon needs some love, not more hate... Please comment this to show support and to notify bungie and any other exotics you think need a change? And how?

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                    • i think Xur should sell Gjallerhorn a last time i think that will be the best way that players arent outclassed or be sad cause he only sold this once

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