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Edited by Tony Torch: 10/18/2017 6:13:49 AM
3

Upvote if you know hand cannons need significant buff

Bungie seemed to finally have nailed bloom dowm in D1 Y3... It was still there, but it wasn't as noticeable. They killed range, but many of us were okay with that because our hand cannons were actually landing shots, especially on initial hit. For some strange reason, the infamous bloom is back. Hand Cannons went from high skilled weapons to crap. The idea behind hand cannons was that they awarded skilled play and shots. If you were able to land shots well, you'd usually win battles. If you missed one, rip. Now, hand cannons are still the hardest weapons to use. On top of that you have ghost bullet rng bs. Their kill times are similar to auto rifles (which don't punish a missed bullet, have insane range, insane stability, large clips, a stream of bullets, high caliber rounds, and good auto aim). It's just insane. Why use a hand cannon when an antiope has similar range, more ease of use, and a faster time to kill? Please do something to help hand cannons, Bungie. Increase their range, REMOVE bloom, increase damage, increase auto aim... Do something. The hardest weapon to use shouldn't reward you the same as the easiest weapons to use. -Love, a D1 Y1 hand cannon nerd

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  • Edited by Texas Joker 52: 10/19/2017 11:22:36 AM
    Not only do Handcannons in D2 feel unreliable, they are, along with certain Pulse Rifle Archetypes, the most unforgiving in regards to the difference both Bodyshot and "Optimal" Time-To-Kill. Take a look at this spreadsheet that actually goes into both TTK's for the known D2 weapons: [url]https://public.tableau.com/profile/connor7763#!/vizhome/Destiny2WeaponsBreakdownViz-v2/TimetoKillBreakdown[/url] The addition of bloom runs entirely counter to how Handcannons are supposed to function: As weapons with a high-skill ceiling that reward accuracy under fire from close to medium range, and perform at their best with consistent headshots. They are a wonderful example of weapons that adhere to the "Easy to pick up, but hard to master" mentality. I'm pretty sure that's a large part of why they were so popular, along with the fact that they had a reasonably quick TTK in the right hands. Bloom, however, makes all Handcannons suffer an element of randomness that throws off the way they're meant to work. You either pace your shots enough to remain accurate, while lengthening the TTK to the point where you're better off looking at other options, or you fire as quickly as possible and hope that RNG is on your side in regards to hit detection. Slower ROF archetypes suffer just as much as your average, middle-of-the-road variety, while the faster ROF Handcannons handle even worse. You can't take full advantage of that faster fire rate without what amounts to prayer, while having to make do with lower damage with no real trade-off to justify it. In D1, range-reductions and closer damage falloff were wholly necessary. Handcannons being effective to Scout, or even Sniper Rifle ranges was ridiculous, and bringing Handcannons more in-line with Auto and Pulse Rifles, which also fit the same close-to-mid range role. But implementing changes to their accuracy was a step too far, especially since they were the only weapon class to actually have Bloom implemented. It makes no sense, and I hope Bungie realizes that Bloom simply does nothing except make Handcannons overall less enjoyable to use.

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  • Hand cannons have never been high skill weapons. In Destiny one they required the lowest number of precision shots for an Optimum kill. They are probably the most annoying of the primary class to use and the easiest to spam if we are talking Destiny one. In Destiny to the current meta does not include them. Sooner or later they will probably rotate into play again

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    1 Reply
    • They do, but you get a downvote. Too many "upvote" attention seekers

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