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Destiny

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Edited by ojehosaphat: 4/8/2017 7:05:35 PM
6

Handcannon fix

So as everybody is aware, there is a balance problem with handcannons in the crucible. One archetype reigns above all and the other two go largely unused. My proposition is to simply apply real world ballistics to these video game weapons. The concept is simple: As a general rule of thumb, if two otherwise identical projectiles are fired from the same gun at the same speed and trajectory in a static setting, the lighter of the two objects will fly further almost every time. Why is it, then, that Bungie makes it so that the low-impact (see: lower caliber) handcannons have lower range than a high-impact handcannons? It simply makes no sense. The only exception to this is rounds with larger powder charges, such as a .44 magnum (think First Curse). What would this look like in application? Let's take a look: Low-Impact (Thorn, Free Will, The Wail): These currently unused weapons would take on the average and maximum range values currently assigned to the mid impact handcannons. They would also have the highest average and max stability values for handcannons. To balance, you would need a minimum of two headshots and two body shots to kill a 200 health guardian (67 to head (still 3-headshot kill)/34 to body) within its now-longer effective range. *I understand that The Last Word falls into this category and as such would need special individual attention. As it was never intended to be an ADS weapon, my solution would be to give it mid-impact values when fired from the hip out to 15 meters, then low-impact values past that. When ADS, low-impact damage from any range and a large bloom cone. Mid-Impact (Eyasluna, Fatebringer, Hawkmoon): Everybody's go-to archetype. This class of cannon would go largely untouched, but receive the range values currently assigned to the low-impact cannons. It remains a deadly threat in the short to medium ranges without completely overshadowing the other two handcannons. I love this handcannon as much as the next guardian, but it doesn't make any logical sense for these to have better average range than low-impact cannons. The big boys (First Curse, Ill Will): The highest impact handcannons would be able to achieve the highest average and max range values for handcannons, with a precision modifier two make it a two headshot killer on a 200 health guardian (100 to the head/65 to the body) within its effective range. To balance this beast, tradeoffs for two-shot-kill potential would be lowest base stability, smaller round count (6 or less, no mag upgrades), severe and unpredictable recoil, a larger bloom for quick shots, minimal necessary aim assist values, removal of Luck in the Chamber for this archtype (replaced by Final Round) and the inability to 3-shot to the body (unless Final Round is proc'd). This makes it so that shot placement is of the utmost importance, but the reward for doing so is great. I'm open to suggestions/criticism and always kind words. Let me know what you guys think.

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  • If you make high impacts a two headshot kill it would just shift from one archetype to the next. The only solution I've been able to think up is to modify the damage. Require three headshots at max damage from the mid archetype, 4 for the high rate of fire and one with two body shots for the high impact ones. That seems to be an easy fast balance that should give you a reward for using a different type of hand cannon. Right now there is no reason to use the other types. They're just not efficient. Raise their efficiency by modifying all three types damage numbers and it should balance it out.

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    • If all hcs had the same range, they would be balanced, but we have "better" guns within the same archetype based purely on range, not gun skill; palindrome>devil you know

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    • Even with the changes, Destiny Tracker still has Pali, and Eyasluna as part of the PvP meta. They are the most used primary weapons, aside from Mida

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    • Yes, except my only suggestion is that stability should be not a randomized stat, but reliant on the average of fire rate and impact, as well as muzzle perks and mid column perks.

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      • The reason handcannons are so difficult for them to balance is because they function similarly to a scout and the addition of sidearms. With Year 1 ranges, handcannons practically made scouts unnecessary. So, naturally they reduced the range to keep 4 headshot scouts competitive with 3 headshot handcannons. Now that Bungie forced this special ammo nerf, exempting sidearms, sidearms are the go-to special weapon. (shocker!) With their range and ttk, it puts handcannons in an awkward place. Can't outgun sidearms within their most effective range. And can't outgun pulses or scouts past 30 or so meters. Likely, anyone who would come that close to you with a pulse or a scout is already whipping out a sidearm. I think Bungie kind of did themselves in when they created 3 and sometimes 4 archetypes of certain weapons. Why use something that takes the same amount of precision shots to kill, but fires slower? Then they have to do what you're attempting to do which is buff/nerf other stats for each archetype. In PvE, none of this is an issue, obviously. I just hope they learn from D1 and refine PvP for D2. As much fun as it is to get a weapon drop from PvE and take it to the Crucible, I think a good solution would be to have a certain set of weapons from the Crucible vendor that are allowed in the Crucible. Keep their TTKs the same within their effective ranges and keep the perks simple. It would even be cool to have some sort of rank system that allows you better weapons/perks for each rank up.

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        • Reset everything on handcannon to year 1 standards. Remove rifled from middle archetype. Keep reinforced. So that you have to make a tradeoff. Maybe that is an idea.

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