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Edited by DeZevil: 4/27/2015 3:55:44 PM
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Since you talk about competing with weapons, I assume you are referring to PvP. I think many autos are still quite viable in PvP, because even though their [b]damage per hit[/b] were reduced, their [b]hits to kill[/b] and thus time to kill was not. This applies to most medium ([i]Monte Carlo, Hard Light, For The People[/i]) or low impact ([i]Atheon's Epiloge, Silimar's Wrath[/i]) autos, but high impacts like Suros or Vanquisher took the brunt and are admittedly slightly less viable. Long technical post below: [u]As an example: [b]Monte Carlo[/b][/u] This beauty used to deal 22 headshot damage in PvP before 1.1.1, it deals 20 now. [i]See, this clown is an idiot, it deals so much less damage![/i] True, it is almost 10% less [b]damage per hit[/b], but let's do the math. Guardians has about 200 health in regular Crucible. 20 damage means you need 10 headshots to kill a previously uninjured opponent (20x10=200). Do the same for 22 damage and we see that we accumulate 220 damage after 10 hits. [i]See, get lost you jackass, that is much higher damage![/i] Yes, but what if we take a shot off and count 9 hits of 22. That end up with 198 damage dealt - meaning your enemy will survive. He/she will probably die from getting struck by a feather, but your foe remains breathing nontheless. [i]O.o[/i] See where I am going? Even though the pre-patch Monte Carlo gets to 20 excess damage after the fatal bullet strikes the victim between the eyes, the amount of [b]hits to kill[/b] remains exactly the same as the post-patch one. If your enemy was ever so slightly hurt before, it would be a 9-headshot kill, but if at full health you will need 10 hits. This applies to Hard Light as well, since it has the same impact, and in very similar shape for other medium impact autos. Atheon's Epilogue went from 14 to 13 headshot damage, which translates to that the pre-patch Atheon's were a 15-hit kill (210 total damage) while the current one needs just one more pea to splat against the enemy's visor (for 208 total damage). [i]Hah, it sucks now because it need one more hit to kill![/i] Yes and no. Since the rate of fire is so crazy high, needing an extra hit means time to kill only increases by a hundreth or two of a second and therefore more or less a non-issue. As for Suros and Vanquisher, it is slightly more dicey. Suros went from 34 to 31 damage when aiming, turning the 6-hitter into a 7-hit kill while I heard Vanquisher went from 27 to 23 damage (never used it myself so I am not sure there) becoming a 9-hit killer instead of the previously 8. With the lower rate of fire, this increase to time to kill still isn't extreme, but it is noticable. In the end, low and medium impact autos suffer more from the range decrease than they do from the damage reduction, while high impacts took some heavier toll from damage decrease as well. In PvP, I could live with slight increase to damage among the high impacts, just so that they reached the lower hits to kill threshold (Suros back to 34, Vanquisher to 25). While I prefer the medium autos myself, I think both reduced range and requiring one extra hit was slightly too strong nerf for the high impacts. In PvE I want the entirety of autos back to pre-1.1.1 because that massive nerf was just uncalled for.
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  • Seems you have oversimplified things a bit. First you have to wipe a guardians White bar before getting to the life/red bar. Then there are the various over-shields of the various classes to contend with. I have used a Up for Anything in Crucible I have also emptied a entire Magazine into a Guardian without killing them (I did get the assist though. Lol reference to the "assist rifle" post) so basically Bungie succeed in wrecking the Auto Rifle and making it poor choice for any game mode aside from patrol.

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  • I did the same thing with nechrochasm, except I died anyway

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  • I never had any issues killing Guardians in PvP with my medium autos (Monte Carlo being a personal favourite, but also Hard Light and For The People), so for me they are just fine and far from useless. But I also stated that while they aren't as useless in PvE as people say, they should be rolled back to their original PvE damage. They weren't the best in PvE to begin with so lowering the damage by so much was completely uncalled for.

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  • Edited by Dexter307: 4/27/2015 3:48:45 PM
    The problem here is you got the amount of health people have wrong. Guardians health can be anywhere between 188 and 203 based on class and armor, though most people have ~195. This means that someone who managed to get above 200 can survive more from the Monte Carlo than they used too, or if they have below 200 than the 1.1.1 and after Monte Carlo now takes an additional shot.

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  • Edited by DeZevil: 4/27/2015 4:01:19 PM
    It is possible you are correct in that regard, but I don't find armour to affect health as much in regular PvP. It plays a noticable role in Iron Banner, but in my experience both weapon damage and the armour attribute is normalized in regular Crucible so that even the level 5's won't fall behind too far because of them not being able to level up to their attribute perks (Titan Codex for example). The main point with my post was that players look too much on just [b]damage per hit[/b] when it comes to weapons and more or less overlooks [b]hits to kill[/b], which is the most relevant factor.

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  • Edited by Dexter307: 4/27/2015 4:41:22 PM
    Yes, but the 1.1.1 patch still reduced the ttk of ARs like the Monte Carlo by 11%. If their health is 199 or 200 than ttk is the same, but very few people have exactly 200 hp. Heck, hunters can only get 198 hp max! Monte Carlo pre patch took 9 shots to kill, sometimes 10. The new one takes 10 sometimes 11. That is a 11% nerf to ttk in pvp. Bullet hose ARs also got an 11% ttk nerf to the body, though headshot ttk is the same

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