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originally posted in: Handcannon fix
4/8/2017 11:17:36 PM
3
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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