Handcannons are still a competitive option for both PvE and PvP... it's annoying but not an issue.
English
-
You and your awesome auto rifle, it's very annoying when HC bullets at point blank don't even have DPS ....... then again Bungie says they don't exist so us users who use them quite often and experience it first hand are wrong.
-
But they work well, and not just well, extremely well... if this bloom didn't exist they would absolutely dominate the field. So idk what Bungie can do, take away bloom and destroy rate of fire? Or take away bloom and destroy the damage rate. There was someone I was playing against getting 2 shot kills with an Ill Will.
-
Edited by ThePaintedCar: 9/28/2016 2:57:04 PMBloom is seperate and caused from multiple shots being spammed quickly. My issue is with RNG accuracy on each single bullet. You can watch the video to see what I mean.
-
> it's annoying Your primary weapon in a shooting video game being described as 'annoying' instead of 'fun' isn't an issue to you? You'd fit right in on the sandbox team.
-
Would you rather they destroy damage or rate of fire? People that use handcannons do not do a bad job. Unless they suck with handcannons. Even the elite PvPers all use handcannons. I don't really use them, but I am guessing if that many people still do it isn't [i]that annoying[/i]. Probably still annoying though.
-
I don't feel this is a good argument for maintaining the status quo. Just because people are still effective in spite of a flawed mechanic, that does not mean the mechanic should be maintained. The point is that the hand cannon class can lose gun fights due to RNG deciding that a bullet will not go where the shooter told it to go, even when time is taken to line up the shot, and even within the intended range of the gun. This game is based on action gunplay, thus bullets ought to go where aimed. Damage fall off, ads zoom, and recoil can all be manipulated to get the desired effect, even bloom at a further range while spamming would be acceptable. The linked video in the original post has a great explanation of RNG accuracy issue.
-
Edited by JungleofTaxemes: 9/28/2016 3:14:28 PMI'd rather they replace the sandbox team with ones that don't balance on the idea that bad players should not die to primaries or try and carve the game up into 'effective ranges' that apply to Halo, not a game with titan skating in it. I wouldn't destroy anything. I would universally buff primaries once, and once they were at the following level I would nerf and buff small amounts only: I'd give autos their crit multiplier back (while nerfing the doctrine's bodyshot damage by 1 to slow its all crit TTK), HCs their accuracy back (accuracy should only be randomised at a distance where aim assist is no longer active, like in Y1), nerf the two exotic HCs, and change Suros' spinning up perk. I'd give pulses their 2.0 damage back (except the grasp). I'd remove the uncompetitive scout archetypes (the inward lamp) and change them to MIDA archetype, as they did to the hopscotch pilgrim (but not a nerf). I would make MIDA kill in 2 crits 2 bodies to be able to compete with these new guns. The only scout archetypes should be MIDA, that high impact one, and maybe a third that would be more of a pve weapon.