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#feedback

Edited by Falcochio1706: 1/31/2017 6:30:02 AM
5

High Impact Hand Cannons vs. Mid Impact Hand Cannons

Back in September, Bungie stated in a weapon tuning update, "as a preview to Rise of Iron, newly minted low rate of fire hand cannons have a higher maximum possible range stat, giving players a distinct reason to choose that type of weapon". (not trying to slam Bungie) I personally love using low rate of fire hand cannons, but sadly I feel that this statement is not holding true because the range difference between high and mid impact hand cannons is too small to make range a good reason to use this high impact archetype. I think the range gap needs to increased and there are only two ways to do this as far as I know. The first being a decrease in range to the mid impact HCs that have high range (palindrome, eyesluna, Imago loop, Lord High Fixer, Fever and Remedy). The second would be that high impact hand cannons have higher ranges and a higher range cap. Right now, according to the armory, the four high impact HCs (Judith-D, The Lingering Song, Ill Will, and The First Curse) have ranges of 41, 46, 50, and 47. At the same time, most easily obtainable mid impact hand cannons (vendors, crucible, strikes, the raid) have ranges between 32 and 40 with the most popular ones, eyesluna and palindrome, having ranges of 38 and 39. With this in mind, I find the range difference between the archetypes to be too small especially with the significantly lower reload and stability between of high impact and mid impact HCs. Now if perks are added in, more specifically rifled barrel and reinforced barrel, mid impact HCs can easily overcome the range gap. When high impact HCs use these perks, their already low stability and reload take a hit only to match the range (62) of a mid impact HC with the same or similar roll. [b]Rifled Barrel:[/b] increased range, slower reload [b]Reinforced barrel:[/b] increased range, reduced stability This weapon archetype is definitely fun and unique but seeing it get easily out-classed is just disappointing. [b]As an unpopular side note:[/b] An alternative to a range buff would be a small damage decrease (2-3) for mid impact HCs such that a 1 headshot - 2 body shot kills in crucible will only be done by high impact hand cannons. Thus, their higher damage will potentially attract more people to using these type of weapon.

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  • Hold on, I thought bungie said it was newly minted High RoF hand cannons were getting a higher base range, because I also remember reading them say that they will not be changing the old with low range. Anyway the issue is the range cap is fixed to the weapon class, not the archetype. They can't raise the cap of one archetype without raising the other, at least not in the current itteration of destiny (it's the same with shotguns, max range is the same across all archetypes.) But, as you saw in the thread I posted, raising cap has an absolute minuscule effect on all of two mid impact cannons, but pushes all but the Judith-D to being able to go into the 70's. Lowering the damage of mid impacts could help out, but there would obviously be outrage if done so. Technically it's already possible to force conditions against Hand Cannon users by running high armor (I forget how much, it's in a fallout plays video). Maybe a comprimse could be made to slightly the amount of armor required to do so, but that would cause only more players to flood to high armor builds. Just as much, they could slightly increase the damage of the High Impact Cannons so that they can 2 shot a wider range of targets.. however this would only force more players to run higher armor, because a high impact cannon capable of two tapping is a TTK of 0.5. A semi-related topic, Bungie should really though have higher incentives for running high other stats. Currently the meta is High Armor, High Recovery, because of how Warlock's and Titans can actually move FASTER with LOW AGILITY. Content Creator Sliq once suggested to make AGILITY effect Weapon Handling speed, and that having low agility cause weapons to be handled slower than they currently are, higher agility would do the opposite and cause things to be faster than they currently are. Handling being weapon reload, swap, and ADS speeds. I'd make the Suggestion to make RECOVERY effect animation lag for certain abilities (Grenades, melees, etc), because without a doubt if the changes to agility were to be applied, it instantly turn into an Agilility and Armor meta. This is related to high impact cannons because if more players were not running stupid high armor, High Impact Hand Cannons could have a little more room to shine.

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    • Edited by Drive By Baggins: 1/30/2017 10:09:08 PM
      There's many lines of thought that need to be brought into this. High rof HC's: These are the kings of TTK for HC's if you can manage to land two precision shots. They are meant for close range engagements. Precision shots with bloom are tough to get, but you stand a far better chance if you're closer to the enemies. Not exactly a great PvE weapon either (aside from Down and Doubt 00-0 with Firefly (Why did I turn mine into Marks?)). The amount of people willing to get this close to enemies is low, partly due to the current state of PvP. PvP TTK of .80, same as Clever Dragon. Mid RoF HC's: PvP kings. Why? Because they allow the player some leniency between accuracy and rof. Only one precision hit needed to kill in the crucible. PvE wise they are decent weapons, one shot kills for most red bar enemies, but poor when it comes to raw dps for anything above that. Hell, even great against Wizards, only three rounds if the last one is precision. PvP TTK of .87 Low rof HC's: Well shit eh? PvP they're niche weapons. They need damage perks to become weapons to fear. Yeah, with perks they can two tap, but how many people play that style of game? In PvE they're great. Usually have good range, poor stability, but that reinforces the use of the weapon at range. They're like short range scout rifles with bonus damage. Hell, lately I've been using the Lingering Song when I load into PvE. One tap Knights no issue. PvP TTK without perks 1.0. (Three shots) PvP TTK with perks .5 (two shots) So really what is at stake here is .3 of a second either way. But that is also firing at max rof which most HC users never do. My advice for Defenders is to not dismantle that Ill Will that drops with LITC and only 5 in the mag. ;) Everybody else, use what you're comfortable with. Yes we all want to use a weapon that will net us kills and feels great. But just with primary weapons there are 20 archetypes to choose from. There are a few weapons out there with downright nasty TTK's like Spare Change, Ill Will (perk dependent), Judith-D (perk dependent), or The Last Word, but very few people play the game to all of these weapons advantages. Also, RNGesus can be an asshole. Yeah, you got that Spare Change, but did you get the right perks so you can two burst all Crits? Consistently? Ill Will didn't drop with LITC/ Reactive Reload? Try again next time. **edit: Wow, sorry I got off topic there about TTK, but it does tie in a bit. HC's are all "meant" to be close range weapons. We're not meant to be standing up to pulses or scouts.

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      • Excellent post! I like your two ideas. Another alternative is make high impact a two shot kill.

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        • Edited by Kane: 1/30/2017 9:12:01 PM
          I think that nerfing mid impact damage is stupid to be honest. Or i dont know i would love to test it. But i have to say that if that happens everything else will outgun hc except autos.

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          • Feedback would be nice.

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