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3/23/2015 5:20:33 PM
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[b]Hand Cannons (cont from below)[/b] Hand Cannons are awesome. They are also difficult for MOST players to use. But for the skilled players who CAN use them, they certainly offer an advantage over those who do not.... which brings me to the point of contention. They seem to be this gun with a high risk / high reward system... that takes a skilled player to wield correctly. But if you are a better player than someone, doesn't that already translate with equal guns... why create an entire class of weapon that exasperates the issue? Example: All other things being equal (map awareness, class / subclass, ideal range, weapon choice, perks, etc) Awesome Player A will beat Mediocre Player B when they both use Auto Rifles most of the time. This is because Player A is better than Player B. Is this a weapon class that is needed? If it has some minimum skill level as a barrier to entry, but has an output that exceeds the skill difference of two users using the same weapon... does it even need to exist? For Example: Lets say it takes a skill level of 8 to use a Hand Cannon to a degree where it is MORE beneficial to a player than using an Auto Rifle... and at Skill Levels 9 and 10, this is even more true. Now lets say Awesome Player A has a skill level of 9 vs Mediocre Player B who has a skill level of 7... just on the cusp of using a Hand Cannon more effectively / proficiently (in terms of average efficiency or something) than his Auto Rifle. If using Auto Rifles, Player A wins 70% of the time against Player B, does there need to be a weapon which bumps this up to 80 or 90%.... when Player B is sort of underclassed to even use that weapon? That is my issue with Hand Cannons. They seem to be this kind of "improved version" of a couple other weapon classes that takes a skilled player to use, but if you can use it, it clearly is better than the lesser skilled versions of those weapons classes... thus widening the skill gap between players who use them and those who don't.
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  • I disagree here. I use tlw very often, at least in rumble. Its not that hard to use. If my kd rises from just changing the weapon it most probably has nothing to do with my skill. But in case of tlw you only make full use of it, if you are close and have practiced at least a little with the hipfire. They key here is to master the range. Too close and you get shotpackaged back to orbit. Too far and you cant use hipfire and are no longer in advance to your opponent. Thorn is kind of... yeah... there is no risk. non. just three hits and its over. and it can land that hits properly from even a scout rifle distance with no problem. thats my problem mit thorn. u dont need skill. not at all. thats why i would like to a have a 4 body shot solution. that would give it a risk. the reward would be the 2 headshot kill. i think this weapon would be fine that way.

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