Hand Cannons alone are out-killing all special weapons combined, let alone just one type.
Before you say "But Felwinter's!" Felwinter's is a free roll of 2 overpowered perks that doesn't lock you out of a 120 HC, and allows Dead Man's; arguably the best gun in the game. No other Aggressive energy shotgun that's not sunset can compete with the default roll of Felwinter's, let alone beat it (outside of niche picks in Lightweights).
If anything, this week's stats prove that Hand Cannons are over-relied on, or otherwise in need of retooling, since they have just under 40% of all Trials kills as of me writing this.
English
-
As more people have unlocked igneous hammer, I’m not shocked more and more people have started to utilize it as well as the 120s. This does not change the fact that special ammo is a problem. The self sustaining nature of special weapons is as big an issue as ever, as well as the fact that they completely outlive their namesake. I want the weapons to be special and decisive, rather than easy kills throughout the entire game. If primaries are just going to be different bullet hoses, let specials be [i]special[/i]. We can talk about the idea of how strong handcannons are, however that’s for another post. I’m advocating for a change to the oversaturation of special ammo.
-
Except it's by definition not overused. In Trials, it's realistic to expect half of a given loadout to account for about half of all kills (heavy isn't included because it's only 1 person in 1 round of a game). And guess what? Special weapons act as half of a loadout, so they should add up to ballpark half of the kills. Sure, they shouldn't self-sustain, but that's an issue that's almost entirely different modes as Trials guaruntees all players 2 shots per round, more if you pick up and live.
-
Self sustaining is merely a single issue. Spawning with ammo all the time is also an issue. They all contribute to the oversaturation of the ammo economy. I want special weapons to be special, but because of how much you spawn with, how much you can get, including how much you get while utilizing said special weapons, you are rarely without it. That is the problem.
-
Edited by Soupreem: 3/21/2021 11:19:32 PMSpecial ≠ "To be treated as if it's water during a drought." Special = Special[i]ist[/i] weapon What you're proposing already happened, and it completely broke the flow of the game in D1, since half of your loadout was unusable at any given time, you couldn't use more niche primaries like ARs or Last Word, since you can't use the other half of your loadout consistently. It also broke the flow of gameplay, since people camped boxes to get ammo, and then camped with the ammo to get the most use out of it. I agree with the removal of self-sustaining Specials, but if you want an experience like that you propose, then you'd best go back to D1 or get into Halo.
-
I have stated multiple times that there can be a balance between the end of D1 and the current ammo economy. Special does not equate specialist; it is not hard to use a shotgun or a fusion rifle. Special signifies the increase in damage and decisiveness in its use. It’s made to end a 1v1, and it does this job damn well. Something has to change in the system. I do not want it neutered, nor do I want it to run rampant as it does now.
-
Special is intended to be really good at a specific thing. If your case we're true, then Shotguns would have the same range as your average SMG or Sidearm. Shotguns: Really good point blank, useless otherwise. Specialty is in extreme close range encounters. Fusion Rifles: Extended range compared to shotguns, but have to deal with charge time. Specialty is in defensive or ambush situations. Snipers: OHK potential in any situation, scope and bad accuracy from the hip force them into defensive roles at mid-long range, also require first shot on paper due to being bad in direct combat, especially against automatic weapons. Grenade Launchers: Good indirect damage, bad in direct engagements due to slow overalls projectile velocity, arcing, and little if any magnetism for direct hits. Then primaries are for the most part more generalist weapons, as they're meant to cover a wider array of engagements with less severe peaks and valleys in terms of performance. Most Specials would need HUGE buffs or changes in order to make them more generalist weapon types, but with limited ammo economy.