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Edited by PolyRhyThm: 1/16/2021 12:24:46 AM
33

The Steady Hand

Hey all, I love cannons as much as the next. I really do. But the steady hand needs to be nerfed already. We all get it, it's a new gun, you want ppl to like it and use it. But the fact that with a decent role it's better than [i][u]almost [/u][/i]any other cannon, and can match range of guns like stars and shadow, no time to explain, trustee, mida multi tool, hard light, suros regime etc etc... is not okay. No hand cannon should ever match range of a scout or pulse with almost no falloff. Should it have a home as a beast alongside true prophecy and the like? Sure why not. But cannons in general shouldn't have the kind of range they have rn. Everybody knows that. IT'S A HAND CANNON, NOT A SNIPER RIFLE. XD It doesn't matter if the range stat is maxed or almost. Some shotguns have maxed range and they can't even scratch the surface of the steady hand's range. That's because it's a freaking shotgun.. it's not designed to. So why should a massive pistol have the range of a rifle? Why not have hand cannons range stats be much more relative to their class as a whole, like shotgun range is rn. I'm not saying nerf the range to that of a shotgun. I'm saying make cannons more [b][i]actual[/i][/b] mid-range, ya know? Edit: Didn't mean [b][i]new [/i][/b] new gun.. haha should have said re-released this season. Edit 2: Omg, I just tested shooting a hobgoblin with some HC's at the top of Artifacts Edge on Nessus and then going down and shooting at mediumish range. SAME NON-PRECISION DMG.
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  • it has a 1 second ttk. Lol asking for a nerf. Literally every weapon has a faster ttk. mida has a .9 ttk Polaris Lance has a .8 ttk hit your shots

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    • I disagree, I believe handcannons need a buff because the last team I sent out to mars failed in their mission to take back the dust palace....it's lost to us...again....back in Cabal hands. Word is they've let Psion Flayers out of their cages, to dig around in the Central AI's Cortex. Which means they really want what's buried in there. If Rasputin was protecting it, it's valuable. We've got to flush those Flayers out.

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      • All the meta slaves will tell you that they have the longest ttk out of all the primaries but will fail to mention any damage boost will let you 2 tap making it the fastest ttk primary at long range. Only one that doesn’t really help is swashbuckler, it can be deadly but requires a lot of setup.

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        • As someone who has one & pulls it out and succeeds with it only when I see the other team using it, I 100% agree. This thing has way too much range and power dude. Absolutely busted. And it flinches your opponent WAY too much.

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        • The Steady Hand is good no doubt. All 120s are. My True Prophecy with Rangefinder and Rampage is really good but the best 120 HC is Sturm. This archetype is the meta until Bungie changes things up in February.

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          • Sturm is better for range and hits harder.

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          • There are other weapons that have range like steady hand and if you do just hit your shots and you should win the fight, I use cold denial and I beat steady hand 80% of the time.

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            • Handcannons duelling PR and Scouts is just ridiculous. But, again, this is what Bungie wants. Again caving to one set of PvPers who only want one loadout: Shotgun + HC Everyone else be damned. Bungie obliges them.

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            • Lmao in 600 autos that were OP for 5 months.... Now an Archetype that’s NEVER been meta before shows up and you sh!t your pants over it? Naa brah wait until the new meta rolls around so you can turn around and cry about too.

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              • [quote]why should a massive pistol have the range of a rifle?[/quote] Because its a MASSIVE PISTOL.

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                • Here is my logic. Cannons fire long distance. Put Cannon in Hand. Make Cannon Steady in Hand. "The Steady Hand" Cannon. Simple really. You just have to remember the "Cannon" part. It's not a sidearm or pistol. It's a revolver with futuristic modifications. No, do not nerf it. You have to remeber the fantasy part of Destiny as well.

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                  • There are plenty of ways to counter this gun. The ttk is literally 1 full second. You can outplay it with other guns that have less range, but quicker ttks. 140's are great, scouts still have at least 20 more meters of range so I don't know what people are going off about on that, high impact pulses have blazing fast ttks, and good range. 120's do not need to be nerfed.

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                    • Imo I honestly dont think 120's are actually firing at that rate. It may be crappy connections but I feel they shoot much faster.

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                    • They’re only good if you team shoot, get at them alone and they usually suck, panic and squeal while running away...

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                      • Leave it be. Steady Hand and it’s cousins are finally good again.

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                      • No way dude. Weapons are so balanced right now. There are some outliers that are either a tiny bit underpowered and some others that are overpowered (and I hope they never get popular lol), but 120's aren't it. They can be frustrating to play against, but just like with stasis, you have to change your play style to adapt and be successful against them. It's not a weapon problem.

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                        • Just use one yourself. No need to nerf something that was literally collecting dust since D2 Vanilla. Aggressive hand cannons are FINALLY getting their day in the sun after the annoying AR Adaptive archetype meta.

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                          • That is, something works well, it feels good, it is a good weapon ... we hardly have any weapons, the game is in a sorry state, many people have left or are about to leave the game (year 4 just ended. start and things are like this) ..... and you go and ask for a nerf to a weapon that of the very few options we have is the most decent, hey also ask for a nerf for sturm, to lower the assistance of aimed at the weapons and that Bungie put more paid content in the eververse because it is the only place where they have released regular content in this game.Total now for what remains of the game that gives us the most

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                          • Hand Cannons ARE mid range... its just the maps are tiny.

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                            • I have had little issue using, ace, thorn, jade rabit, mida, nightwatch, snipers and my summoner against it.

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                            • Just be lucky everyone doesn't have a true prophecy with rampage. It could be A LOT worse

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                              • So about 2 weeks ago I decided I was going to play anti meta weapons only for the rest of the season. I landed on martyrs retribution in tandem with any AR of your choice in kinetic slot. I have had the time of my life and have been very effective in 6v6. I know in trials it's a different animal but I could careless for trials. I do not think 120s need a nerf. Find a nice high cal weapon you like. Make them miss 1 bullet and th fight is yours or they bail.

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                              • Another week, another [i][b]Nerf This[/b][/i] post. [quote]'Ah shit, here we go again.' - D. Va. [/quote]

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                              • 1 second TTK by the way

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                              • Edited by michael: 1/13/2021 7:05:13 PM
                                120s are definitely very much not balanced. Dont know why anyone defends them. .10s longer time to kill than 140s because of a 20 RPM difference but can three tap headshot from almost double the range, can 2 tap with certain buffs, can 3 tap without hitting all headshots, are easier to aim since they shoot slower

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                              • It's kind of funny you want a nerf to 120rpm handcannons but recently 600 rpm auto rifles defeat a player back then at sniper rifle range. So no us handcannon user need something bro. There not that bad as long as your not out of intended range and 110 rpm were trash a good part of destiny. Also 150 rpm were the most domint handcannon. Not ever player enjoyed team shooting with autos. The best way to defeat a 120 rpm handcannon user is to teamshoot bud that's all.

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