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Destiny 2

Discuss all things Destiny 2.
Edited by Wes: 1/3/2021 6:58:56 PM
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Wes
Wes

This primary sandbox is the best it has been.

Now I know I'm gonna ruffle some anti-hand cannon feathers in here, but let's be real. The only hand cannon archetype that may be a problem is the 120s. Potentially hitting 50m of range is kinda insane. And their teamshot potential is terrifying. Other than that, 140s are in a great place. 180s can actually be used. Most pulses feel great, especially high imapcts. Autos feel great. 600 rpm and 720 rpm archetypes can gun down and hand cannon user that doesn't use cover, provided you land your shots. 450s need some help though. Scouts have never felt better. Sidearms are just downright lethal across the board. SMGs do need some help. Less recoil and a larger mag size to start. The only obvious changes I could justify are: 1. Capping 120 rpm hand cannon range to 44 meters or so, but leave the damage falloff rate the same. 2. Increase 450 rpm autos to 500 rpm, but change the shots to kill from 6 crits and 2 body to 7 crits and 1 body. 3. Reduce SMG recoil and increase SMG mag size significantly. [spoiler]Hand cannons do instantaneous burst damage every shot. Therefore, all stats and power aside, hand cannons are going to be strong against weapons that require sustained damage. There is no changing that. Because of instantaneous burst damage, hand cannons are going to be best for team shotting. Hand cannons are going to be best for playing near cover, as all good players will do. Hand cannons are going to be best for cleaning people up. Hand cannons are going to be the best primary for priming people for a cleanup. That is how is is going to be period, just from the inherent design of hand cannons, regardless of their range, aim assist, etc. Therefore, hand cannons will always be near the top of the meta. The [i]only[/i] way to change that would be to make some other weapon OP as crap or making hand cannons incredibly weak. Neither are a good solution.[/spoiler]

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