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#feedback

Edited by Random Gamer 1337: 9/21/2017 10:26:15 PM
19

Sidearms and SMGs Need A Buff

I Agree

94

I Disagree

75

This has been a problem in beta builds, and it still is, apparently. Simply put, SMGs and Sidearms need more ammo. Submachine Guns have reduced ammo capacities compared to Auto Rifles. Given their rate of fire, Submachine Guns should carry more, or at least as much ammo as Auto Rifles. The ammo inventories for SMGs in their current state are just plain asinine. Also, Sidearms have as much ammo as Hand Cannons, but they're more like Scout Rifles in terms of damage. They should carry Scout Rifle levels of ammo, given their reduced damage. Sidearms also need a serious boost to range. Damage dropoff starts far too early (looks to me that it starts at five meters), and ramps up too quickly. Why not give them Hand Cannon range? They still don't have the damage of Hand Cannons so they wouldn't put anything out of balance. Edit: WTF is with these downvotes? These buffs couldn't possibly wreck the game balance - don't you people want to see bad things improve? Edit 2: This is ridiculous. It seems that everyone who disagrees with me does so only because of my proposed range buff. Reposting and leaving range out of the poll.

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  • Edited by Prof Sheitbag: 9/11/2017 8:15:15 PM
    Most HC's I have with decent impact have anywhere between 7-10 in the clip. Most decent sidearms I have go anywhere from 15-20 in the clip. Double the ammo certainly is not "a tiny bit more"... Also, neither sidearms nor SMG's should have a "range buff" of any kind - these guns should be CQC weapons, not ranged weapons. You want a ranged weapon, find yourself a scout, or a PR, or hell even some AR's are fantastic at range now. Stop trying to have one gun for all situations, because that is one of the things that killed D1 crucible, and caused nerf after nerf after nerf for 3 goddamn years.

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    • They are fine. You just should only be using them inside 20 feet at the longest range. In that range they are the fastest TTK outside of a power weapon. The Sidearms are good but you need the ones that are full auto or three round burst, they -blam!-ing destroy people at close range. Use them as they were meant to be used. I have so many damn kills with the SMG because I use it when going close range. Don't try to use it like an auto-rifle, you will fail. Think of it as a shotgun replacement that is only for when things are very near. Downvoting because the weapon balance is absolutely spot on in this game and literally every single type of weapon is the ebst in its own sweet spot. Nothing, nothing whatsoever, other than teh grenade launcher, needs to be changed.

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      • Sidearms are in a good place imo. They're both short range weapons and are going to lose gun fights against just about anything else beyond mid-range. So they probably don't fit the wolfpack meta.

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      • Subs are fine , close quick combat they do what they are suppose to do , I think side arms suck so if they gave those a buff I wouldn't be mad

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      • Edited by blade329: 9/10/2017 8:45:51 PM
        Geez, what doesn't need a buff in this game? Everything is weak. SMG's are junk. I rarely use one.

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      • Just ammo

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      • Sidearms and SMGs need more reserve ammo indeed, but they performe well as they are.

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      • Use them in very close range, where they were intended to shine. They work great.

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      • Pistols in a normal position. They must have great damage and short range and accuracy. Here SMG feel is not logical. There are 2 options to fix them. a). Increase the size of the cage and the total amount of ammunition. b) Increase the damage but decrease the accuracy and range. (by the way this option will be closer to real behavior). Pistols and SMG short-range weapons, do not forget this.

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        • SMGs Need a slight buff to compete with sidearms and Hc's up close and Sidearms are fine where they are

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        • I think SMGs can use a touch more damage but a little less stability. Sidearms are fine where they are. Both are short range weapons and should shine at closer ranges but become impractical at longer distances.

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          • Smg magazine and reserves need a buff definitely. Sidearms...I don't know, the only one I have is rat king and it's not TERRIBLE but it sidearms in pve could use a range and stability buff

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            • The only reason I disagree is because SMGs just SUCK plain and simple. I absolutely HATE every SMG I have picked up, terrible damage and range, low ammo capacity. Just remove the damn things and put shotguns back in the secondary/energy slot. On that point, shotguns DO NOT belong in the same category as rocket and grenade launchers. The coldheart is more powerful than shotguns yet sits in the energy slot??? If you are that concerned about PvP "balance" then do the RIGHT thing and separate our PvE and PvP loadouts. That is the only way for D2 to have a chance in E-sports, which seems to be all Bungie cares about.

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              • I guess i am in the minority but i dont see an issue with either, i actively use both.

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              • Dont really care... but asking to buff sidearms gives me PTSD from D1.... please.. please no..

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                • Subs need a slight damage increase and less recoil, Side arms need more range and high RoF sidearms need a buff to damage, Rat King should receive a slight rework into a HC to make it a lot more viable

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                  • I dunno man. Dead Man Walking, a SUROS sidearm, has been lulzy as -blam!- in the Crucible.

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                  • While I agree that sub machine guns seem to have too much damage drop off, I feel like side arms are great in the "Stop that charging shotgun" situations.

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                    • Yes, smg need a buff. I did not think I would use smg but I like them.

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