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Destiny 2

Discuss all things Destiny 2.
Edited by Fakes: 10/26/2019 10:36:01 AM
3

The reason why Fusion Rifles need adjustment in PvP (civil)

Before I get to my points I would like to introduce myself. I go by the alias of JaysDeadly on psn. I have been playing destiny with a main focus in crucible since launch. Currently in Destiny I have over 3,000 matches played with an average kd of 3.2. I have played in every meta imaginable in destiny’s history. I am open to different opinions by other guardians and I by no means think I am better than anyone else. I will just be giving my feedback on why currently I feel Fusion Rifles need some adjustments made in pvp. https://destinytracker.com/destiny-2/profile/psn/JaysDeadly/overview I’ll begin by saying I don’t think fusion rifles are cheap or need to be nerfed to the ground. I enjoy fusions and think they are an extremely unique and fun weapon archetype. I use them from time to time but lately I feel they are just a bit unfair to play against. The main problem I have with them is their incredible range. Certain archetypes mainly the high impact ones have the ability to kill from an incredible distance with a low charge time in comparison to the time to kill of primaries. Most crucible maps aren’t long range maps. Meaning you won’t always be at a far enough distance for them not to effectively one shot you. There is little to no counter play to them. Which is why I feel extremely frustrated when I die by one or dirty when I kill someone with one. [b]Other energy weapons can be countered.[/b] Snipers - shoot them with a primary it will flinch them enough to miss a majority of the time. It may not feel like it but with movement abilities such as sliding before face off with a sniper or jumping in you will be able to counter them. Or simply just out snipe them, this requires to be able to hit a headshot and uses a considerable amount of skill but above all reaction time. Shotguns - you can counter a shotgun with a shotgun. You can use movement abilities and quick reaction time to out shotgun just about anyone. You also have a huge tool at your disposal aka your radar. Use it to effectively bait shotgun users into pushing you and gun them down with any primary it’s extremely easy to counter shotguns in this way. Side arms - same as shotguns just bait them out. They are currently extremely weak considering you need a lot of aim to effectively kill someone with a side arm in an optimal time frame. Grenade launchers - use movement abilities to bait out their shot. If you stay airborne it is hard for them to hit you. They will have to either reload or switch weapons after their shot. So be ready mow them down or get a few shots in while they do this to gain the upper hand and get the kill. Fusion Rifles - just maybe hide? Haha just kidding. While they are hard to counter there are a few things you can do. If it’s a big map just stay far away and if you think you are far enough back up a few steps more and gun them down. Force a close range fight with a shotgun, sub machine gun or side arm. Melee-ing helps. While I did name some opinions to counter fusion rifles, realistically their range will be able to one shot you from far away. If you are using a hand cannon you can forget about countering them. They will kill you from close to mid to long range. Their ttk is faster than a 3 tap with a hand cannon (all headshots mind you) a 3 tap pulse a scout any primary aside from maybe recluse will lose the battle at mid to long range. No matter if you chose to use a movement ability like a strafe or a jump or slide they do not require a precision hit to kill. They don’t require anything other than to pull the trigger at the hit box of any guardian with their a huge thick beam of light it is hard to miss. They do not flinch like snipers and even shotguns. You can’t get the first or second or any shot in at a fusion and expect to flinch them they ignore any and all incoming flinch damage. They will kill you just the same mid, close and long range. Fusion rifles have very very little counter play and should definitely see some tweaking in an update some time soon. Our primaries should be viable against them just as they are against other special weapon. My final complaint is with the perk “back up plan” this used to be the main perk on an [b]exotic[/b] from destiny one called [b]Plan C[/b] . This perk ignores the charge time of high impact fusions allowing them to shoot almost instantly after swapping to them from a primary. Account for the range these weapons have and you will get mapped instantly to a user who has this perk. It is very unfair considering if you could barely do anything to counter them before now they become shotguns with sniper type range. This perk is just broken. I tested it with my erentil during iron banner for a quest step and it was just honesty cheating. I got reported by 2 different people and sent hate mail during the duration of the quest. Afterwards I just deleted the gun. It is just broken in my hands and I like to pride myself in playing as fair as possible. Thank you for your time. I am open for discussion and understand different opinions and view points.

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  • Edited by TattooedOni: 10/26/2019 8:16:20 PM
    They don’t need adjustment. There is plenty of counter play. Please stop spamming these same tired memes. The only players high impact fusions are good against are players that rush out of cover with short range weapons, and players that stand still. Every other player is in a skill matchup with a 1HK special weapon. Just like every other special weapon. Also using plan B lowers the range of the weapon, and therefore the consistent kill range.

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  • Stop spamming

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    • Thanks

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