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7/18/2019 2:58:29 AM
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Yes. Yes. We here hear you. Our sandbox team will be reducing the range of shotguns to 2-3 feet. Hand cannons will also be reduced to 2-3 feet. Auto rifles base damage will be increased by 45% and range falloff will be extended to 100 meters. Dust off old scathelock, Uriel’s and sweet business. It’s coming. The new world order of auto rifles will return.
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  • If only....I love my hand cannons (I actually like using them, I don’t like that they’re meta) but man, I tried some auto rifles recently and only a few are decent or good. The rest are unstable and don’t have enough range to be qualified as a rifle. If I had my way with balancing, here’s how it’d go: Auto Rifles- Mid range monsters, increased stability and slightly increased damage (Depends on RoF) less effective up close and afar Bows- Nothing changes range wise, very slightly decrease crit damage on faster draw speed bows, and slightly add crit and body damage for slow draw speed bows SMGs- demolish shit up close, greatly decreased effectiveness at mid range, no effect at all in long range, increase body shot damage and TTK, leave crit damage untouched (less emphasis on ADS, promotes a more up close and personal/run and gun play style) Shotguns- pellet shotguns have a max OHK range of 7m if all pellets hit, decreased stability on all frames, only exception is for full auto fire on full auto frames, all shotguns can shotgun-punch any super to kill it (will hopefully reduce the constant use of shotguns by decreasing range a bit and preventing spamming of shots by decreasing stability) Slug shotguns- can one shot body shot a guardian within 5m, slight increase in handling speed and better recoil direction, can one shot any super with a headshot (maybe more people will use them now, I quite like slugs myself) Pulse Rifles- to prevent extreme ease of use in certain frame types, some types now have a “cone” for their burst, acting like bloom on a hand cannon. The three (or four, or five) shots within the burst have an area in which they spread out, requiring more skillful use and solid accuracy, with the cone being tighter on harder to use frames (such as high impacts). Rapid fire frames have more stability and better handling, but decreased effectiveness at increased ranges. Adaptive frames will have less stability and very slightly worse recoil direction to keep them in their role as a mid range weapon for those who like to maintain their own trigger pulls. An extremely small increase to body shot damage and TTK. Hand Cannons- basically a short ranged high damage sidearm, very effective at short range but high damage drop-off around mid range. No use at long range (110’s excluded, more effective in mid to long range combat) Less bloom, just enough to decrease ease of use but still reward a skilled hand. Keep recoil and range as is on 110’s, but increase body shot damage against guardians and increase crit damage against supers. Decrease range on 140’s, and greatly increase stability and reduce recoil deviation on 150’s. Slightly Increased body TTK on 180’s. Sidearms- more of a backup weapon niche, greatly increased handling and hip fire accuracy, increased fire rate for the first 3 rounds fired in semi automatic frames, better stability when ADS’ing with Omolon burst frames, increased body shot TTK all across the board (making it more devastating in close range when you get rushed and need a quick and effective way to dispatch your foe, while not stepping on the SMG’s role) Sniper rifles- slightly increased aim assist and better hit detection (to help prevent ghost bullets and headshots that register as body shots, both of which are very frustrating) high impact snipers can one shot headshot a super, adaptive frames take away 80% of a super’s health upon a headshot, no changes are needed specifically for rapid fire frames (other than the archetype change mentioned earlier) Scout rifles- this would be very long if I went into detail so I’ll shorten it. 150’s: increased stability and body shot damage, suited for long range encounters but in some cases suitable for close range 180’s: all-rounder, better range and handling, suited for mid to long range combat 200’s: more of a on the go weapon, good in air accuracy, slightly better stability, most suitable for close to mid range combat 260’s: slightly increased range, better stability, the gun for close range encounters when accuracy is needed (gunfights with hand cannon and certain SMG users) Fusion rifles- reduce the range a bit (and potential range) and lessen the bolts fired in each burst by 1 but tighten the cone in which the bolts land very slightly, keeping it as a relatively reliable mid range special weapon Break action GL’s- increased reload speed, weapon still heavily relies on skill and has the potential to punish the player if used incorrectly or hastily, a very powerful weapon type if mastered Linear Fusion Rifles- enhanced impact, increased damage against supers, can one shot a guardian on body shot (if it doesn’t already), increased handling speed, 1.35% zoom magnification increase, less accurate when hip firing Rocket Launchers- slightly increased reload speed, more zoom magnification, slightly less blast radius, reduced handling speed Drum GL’s- increased blast radius, slightly decreased handling and stability, slightly increased velocity while ADS Swords- guarding is much more effective, and less ammo is lost for each attack blocked, heavy attack deletes a super (if you’re crazy enough to do that) and heavy ammo pickup on the wall gives enough ammo for two heavy attacks (a deadly weapon that can really mess someone in their super up if you get the drop on them, could be helpful in comp) Machine Guns- slightly less body shot damage and TTK, very slight decrease in damage to supers ( to keep them from cross mapping people in super) while still outputting excellent damage. Tell me your thoughts about this, it took me 3 hours so I hope you take the time to read it. I may make it into an individual post.

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