I believe the most recent patch took us one step closer to balancing all the weapons in the game. Pulse Rifles now are Extremely good in Crucible and most PVE content as well. The Shotgun Range Nerf have now made most shotguns one shot melee range and the PVE buff made them what they should have been in the first place.
Though there are a few changes i think still should be made. Lets start with Primary weapons
Auto Rifles: Honestly I have no idea why Auto Rifles were Nerf in the first place. They are the most common Primary that game has to offer Counting TDB and PS Exclusives There are 4 Auto-Rifle Exotics Stands to reason they would be the most used gun in the game. The Damage nerf they took wasn't needed in fact it ruined them for the most part. I believe they should get back the damage or at the least half back.
Pulse Rifles: Honestly i think they are about were they should be they stand their own against most other classes now without too much of a over-kill.
Hand Cannons: Hand cannons are going to be the hardest to balance because of their high impact. With Crucible i believe that the class of weapons needs a range and stability adjustments. The distance of damage drop off needs to be reduced a little as well as the amount of damage dealt at long range. I have always believed that a hand cannon shouldn't be able to kill you across the map. They shouldn't have that kind of range. They should belong to the close to mid range but some can kill you as easily up close as at scout range.
Scout Rifles: IN my own opinion scouts need a slight buff some of the weapons need more of a impact. IN PvE they are decent but in cruible they seem to have very little place with the expect of a few of the best scouts they can't compete as well. Scouts are suppose to be mid to long range but even at long range they are out shot by every other gun class. Their slower rate of fire and (most times) low impact make them ideal for hidden attacks but in a head to head they lack the damage to get the job done. I believe a small impact and damage buff would put them up with the rest of the weapons and be able to hold its own at mid to long range.
Secondaries Weapons
Snipers: As far as i can tell Snipers in both Crucible and PvE are right where they should be they control the long Range and as they should be are most time if not always a one shot head shot
Shotguns: This class is a challenge since shotguns should rule close range and be the most effective tool of desturction in melee-close range. This class is about as balanced as it can be as a whole though some shotguns far outshine the rest. Its those shotguns that i believe need looked into instead of adjusting the entire class
Fusion Rifles: For the record i dont use these weapons but i do believe that they are right where they should be after the most recent patch.
Heavy weapons
Rocket Launchers: the only thing i can think of that i would change with this class is the amount of ammo recieved. Some Launchers spawn with 2 while others spawn with 4-6 I believe the number of rockets should give set evenly across the board. giving each rocket lanuch 4 rockets(as long as it has the ammo reserve to suppose 4 rockets) I think this should allow for a more varied selection will be used instead of just one of few in the crucible.
Light Machine Gun: I cant say i would change anything about this class I believe its right were it should be.
English
#feedback
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Maybe Bungie is doing this so that we get over our favourite weapons *cough*Gjallarhorn, IB, BH*cough*, and actually USE new weapons from TTK.
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1 ReplyI feel you man. AR's need a roll back on at least one of their Nerfs. Yes they were originally an extremely strong contender, so they Nerfed them, then because they were still viable, they Nerfed them again. They Nerfed Suros 3 times. They need to bring them back to being viable, not all the way back, they just need to roll back the last one. Handcannons should not have their range dropped, but the damage should drop off at long ranges. As for Thorn, the DoT should be lowered some in PvP. Shotguns should have more of a spread making them highly effective close range but less effective at longer ranges. Fusion Rifles, need to be buffed back up slightly, nobody uses them much anymore because they over did the nerf, While they shouldnt one shot you at certain ranges, but it cant one shot at any range anymore, and the charge rate pretty much denies you a second shot against shotguns. They should be roughly as effective as a shotgun, not more so, but as effective. Sidearms need to be addressed before them make more. Fire rate is great, but damage is generally poor. Scouts are almost ok, a slight buff would do them wonders. Pulse rifles are mostly ok, i can two burst with Red Death for the most part provided i hit all shots. Snipers are fine. Sure it sucks get sniped, but hey thats any game with snipers. Heavies are also fine.
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2 RepliesWhat about sidearms?? I feel those two need a look at before they make anymore.
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34 RepliesEdited by ColNapalm: 7/2/2015 6:07:45 PMThat's a pretty fair balance! Buff the ARs, drop the range on pistols (ans needleas to say - hand 'canons') to twice that of a shotgun but powerfully and reduce the rockets! Pulse and fusion rifles aren't my gig but I wouldn't mind if they were comperable to ARs and scouts.
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Edited by Vexrook: 6/19/2015 5:54:01 PMI agree with a lot of this, scout rifles do seem a little underwelming and could use a buff. Hand cannons are fine as a well but the exotics, particularly TLW and Thorn will need to see a nerf, or change how there abilitys work in crusible. Shotguns need to have the range stat take a hit accross the board of them all with the exception of the exotic ones. Fellwinter and the matador should not be hitting farther than univeral remote or lord of wolves. Or as far as a sidearm. Sidearms could use just a ever so slight impact buff. Auto rifles could be fine, if the last nerf was reversed.
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I agree with near all of this except scouts. Honestly I find scouts to be perfect. They are honestly the most balanced weapon in the game IMO.
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Autorifles were ruined all they did was put them were pulse rifles used to be. They really need a buff everyone wants it but bungie hasn't said a thing!
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I honestly don't mind what weapon anyone uses. I'm not that great at PvP but I enjoy it. That being said, no weapon should suck as much as auto rifles do.
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As long as they don't reduce the damage of hand cannons I'm fine with another range reduction. I'd hate to see another weapon class be ruined like the ARs.
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That's not a lot of options
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3 RepliesIn my humble opinion. I think after auto rifle buff. They need to look at better matchmaking. All problems would be solved if players were put against an equal team. Desided by KD, armour and weapon grade..
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Your post about rockets in Crucible is not making any sense. No RL's get rockets on spawn. And NO RL's get more than 4 rockets per ammo box. Perk mechanics can provide more. Maybe you need to do some more research.
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5 RepliesEdited by Gorilla Warrior: 5/4/2015 1:13:48 AMAuto Rifles: They should have split auto rifles into separate classes. You have the pea shooters - the high ROF/low impact that would be better classified as SMGs. Then the mid ROF/mid impact weapons that could be classified as Assault Rifles. The SMG style of weapons definitely should never have been nerfed. Buffing auto rifles as a whole would still make them not worth using though because they'd still be outclassed by the Assault Rifle style of weapons assuming those would get the buff as well. Split them up; tweak them separately. _____________ Fusion rifles: This won't be a popular opinion, but fusion rifles need better range in PvE ([b]not[/b] PvP). Now that shotguns are finally worth using at close range, there's no reason to use a "charging shotgun" and open yourself up to all that damage before the shot fires. Theoretically they should rule the range between shotguns and sniper rifles, but they're too inconsistent outside of shotgun range
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2 RepliesEdited by z11pkmnlego: 6/12/2015 4:41:27 PMI have a feeling that all the people who voted for it to stay the same are thorn/last word and shotgunners using blink jump and every perk is going to health regen
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9 RepliesI think the perk "Final Round" on snipers needs a slight damage reduction. People who were lucky enough to get the ONLY Efrideet's Spear offered during TDB season of the game can still re-roll it to get that perk. People who missed out have nothing to defend against it and it is game breaking especially in the Trials of Osiris. Even a Warlock with the Ram helmet dies with one shot to the body while two shots to the body of Praedyths Revenge doesn't kill them. Basically, that perk does more than double damage. Efrideet's has only a three round clip reducing the waste of ammo when exploiting that perk and if you roll it with field scout on it too, it can hold 20 something rounds in reserve. Absolutely ridiculous.
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It isn't what the AR can do, it's what you can do while holding the AR, skill comes from the player, trash comes from the player. [spoiler]Khvostov will always be my greatest AR in crucible[/spoiler]
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I just want a machine gun primary.
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Exotic hand-cannons do need a stability and range balance. This would make scout rifles more viable in the crucible because at the moment there's no point using scout rifles as you can use an exotic hand-cannon that is effective at every range. Auto-rifles need a buff to damage as they are garbage and one of the main reasons it need this is for new players in the game as auto-rifles are the most user-friendly weapon type and allow new players to be competitive in the crucible as well as PVE. The rest of the weapons in my opinion are where they should be and completely agree with you about pulse rifles
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2 RepliesAfter a certain point you gotta start thinking bungie doesn't know what balance means
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Buff ARs, fix TLW and Thorn bugs, balance achieved.
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Buff autos
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Please check out this weapon balancing article and give feedback. It's a good read, thanks. https://www.bungie.net/en/Forum/Post/117004290/0/0
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1 ReplyBungie, please don't listen to this kid. A shotgun's range is 10' and a hand cannon is 20' Gravity must be strong on that planet you're at. Since we're going for realism, Mar's Gravity is like half of earths, can you let us jump higher there than on earth. My hunter can't slam dunk.
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1 ReplyEdited by Rwar789: 5/4/2015 10:13:50 PMThe hardest problem when it comes to readjusting weapon types is that each class has 2 - 3 archetypes within it. These archetypes each have to be balanced separately from one another. We've already seen what happens when you try to make a blanket change to a whole class with the ARs. The high-impact low-fire rate (Suros/Vanquisher) were too effective in PvP and needed to be adjusted. The medium-impact medium-fire rate were perfect while the low-impact high-fire rate archetype was under performing. They're even worse now and need to receive a buff larger than the nerf they got. So I don't agree with everything you've stated. The low-impact high-charge rate fusion rifles aren't viable anymore. You have to get too close to use them. The higher impact ones like The Trolley Problem are performing fine but are starting to become an issue again in Crucible if they have added range perks. I've been killed one too many times at a distance these OHKO weapons shouldn't be performing well in. But I do agree with you about LMGs, Autos, and Hand Cannons. Fairly neutral when it comes to Rocket Launchers and Scout Rifles. I think Scouts are fine where they're at but the current maps don't support long distance engagements very well. The maps that do are dominated by snipers since there's too much special ammo on the big ones.
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Buff auto rifles a little bit. They were somewhat op before but they nerfed them too much and now they're underpowered.