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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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  • 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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