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Edited by Arman GT: 11/8/2015 7:48:26 AM
14

Hand Cannons don't entirely suck.

After using almost all of the hand cannons for TTK and ending up with an Imago Loop w/ firefly outlaw smallbore/hammer forged, I've used hand cannons from the lowest tier to the highest such as that and have used all sorts of hand cannons in all of Year One. [b]They don't entirely suck.[/b] - The ammo sucks (the bullet to damage efficiency does NOT match other guns, therefore the total ammo / ammo picked up seems really low) - Higher rate of fire, lower impact guns just aren't worth it. A 299 mid-impact (fatebringer's arctype for example) can do ~15% more than a 316 raid hand cannon with the lower impact arctype. It makes up for it by shooting faster, but hand cannons are NOT about fire rate. It's about snap-shot headshots. Quickly aiming at one enemy (aim assist and sights help superbly) and then taking that one bullet and moving onto the next. Higher fire rate does NOT help with this, only if you miss (even then it's barely noticable for the fire rate difference. - Lowest rate of fire, highest impact guns ALWAYS have NO range, stability, or reload..seriously I bet the guy that thought up the max rate of fire snipers, null impact thought these up.. - Going off the previous post, it seems a lot of perks don't seem well-suited for hand cannons because of its snapshot headshot ideology behind handcannons. So either the perks are straight garbage, or are super good. [b]Thing's that are good about them still[/b] - Face it, headshotting things that are close range with a scoutys hard because of the zoom, and landing all 3 bullets on the head without a ridiculously rolled pulse is hard. The snapshot 1 shot thing yet again comes into play here with rewarding those one-shot kills on things or 4-5 shotting a red health knight (LOOK AT YOU LIGHT EATER). Also, yet again, it's NOT HARD to do this because of aim assist / sights. - Their range isn't trash like auto rifles. The range falls off about, no exaggeration, 75% further than auto rifles. Not only that, it's STILL damn near 100% accurate. Don't listen to Bungie when they 'nerf accuracy,' how many times has an update messed something up? The accuracy is still huge. Range is great, you may experience ~10% damage loss at pulse rifle's range fall-off but that's not too relevant when they still headshot all the time. [b]TL;DR[/b] Pros: King of close-medium range, damage-fall off insignificant w/ great innate accuracy. Cons: One arctype (the mid RoF, 81 impact) outshines the rest by a pretty big margin (not so much the highest rate of fire, more so the lowest rate of fire arctype), and ammo pick-up/total reserves =/= ammo:damage efficiency (say my 308 raid handcannon doing 5k vs 3.4k hung jury (~50% more damage), but instead of picking up 1.5x less ammo to compensate, it picks up 3x less ammo.)

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  • Up until TTK hand cannons were my favourite gun. One shot, one kill was incredibly efficient. Since the nerf, plus the insane amount of enemies in TTK, I just don't find them that useful anymore. Each to their own though, glad someone still finds them decent.

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  • Still use Red Hand 9 in Crucible. Has Crowd Control. Which HCs can no longer get as a perk. Also, have Timurs Lash with it. Both are still monsters.

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    • Nice post however hand cannons need a slight buff.

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    • Edited by Project Atom: 11/8/2015 12:34:54 PM
      My Hawkmoon is reliable and my 'go-to' Hand Cannon for anything Crucible.

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    • Pretty sure TLW still has the faded TTK sooo...

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    • Got a hell load of HC kills and still loving them. Ammo needs a major buff. Doesn't make sense scouts with 16 shots have over 200 while HCs with 8 have 56.

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    • I have over 100,000 kills with HCs. I used my fatebringer in the first TTK Mission, realized it was broken. HCs are dead, at least to me. The (critical) damage drop off has been reduced by estimated 30-40%. Of course HCs stil "work" , but not as intended from my side of view. I'm a Suros user now.

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      • I cannot agree with you. As someone who has used hc's 95% of the time since the beta I can tell you they are broken. And really it has put a huge dent in Destiny for me. I use to have so much fun doing strikes with my favorite handcannons. Now I just rush like everyone else because the actual gunplay just isnt as rewarding anymore. Kinda ruined Destiny for me. I just hope bungie comes to their senses and when they look at statistics they realize only 5-10% of all players actually still use handcannons. Maybe when they restore them to their former glory Destiny will be fun again. Right now imjust looking forward for backward compatibility because this game isnt really worth my time anymore

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      • Probably the only person to say this so far but I'm liking the first curse. It could be a better weapon, much better actually. But I love the sound and it's pretty accurate, just a cool gun. Nothing special I've been using it when I can

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      • They're almost unusable in PvP. Even if you put your sights on an enemy's head, it's still not guaranteed to hit. They're beat out by almost everything. I love Handcannons and still use them, but Bungie went overboard again.

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      • Imago Loop has been doing work for me.

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      • Edited by Afawafa: 11/8/2015 8:40:16 AM
        [quote]- Lowest rate of fire, highest impact guns ALWAYS have NO range, stability, or reload..seriously I bet the guy that thought up the max rate of fire snipers, null impact thought these up..[/quote] I thought the high impact low RoF handcannons had the highest base ranges in the game? There are only 3 high impact handcannons that are legendary. All 3 are the [url=http://db.planetdestiny.com/items/weapons/primary/handcannon?tier=24&desc=1&sort=impact]top 3 handcannons in terms of base range. [/url]

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      • Fyi when they say they nerf accuracy, it comes from either nerfing the base range or stability Range in this game is tied to aim assist. Higher range means a further distance that the weapons aim assist kicks in. There's a really good video that explains all of this from PlanetDestiny. It's an interview with one of the sandbox devs. Range is somehow separate from damage falloff. My theory is that it's per class of weapon, and has nothing to do with the tool tip stat bar. Stability is how long it takes a weapon to reset to a full rest after firing a shot. The handcannon nerf added sharper damage falloff, nerfed the base range, and base stability. Meaning the aim assist is weaker, there's a harsh penalty for not pacing shots, and bullets do much less damage at long distances. Like you, i still find them workable in pve. The main issue is reserve ammo. They're functional in pvp, but you have to get a lot closer to get the auto aim stickiness to kick in.

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        • They aren't bad, they just can't compete with the pulse rifles. Even in close range, guns like RD and Grasp of Malok still shred. The stability and range nerf I can understand but accuracy as well is going overboard. If you don't have an aim assist sight it is incredibly difficult for consecutive shots to land. Even with 95+ stability. It's straight up ridiculous. Bungie has come closer to balance but it's still not solved. Pulse rifles rule, scouts are hot on their tail. HCs are slightly better than autos. In a contest between something like a SUROS R and a Hawk, it really comes down to user. If they had just done range and stability then HCs could have competed for better at close range

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