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9/9/2015 6:36:06 PM
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Alright everyone. Weapons 2.0 is here. Wow. What changes we have to Hard Light!!! They're like... lasers and the ricochet count is ridiculous! Pretty impressive stuff. In addition to the obvious changes there have been some minor ones: the lights on the side of the gun now emanate a very powerful neon green color. I think this is an odd fit for the weapon as green doesn't really match its teal and grey color scheme. The increased ammo perk also does not work any longer, meaning the gun can only hold 40 rounds. Might as well put that node on stability if we can't get extra bullets. That's a shame. Overall I think I miss the "bounciness" from the original Hard Light. The harsh, piercing laser beams just doesn't feel the same.. even if it is incredibly effective. The AR buff is very satisfying in PVE. I have yet to try this monster in PVP yet, but will post again when that time comes. Again, I must reiterate that WE NEEEEEEEED A TAKEN KING DAMAGE BOOST to this. Let's get a year 2 exotic blueprint to go with this bad boy. I'm a bit shocked it doesn't have a Taken King version, leaving Omolon with no exotic (other than the warlock-only scout rifle w/ basic perks). Overall disappointing news. I hope they can concede the benefits of this weapon and boost it to TTK stats.
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