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#feedback

1/21/2017 6:10:15 PM
52

Take a look at damage falloff for Pulse Rifles

Fast forward to 6 minutes if you want to see the pulse rifle part specifically. This is a very interesting video and I want to know what you guys think. For me it is very hard not to cry nerf after seeing something like this because I'm sure we all want primary weapons to do just as good. But why was this added to the game? It seems like Bungie doesn't know what they're doing with this weapon type at all. For those who can't see the video here's the link below: https://www.youtube.com/watch?v=EPfJAUzQo3Y

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  • Edited by KaptainKrakenZz: 1/23/2017 3:16:53 PM
    The grasp archetype has been the same since they buffed pulses in y1. And untouched since then. It's fine. It only seems op becaue it's one of the only archetypes oof weapon that hasn't been nerfed.

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    • Some clever dragon with such a small range bar seem to be just as good as hopscotch with a long range bar and it shouldn't be like that damage falloff needs adjusting.

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    • "Pulse Rifle is optimal at medium range, but can still effectively engage enemies at close or medium-long range Pulse Rifles should feel strong in PvP, but don’t become the only competitive option" This is exactly what Bungie said they wanted out of pulse rifles back in December 2015. Their first point has definitely been achieved. You can engage enemies at any distance with a pulse now. Unfortunately they have become SO good at close and long range (especially with HCR) that they are failing at point 2.

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    • As a Hand Cannon user, that video makes me mad. Lmao, I just want to use Braced Frame... I hate being forced to use Rifled Barrel.

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      • I simply want low RoF Pulse Rifles to be useful again.

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        • Why say "nerf" thats the whole problem from day 1. -blam!- nerf right out of this game. Leave good weapons alone and BUFF the shit ones......

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          • Pulses are working as intended. They are supposed to be accurate at range and keep their damage with accuracy. This is nothing new in the world of fps. Burst weapons do good damage with good range and accuracy. Thats how its supposed to be. Thats y they fire in bursts. Not quite an ar not quite a scout.

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            • Of course... we all realized this when we all used Grasp and Clever. I've mentioned this months ago, but I'm attacked because you all want your meta op weapons.

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            • this is one of the many reasons this game went from one of my favorite fps to one of the most mediocre fps's ive ever played. nice vid.

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              • I won't jump on the nerf train, but I can definitely see that Bungie needs to go back to the drawing board entirely and rethink HC's and PR's, and I still think AR's could use a slight buff so that they are more forgiving. As it stands right now, you basically need a god-rolled AR to compete (although It's been a while since I played Destiny - this still seems to be the case). For instance, High impact HC's should have more accuracy but their shot rate and recoil should limit their ability to spam bullets at rushing targets. This makes them more effective at range than CQC. Turned on its head, the low impact, high RoF HC's should be able to be spammed in cqc to deter/kill rushing opponents, but they shouldn't be able to engage targets at range the way high impact HC's do. Same with PR's. The high rof PR's should be able to engage targets at close range effectively, but their damage drop off should be adjusted so that a high RoF PR will lose to a Low RoF PR at long ranges, where the heavier bullets and better range give the slower gun the advantage. On the flip side, low RoF pulse rifles should be poor at close range, but solid-to-good at mid-range. They shouldn't challenge Scout rifles at the extreme ends of range, but they should hold their own against SR's at what is essentially optimum low RoF PR range. The problem is that Bungie is so lazy with their balancing that they just do things to PR's generally, rather than parsing out each individual archetype so that they can try to isolate the issue and actually address it. I think the same balancing approach can be taken with AR's. Higher RoF AR's should be good in close quarters and effective at repelling rushers. But they shouldn't be that great at actually taking the fight to players beyond cqc. Higher impact AR's should generally have more range and be able to engage targets at further distances, but be very poor at cqc, where they struggle to get enough lead on a target to take them down. I think this is a common sense approach where higher impact weapons are better, generally, at longer ranges, but are poor in close quarters. This would make sense because heavier/larger caliber rounds tend to carry more kinetic energy at longer ranges, whereas smaller rounds lose kinetic energy more quickly, but offer better controlled recoil when shot at a faster pace. The fact that Bungie hasn't even considered this general balancing approach for every kind of weapon is a bit shameful IMO. Its like they've never fired a gun before...

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                • I've been getting cross maped by pulse rifles all weekend, their range is a joke.

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                • I don't see what good nerfing pulse rifles would do. House of Wolves is regarded as the best era for Destiny PvP BECAUSE lots of primary weapons were considerably good. Maybe it's time to worry less about making the game "competitive" and more about just making a fun shooter with a wide array of viable weapon types. Tune up other weapons so they can better match pulse rifles and encourage people to try different loadouts. THAT is how you bring fun back to Destiny.

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                  • Bump

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                  • Edited by Nibblesonpaper8: 1/23/2017 3:40:38 PM
                    What pissed me off the most was that you missed 4 shots with the hand cannon while the reticule was "ON" the head. Jeezus dude, wtf is that? On top of that, CD with HCR makes it almost near impossible to aim at their heads.

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                  • Bump

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                  • bump

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                  • I just don't understand why the lowest impact pulses stagger the most. Makes sense Bungo

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                  • They're meant for far range...

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                    • Bump

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                    • We were better off with elemental primaries in the game, what we have now is a few meta 's and a lot of frustration.

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                    • They're better than scouts from scout rifle ranges lol. Pulse rifles are as far from balanced as it gets right now.

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                      • Buff doctrine

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                      • Pulses should not be balanced around drop off, but rather stability. At far range he was only able to hit two crits on someone not shooting back at him, meaning the time to kill at that range is essentially extended because of this. If someone was shooting back at him, even more bullets would fail to crit, easily causing a 5 or even a 6 burst kill. What they should do is lower the max stability of the fastest pulses. This makes no difference at closer range, but makes it very hard to go for crits at long range. The only drop off they should have is a flinch drop off, to make it easier for scouts to compete at those ranges, as they are more affected by flinch than other weapons. At further ranges, they should automatically cause less flinch. The problem i see with these pulses, is not their lack of drop off, but the flinch they retain at those ranges. Try using a waltz, which has a lower max stabilty than grasp and clever by a clear margin from range and see how much harder it is to keep your bursts landing where you want them. This encourages closer ranged engagements and allows longer ranged weapons to compete, especially if the flinch is reduced from those ranges. I guess the changes i would like to see are the following: High caliber rounds should be removed altogether, or it should always be in the same line or node as a stabilty boost. Reduce the max stabilty of the fastest pulses to around 75 or 80. Give them a flinch drop off, making the weapons cause less flinch at longer range. With these changes they will be just as good as they are now, at their intended range, while being less effective, but not useless at those further ranges.

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                        • While the video kinda does have a point. I hate how he talks about average distance. YOU as a player determine average distance. A hopscotch will beat out a grasp at range 9/10. If you aren't in your weapons range don't engage unless you get the jump. If Pulses were always so dominant AND bloom really affected Handcannons so much Palindrome and Eyasluna wouldn't be part of the "meta".

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                        • Low impact are pretty ridiculous. No wonder so many people are screaming for a sandbox update and new meta.

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                          • Well, the thing is they wanted to make pulse rifles competitive against all weapon types, including scouts. Though, due to flinch mechanics, the long damage falloff allows pulse rifles to be more consistently effective at scout range than scout rifles are. The inate flinch of being hit by 3 rounds is bad enough, add hcr, and scout rifles become useless. The only two scouts that are really working in pvp right now are Mida/distant star, and JR. I don't think that pulse rifles need a nerf, I think it's more that scouts need to be reimagined for pvp so that they more adequately match the pulse rifle. So here's a controversial pov....This game should have only had 3 primaries... Or else abandoned there being "special" and "primary" weapons and worked on just trying to make all non heavy weapons balnced to each other... There are ways of doing this... But for current system, just 3 primary weapons would have allowed a real sense of balance. Hand cannons for point blank to mid close range, AR for mid close, to mid long, and scout rifles for mid long to long. Autorifles compete okay with cand cannons at very close range but patience under fire rewards the hand cannon. To compete with the scout rifle at long range, the AR is equipped with focus fire, allowing to fire higher impact rounds at longer range at a cost to fire rate. To allow Scouts to compete up closer to the mid or close range, the scout could be equipped with burst fire, allowing a set number of rounds to be fired with each pull of the trigger at higher fire rate, penalty to range and stability. By very clearly carving out the intended use of each weapon, you can balance them very easily... But as it stands, having four different weapon types, each with multiple archetypes of varying impact and stability and rate of fire, you quickly reach a position where effectively balancing all, or frankly any of these weapons becomes impossible. As a result, we are forced to rely on enforced "meta"s. You cannot balance all weapons, so you just create one with a clear advantage

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