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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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