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6/13/2021 5:44:43 AM
20

Small maps are not the problem with 120rpm hand cannons. Here's why.

If we took the current meta and added larger maps nothing much would change. The 120rpm hand cannons that are so dominant now would still be easily beating out all the pulse rifles and auto rifles that it does now and at the same ranges. Scouts would do marginally better than they are now but maps wouldn't change much at all. The problem archetypes are the problem archetypes simple as that and the people that use them will say and do anything they can to keep them. If 120s are going to be able to shoot as far as they can they may as well have high zoom scopes on them as a penalty trade off. Of just add bloom back to hand cannons or adjust the range accurately. Either way Bungie, it won't last long because the vocal minority or even majority is getting louder and louder.
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  • “Add bloom back “ do my eyes decisive me ? Who asks for this crap

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    • I understand your frustration, but regardless 1) We need new maps, big ones would be nice 2) I would pray that bloom never returns, as it is a b.s. RNG mechanic.

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    • Edited by Dante: 6/13/2021 10:06:39 PM
      as much as i hate 120s downvoted because of adding bloom back idea

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    • *sigh* You’re back asking for something else to get nerfed with horrible dumb arguments… If maps were bigger Pulses (Desperado Messengers mostly) and Scouts (DMT mostly) would dominate any 120. Being able to keep it at bay with faster (or matched in DMT’s case) TTK while being able to achieve it easier due to their range.

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    • So Let’s just nerf everything and continue playing on the same 5 maps until light fall?

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    • I swear op crys about everything in this game

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    • Edited by Olórin: 6/13/2021 10:34:40 AM
      We cant really know since we only have like one or two maps left that often have like one open sniper lane with smaller corridors. What i do know just from the feel of 120's vs Snipers/Scouts is that they would definitely lose on maps with open spaces, longer ranged engagments and clear overwatch points. Im talking about maps that could just be renewed again, such as First Light, Bastion, Blind Watch (More than just one sniper lane), Skyshock, Crossroads (One of my favourites). And thats just some renewed maps, theres still some long ranged maps or at the very least, maps that are difficult for CQC, that have been sunset like Vostok or The Citadel (My Favourite from D2). I feel that 120's need a slight nerf in range and DMG fall off but the biggest thing we need are long ranged maps with open spaces. Imo, it will encourage players to stop thinking HC + Shotgun rushing is the be all and end all for Crucible but people will actually have to switch up loadouts based on the map you play on. [spoiler]Also, sorry mate but suggesting to add bloom back on HC's is a big f*ck no. [/spoiler]

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      • no bloom

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      • Max 25 m range for all hand cannons

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        • “Add bloom” Lmao no.

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        • Edited by Pistachio Bandit: 6/13/2021 10:38:57 PM
          Take the upvote. Been thinking this for a while now, as I read more and more “need bigger maps” replies to this issue.

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        • They are both problematic

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        • 5
          Pretty sure bloom only caused utter chaos , let’s just nerf the range lol

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        • Youve posted a bunch about 120s being busted, but offer no actual statistics on it. Heres the truth, HC's average range for 120s is 65 with a optimal TTK of 1.0s. 120's have the slowest TTK in the entire game, no if's, ands, or buts. 120's also have average Aim assist sitting around 50-60 compared to every other weapon archetype in the game with Pulse Rifles having the highest average aim assist sitting around 75-80 with the longest range and fastest TTK. Just because you cant beat sweat lord players who use hand cannons does not automatically make 120s busted. Based on stats alone, Pulse rifles should have been nerfed into the ground a long time ago but no one uses them so they dont get nerfed.

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          • Or just equip one yourself

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            • Or just tune their damage to be less forgiving. 120s dont need to be hitting 91 damage per crit to consistently 1 crit and 2 body average guardian resilience after they improved their fire rate. It's just overtuned damage at this point that's making everything else they are good at so much worse. Fall off is easier to work around. Their bullet magnetism is off the charts because they are handcannons. On top of still working 100% like a normal handcannon so close range is still really good.

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            • True but that said small maps are a problem. How old is this game now with nothing but maps designed for 4v4 play in a 10X slower game? Gotta love that pvp renewed focus.

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            • They'd definitely be less of an issue. Mainly because snipers would dominate

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            • I still think a variety of map sizes would help though.

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              • First Light disagrees

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