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Edited by X 5wift Ninja X: 4/17/2020 3:36:20 AM
23

Fusion rifle range is trash now

I think it was okay to make fusion rifles have a lower minimum for damage after falloff so they can't snipe people, but they start falling off really quickly, and once they do begin to lose damage, they go down to 50% damage in just a few meters. Seriously, with a main ingredient you're seeing 40, 40, 25, 20 as you take steps back. This doesn't even seem to make sense. It doesn't match how other medium range weapon types experience damage falloff, and I think it was only like this originally because it didn't matter so much with a minimum of 75% damage. Now once a fusion rifle gets down to 50% damage, it can no longer one burst a person, regardless of impact or resilience, without any special damage perk. It's really bad, especially on rapid fires and adaptives which have lower base range and damage to begin with. Rapid fires basically can't one shot beyond aggressive shotgun range even if you land all of your pellets. All I really want is for the falloff curve to be less steep so they lose damage more gradually as you step back instead of losing half their damage in just a few steps. In addition to this it would be nice to give adaptives and rapid fires a bit more base range so they can keep up their full damage a bit beyond shotgun ranges. The poor range also affects pve. Fusion rifles just can't be used from any safety anymore, or else they are doing hardly any damage, particularly the lower impact archetypes. Please fix this and give fusion rifles a more gradual falloff curve. Edit: to all the people saying they're still getting killed by erentil, I honestly don't give a damn about erentil. I rarely use high impact fusions. It's mainly that rapid fire frames and adaptives are just unable to hold they're ground against other weapons that kill from farther, or shotguns, of which they are in severe danger in their new "optimal" range.

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  • It’s range than a shotgun, less than a sniper.... that’s the point.

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      Lol you got the hand cannon nerf. Range falloff is stupid. Auto range fall of in non existent. It goes down by 1 every few meters. Hand cannon shot can go from 68 to 40 in one step. It looks like they did the same with fusions. The people who balance this game have no idea what they are doing

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      • It would be cool if fusions got overhauled instead and all shoot like the vex mythoclast. Bungie should then add a certain burn, buff or debuff to them to make them more unique. Ive never really liked how fusions worked in destiny, with how fast paced the game is at the moment, running a fusion means death vs good players. You could still wreck a good player with shotguns though but its a lot tougher to do it with a fusion

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        • Use high impact reserves, problem solved

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          • Good. Fusion rifles are awful. They are still very viable anyway. I wish they would just need them into the ground

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            • Sure, whatever. Just strap on Jotunn and punish those crying for nerfs. I used regular fusions as a point of pride because I considered Jotinn and Telesto to be spam, but F em. They want to nerf a perfectly fine type of gin and I'll make them suffer with Jotunn and Getaway Artist the entire match. I don't even give a shit anymore about fair play.

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              • I've still been 1-shotted at full health from what I consider to be plenty of range for a fusion. Not sure what kind of range you're looking for here, but I think they are in a good spot.

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                • Telesto the besto!! 🤣 83k kills and counting for me 😁

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                  • High impacts are fine where they are, everything else needs a buff though

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                    • [quote]I think it was okay to make fusion rifles have a lower minimum for damage after falloff so they can't snipe people, but they start falling off really quickly, and once they do begin to lose damage, they go down to 50% damage in just a few meters. Seriously, with a main ingredient you're seeing 40, 40, 25, 20 as you take steps back. This doesn't even seem to make sense. It doesn't match how other medium range weapon types experience damage falloff, and I think it was only like this originally because it didn't matter so much with a minimum of 75% damage. Now once a fusion rifle gets down to 50% damage, it can no longer one burst a person, regardless of impact or resilience, without any special damage perk. It's really bad, especially on rapid fires and adaptives which have lower base range and damage to begin with. Rapid fires basically can't one shot beyond aggressive shotgun range even if you land all of your pellets. All I really want is for the falloff curve to be less steep so they lose damage more gradually as you step back instead of losing half their damage in just a few steps. In addition to this it would be nice to give adaptives and rapid fires a bit more base range so they can keep up their full damage a bit beyond shotgun ranges. The poor range also affects pve. Fusion rifles just can't be used from any safety anymore, or else they are doing hardly any damage, particularly the lower impact archetypes. Please fix this and give fusion rifles a more gradual falloff curve. Edit: to all the people saying they're still getting killed by erentil, I honestly don't give a damn about erentil. I rarely use high impact fusions. It's mainly that rapid fire frames and adaptives are just unable to hold they're ground against other weapons that kill from farther, or shotguns, of which they are in severe danger in their new "optimal" range.[/quote] I won't buy another game that controls my leveling speed with limited pinnacle drops or one time per week rewards ever again.this time my free time getting consumed because bungie has control issues is over after this version. I mean I've played all-day only to get more 1010 Boots or some other slot I didn't need .so now I gotta wait a week or close.a video game that makes you wait days on end weeks on end to level up.THIS IS TOTALLY AGSINST THE BASIC VIDEO GAME RULES.AGAINST THE GAMER CODE. TOTAL GOVERNMENT LIKE PANSIE ASS BULLSHIT..A VIDEO GAME ALL VIDEO GAMES SHOULD NOT BE LEVELING UP GOBERNED.WHAT THE F ARE YOU GUTS THINKING.WHICJ ABUSED SOUL THERE WENT AND DECIDED THIS.

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                    • [quote]I think it was okay to make fusion rifles have a lower minimum for damage after falloff so they can't snipe people, but they start falling off really quickly, and once they do begin to lose damage, they go down to 50% damage in just a few meters. Seriously, with a main ingredient you're seeing 40, 40, 25, 20 as you take steps back. This doesn't even seem to make sense. It doesn't match how other medium range weapon types experience damage falloff, and I think it was only like this originally because it didn't matter so much with a minimum of 75% damage. Now once a fusion rifle gets down to 50% damage, it can no longer one burst a person, regardless of impact or resilience, without any special damage perk. It's really bad, especially on rapid fires and adaptives which have lower base range and damage to begin with. Rapid fires basically can't one shot beyond aggressive shotgun range even if you land all of your pellets. All I really want is for the falloff curve to be less steep so they lose damage more gradually as you step back instead of losing half their damage in just a few steps. In addition to this it would be nice to give adaptives and rapid fires a bit more base range so they can keep up their full damage a bit beyond shotgun ranges. The poor range also affects pve. Fusion rifles just can't be used from any safety anymore, or else they are doing hardly any damage, particularly the lower impact archetypes. Please fix this and give fusion rifles a more gradual falloff curve. Edit: to all the people saying they're still getting killed by erentil, I honestly don't give a damn about erentil. I rarely use high impact fusions. It's mainly that rapid fire frames and adaptives are just unable to hold they're ground against other weapons that kill from farther, or shotguns, of which they are in severe danger in their new "optimal" range.[/quote] The PVP ascpect is and always will be trash especially if you call it a seriously competitive thing like trials a real accurate thing.today I shot a guy in the face with a strong shotty. It took so long to kill him that he jumped down from a 5ft ledge then back up killed me then he went flying from the original shotgun blast to the face.this is why trials will always be bullshit.im not wasting my days in a internet controlled pvp match when lag is the controller not skill.skill is there but lag has the main outcome controll. Thee needs to be a balance that lets average internet speed be as fast as you can move.not fair for people who can afford solid state hard drives and fiber net turned to max be the winners.its not about talent never was

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                    • Erentil with Tap the Trigger, and to a lesser extent due to actually having ammo Under Pressure, is still very consistent.

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                      • I like the rapid archetype but Proelium is the king of leaving guardians 1 shot. There is no relying on that thing outside of shotgun range. I miss the consistency of D1 fusions like Ex Astris, The Branded Lord, and Susanoo.

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                        • I made this dude have a -1 score 😂

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                        • Lmao no

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                        • Fusions are fine and many argue they don’t even notice the nerf probably cus they weren’t trying to map ppl before which isn’t an issue anymore. I think Bungie did well with this nerf actually.

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                          • I got killed by a Wizened Rebuke in IB last night. Really caught me by surprise. I guess someone was catching up on the quest. I still hear Steve Irwin's voice in my head, "Crikey! That's one rare bugger!"

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                          • Fusions are perfect where they are now, of course I miss my mapping. But I have a max range Erentil and still shred with it if I need to bust it out.

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                            • laughs in telesto

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                            • Edited by Sweet Lew 88: 4/15/2020 9:50:28 PM
                              My wizened rebuke is still doing a good job, just can't map anyone anymore. It was good for quite a while, I'm fine with the changes.

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                              • Laughs in “HC Range”.... Don’t speak of range. You all cried 35 meters was too far from a HC. You sniped players from beyond 35 meters with Erentil. Now both have been neutered. HC damage falloff is just as steep. Now HC are useless beyond 25-27 meters. Which is still in Erentils effective range. Reap what you sow.

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                                • I use fusions a lot. They’re good the way they are imo. To be fair, I only use precision and high impact frame fusions which are arguably better than the other archetypes. Maybe the rapid fire frames and adaptive could get a small boost to compete with the others. I can’t really say much since I haven’t experimented with those specifically.

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                                  • Personally, I think they're fine as it is. They're very deadly when battle in close-combat. Some players hit me hard in PvP even when they're about 6 feet away from me in battle. With carefully aim and right into player/enemies, it can be done really well. That's just my own experience and, as I've said it, they're fine as it is.

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