Hand Cannons: The band for Legendary 140 RPM Hand Cannon Aim Assist ends at 84 (and this extreme should be for a Hand Cannon from a pinnacle activity, like a raid or Trials), but when 150s were converted to 140s, many of their stats were either too low or too high. We're adjusting the stats of these to be within the standard ranges (up or down), as follows ([b]an overall buff in most cases)[/b]:
Dire Promise: +4 range, +3 stability, -4 aim assist.
Waking Vigil: +6 range, +5 stability, -3 aim assist.
Jack Queen King 3: +3 range, +3 stability, -8 aim assist.
Spare Rations: +4 range, +4 stability, -9 aim assist.
Whoooppeee doo dah.
As extracted from TWAB.
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17 RepliesHCs are easily one of the most infuriating weapons in pvp. I already pretty much hate pvp and getting one two tapped by any hand cannon is ridiculous. Bullet mechanics should be a lot simpler. Like this: Player uses ANY gun, players gets HEAD shot, opponent DIES. Seriously, if I plant 3-4 head shots with an auto rifle there is zero excuse for the opposing player to survive. They just got shot in the head multiple times! Single fire weapons should NOT out gun multi fire in a fire fight where both players are being shot. Energy blasts from weapons like fusions are different entirely. Bullets however are bullets and there’s zero excuse to be mapped by any hand cannon when you’ve already planted multiple shots in a player with an auto/scout/sub/etc.