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#feedback

Edited by BENjiman15: 1/12/2016 7:41:36 PM
33

Mr Weisnewski can you please take another look at Hand Cannons?

Not sure if he actually visits these forums but I'll post anyway because I feel strongly about this. I'm not going to yell at you like you probably think I'm going to. This is just a polite request. I understand the reasoning behind most of the changes made to them in 2.0 (easily outgunning a scout rifle user from across the map was pretty dumb), but I think the changes were too drastic, and I'm sure a lot of people would agree with me. The things that I think need looking at are as follows (I also tried to provide some clips for you to look at): [b]1. Damage falloff at mid range.[/b] Its well known, and even stated by yourself, that Hand Cannons should be a very competitive choice at close to mid range, but they currently don't feel that way at all. I feel restricted when it comes to the damage I'm actually dealing to people at anything other than close range. People might not consider it a big deal dealing 77 damage to someone instead of 86, but with a weapon like a Hand Cannon where every shot and every second counts, its a HUGE deal. A high impact precision weapon can't be competitive within a range where its losing around 10% of its critical damage per shot, because this has a much larger effect on its time to kill than it would on a faster firing weapon. Clip A: http://i.imgur.com/X82rbNk.gifv [b]2. Accuracy. [/b]I shouldn't reliably hit headshots on someone shooting me across the map with a scout rifle and I can't, so that's great, but I think this lack of accuracy is in effect far too close to the user, despite the recent update. It literally feels like everyone's head in Destiny in both PvE and PvP is a magnet that repells Hand Cannon bullets. Its just silly sometimes (last clip is mostly poor aim from myself, but there are some shots in there that definitely should've hit). Clip B: http://i.imgur.com/cWwcp79.gifv Clip C: http://i.imgur.com/FDEFHKQ.gifv Clip D: http://i.imgur.com/T8hTXCt.gifv Keep in mind that in the clips shown I was using an Imago Loop, which actually has a HIGHER range stat than that of a typical Hand Cannon (I'll try to get some more clips soon for the range section with a more average ranged HC, if my internet stops being stupid). The current lethality of legendary Hand Cannons is way, WAY below legendary Scouts, Pulses and even Autos at the moment, at least from what I can see (I'd be interested to see the stats on that), and I personally believe its down to both their inconsistency with accuracy and terrible range/falloff. Hand Cannons were already a high skill and high risk weapon in Year 1 with the exception of being able to pop off headshots across Pantheon, but now they've been pulled too far back and need some attention. Please revive Hand Cannons! TLDR - Hand Cannons need more accuracy, and damage falloff starts too early. Oh also, [b]3. They need more reserve ammo. Like, really badly.[/b] [spoiler]This is about legendary Hand Cannons, I know a bunch of people are going to sound off in the comments about the exotics, but if they become a problem they can be dealt with afterwards.[/spoiler] EDIT: Just to clarify, I see long range and "across the map" as two completely separate things. A Hand Cannon should be "optimal" at close to mid range as stated in the goals, but these shouldn't be the only ranges the weapon can hit at (I'm struggling to even hit at mid range right now), [u]and I should [b]not[/b] experience any damage falloff in mid range engagements.[/u] They should be fairly accurate at long range but with significant damage falloff, and the "across the map" very long ranges should only be reachable by scout rifles. Scouts should beat Hand Cannons at long range the vast majority of the time, but a skilled player with a Cannon should be able to put up a fight. Just my opinion. EDIT #2: Extra clip using the Hakke Gaheris with a more typical HC range stat - http://i.imgur.com/IpVHSls.gifv Hitting for 82 instead of 86 at mid range, and the final shot missed when I'm 99% sure it should've hit, but I'll let you be the judge. [b]EDIT #3: This post seems to be simmering down a little due to the posting of similar topics, so I'll just summarize my (and many others') thoughts: - Hand Cannons should carry their maximum damage slightly further (up to a solid medium range, numbers are dropping off far too early, even on high range Cannons, which can be detrimental to a slow firing and high impact weapon's performance (within a range it is supposed to excel)) - Accuracy increase needed, but with enough damage falloff once you pass mid range to make them not dominate at long range, but still able to fight back. The very long ranges will still be owned by scout rifles. - Ammo increase[/b] Thanks for reading! Hope someone on the sandbox team sees this!

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  • Reserve ammo is deplorable on hand cannons. If nothing else, at least this needs to happen if they are to be a viable option in PvE.

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  • This is how I've felt for months now, handcannons should be crazy accurate but with significant range drop off. I see a sniper across the map, I should be able to tag that bastard with a precision weapon like a hand cannon even if it is for only 15-25% of regular damage

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  • Please make Hawkmoon useful again.

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    1 Reply
    • I agree with the damage falloff being nerfed a little too much but I'd be happy with a mag increase of 2 across the board. HCs are not nearly as fun in PVE anymore. Bring 'em back to their glory, Bungie!

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    • Edited by bryan489: 1/10/2016 9:49:07 PM
      The problem is when they nerf weapons in PvP they also nerf them unknowingly in pve 2 which pisses me off sometimes they will go back and rebuff them but not all ways

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    • In that clip you show about damage fall off it still would have been a 3 shot kill. Which I believe is fair. If you have LITC proccing on the second shot you maybe it probably would have even been a 2 shot kill. Basically I feel damage drop off is fine on hand cannons currently. As for the accuracy clips that is not actually the problem. Though you could still call it "accuracy." I forget which patch it was but they did something to the hand cannons to reduce follow up shots. They wanted to basically remove hand cannons being able to spam shots regardless of recoil and still get those quick TTK's. While I like the idea on paper in practice it's poorly executed. I've missed shots to the head when I was standing in one shot shotgun range. It really kills hawkmoon as well. Last word is the only hand cannon that has a high rate of fire that can land things consistently and that's only if you hipfire. Frankly I don't see the point in giving us higher RoF hand cannons if we get punished for using it. I don't know the extent of their mod tools and what is/isn't possible. but they need to tweak this. And I wholeheartedly agree about the reserve ammo. There is just too much downsides to hand cannons at the moment to consider them viable pve options. The first curse is really the only hand cannon I feel safe using in pve.

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    • A lot of those clips seem to be more in the long mid range area and the ranges you were shooting is exactly where accuracy drops off!

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      • Bump

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      • Please bump me

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      • Man depending on which handcannon it is sometimes I can't hit something that's moving right in front of me. I have to lead it like it's a real weapon. And hey that's realistic but not real fun.

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      • This summarizes exactly my experience with using hand canons now like with no other class of weapon, and it is my favorite class. Instead I was forced to use pulse rifles and now scout rifles.

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      • I get what you were trying to do but your efforts were misguided. You just asked the IRS to take another look at your taxes. All the Sandbox team does is nerf now.

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      • Bump

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      • Edited by oxR4G3Dxo: 1/10/2016 1:12:59 AM
        HC's are low rof, low zoomstate, single shot weapons and have the lowest accuracy and least range of all primary's. Seems perfectly fine.... jokes aside HC's are not in the special weapon slot, why are they not treated like a primary weapon anymore? Because you were short-sighted and didn't think that allowing exotic weapon abilities in PVP could significantly shift the meta? Yeah exactly. Here is a hint free of charge: Give all HC's the hip/autofire ability of the TLW, remove Thorn and all other exotics from the crucible, and move the -blam!- on. It's not working and it will never work to a satisfactory degree.

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      • While true for the case of Legendary Handcannons, the Thorn and Last Word can't receive another buff or they'll become OP again, which would imply going back to the same problems of the older updates. I think Bungie are buffing and nerfing weapons now in accordance with how good the exotics of their respective classes turn out to be after applying the changes. It's not exactly the best option but it at least ensures the exotics don't become 2-headshot potential killers like before.

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        1 Reply
        • Bump

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        • Bump

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        • Bump.

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        • I agree, but some of those shots on B clip atleast u shoot directly to vandals head, problem is that Imago loop and Fatebringer always had fukked up sight so u needed to aim little higher to pull headshots

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        • A hunter flew around my room before you came so bump.

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        • Edited by UnlivedShot: 1/9/2016 12:05:12 PM
          I completely agree that legendary handcannons need to be re-looked at mainly in its accuracy department. I find that if you try to get the fastest time to kill with these weapons its near impossible (of course inless its tlw, hm, and thorn) you have to shoot them so slow to be accurate enough to land a kill that most guns (including autos will )end you. (the only possible exception is fastest firing hc and that's because they have a shorter wait till you can fire.)

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        • I'm glad I'm not the only person that feels it when using a hand cannon. They're still not as accurate as they were in year 1, certainly better, but not where they should be. I'm still missing shots that should have been head shots. They either miss altogether or turn into body shots. inb4 aim

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          • As soon as he's done spending your money MAYBE he will think about a half ass buff that in the process nerfs every other primary. Because this is what they do.

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          • Bump

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          • Bump

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          • The range nerf they received was fine, but the destruction of their ADS accuracy was completely unnecessary. You can't hit the broad side of a barn now with Hand Cannons, it's ridiculous. Now I'm aware that with the latest rebalance Bungie buffed their accuracy a tad, but it wasn't enough. They should go back to their HoW accuracy.

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