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#feedback

3/16/2015 8:13:13 AM
6

More Weapon Types or Rifle Diversification

Yes, I want more diverse weapon types.

76

No, I think the weapons types are diverse enough.

6

Undecided.

3

So my time in Destiny has made me realize that there is not enough diversity in the weapons players use themselves. [b]Primary:[/b] [b]Auto Rifle -[/b] Could fulfill the pulse rifle with select fire, bad cqc, good mid-range, mediocre long range [b]Pulse Rifle -[/b] Same as above. Very Different in sound. Some become "full-auto" REALLY? Ok cqc, great mid-range, good long range. [b]Scout Rifle -[/b] Justifiably different, [b]Terribad[/b] cqc, good mid-range, great long range [b]Hand Cannon -[/b] The only real different gun in this class, good cqc, good mid-range, ok-ish long range I don't see much of a balance problem with them as much as there is a lack of choices in the primary use gun slot. We can only choose from three rifles and a pistol and 2 rifles share a similar job. There should be something along the lines of an sub-machine gun or a "pistol" not a hand cannon, automatic or single fire. I like close quarters combat but there is not much in the options of that or in the long range here either. I do understand that encompassing 2 rifles into 1 throws out tons of work but the rifles are so identical right now which is why there should be more engagement range options. [b]Secondary[/b] The secondaries do not need much of an explanation as much as there should be more options here in terms of choices such as a "seeker rifle"(Think Needler from Halo) or something to that extent. The weapons here are fine but a couple more options would really help open this category up, because having only 3 weapons to choose from makes for less diversified gameplay. [b]Heavy[/b] OK so the heavies...We have either sling alot of bullets or throw a rocket options. This slot needs way more diversification such as the employment of a grenade launcher or a harpoon gun, gauss cannon....just something. This slot is so unimafinative that it can almost be rolled into secondary. There almost seems as though there isn't enough substance here to justify the third slot. [b]TL;DR[/b] There isn't enough weapon types, causing stale gameplay. [b]p.s.[/b] Also auto rifle and pulse rifle seem eerily similar.

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  • Here was my idea for a Grenade Launcher...

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  • We need... Railguns, or beefed up sniper rifles for our heavy slots. They could have a 1-2 shot mag, and a long reload, but they would do MASSIVE damage to targets. One shots in crucible, take away a noticeable amount of health to bosses, and pretty much one shot majors. Terrible handling and not short range. But would be a killer at long range.

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  • - SMGs slightly longer range that shotguns same dps for range ratio as shotguns - some sort of melee enhancer: change to it and it upgrades UR melee in unique ways not only + dmg or att speed perhaps quicker shield regen or ability to shrug off bullets and med-far range Design/description: for Hunter they have a knife built into their suit instead of a hunting blade on their hand. Much like assassins creed / space pirate style not so hidden but same sort of ideA. - new heavy weapon* (unreal tournaments shock rifle) primary and secondary fire that can be used together in different situations. What do you guys think?

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    2 Replies
    • I want that shrapnel launcher the Captains have. That thing is NASTY!

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    • The sub machine gun is essentially the high firerate autos. They have lower range. I think they should have buffed the damage in those but reduced the range so they would perform more like sub machine guns deadly up close but outgunned by the higher impact autos and other classes at range. This way they could also buff the higher impacts again for their damage at mid range just make their drop off fall off before their intended range right before where the pulses should be.

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      • i just want ARs to be good again like in the beta. well we still are playing the beta ffs.

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