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Edited by ChaosOnReach82: 6/12/2025 6:26:46 PM
8

How I would rework the sandbox: step 1

All PvP is nowadays is your “casual” playlist is slightly less hardened SBMM. So basically to play casual you play sweaty, and to play sweaty you play cheesy. That’s how bad the sandbox is right now in terms of balance, and I’m not talking ttks. The best loadouts are the cheesiest and easiest to use. Shouldn’t be a thing. On Xbox at least Redrix and other lightweight pulses are incredibly imbalanced. Bungie needs to relearn how to properly balance a PvP sandbox because I think they have forgotten. You must balance things with a handful of criteria: Range TTK Ease of Use Required Accuracy For example: High Impact Pulses Medium range Extremely fast TTK Fairly difficult to use well High accuracy required (6 headshots) That is a balanced archetype. Now here’s another example, tell me if you see the issue. Redrix Estoc Short(Hip-fire)-Medium-Long range Competitive TTK (plus dmg bonus perks) Very easy to use Medium accuracy required The first step to balancing the sandbox is to properly set up the distances with the weapon types and then with the archetypes following. D1 did this much better, each weapon type had a range that you had to take into account, you couldn’t just ignore it and use a hand cannon from across the map. Ideally the sandbox for primaries should be like this: (Using the “basic” variant of each as base: 140 HC, 600 Auto, 180 Scout, 390 Pulse, 900 SMG, 300 Sidearm, Adaptive Bow) Ranges: (min at 0, max at 100 range stat) HC: short-medium (15-30m) Auto: short-medium (10-25m) Scout: medium-long (25-45m) Pulse: medium (15-35m) SMG: short (5-15m) Sidearm: short/medium (8-18m) Bow: medium-long (40)m TTKs: HC: competitive Auto: slightly less than HC competitive Scout: less than HC competitive Pulse: slightly less than HC competitive SMG: competitive Sidearm: slightly less than SMG competitive Bow: less than HC competitive Ease of Use: HC: low Auto: high Scout: medium Pulse: medium-high SMG: low Sidearm: medium Bow: low Accuracy required: HC: high Auto: low Scout: high Pulse: medium SMG: medium Sidearm: high Bow: very high Due to the archetype’s ideology these would change accordingly; however, we have got to get this stuff sorted out if PvP is ever going to become anything more than a joke.

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  • Too much range for handcannons, hard cap at 22m!

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    • One of the issues you do face though is preferred playstyle. Handcannons are not Dueling weapons like Sidearms and SMGs. They are Peek shooters. If Handcannons keep a competitive TTK (Somewhere around .67 I’m assuming) then that means they can kill you before you can kill them with the advantage of peek shooting to hide their body and make longer range weapons ineffective against them.

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      • Good post great points, bungie balances based on greppo tweets

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      • The fact that you put hand cannons as the type that takes high skill it aims and uses 🤣. Hand cannons are by far the easiest all around weapons even a day 1 player could use and get kills in pvp. If that weren't true than 95% of the playerbase in PvP would track be using them

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        • Lol :v dunno if you spend a lot of time playing pvp, but this would render all big map almost unplayable since everyone need to stand in open space with no cover in order to be within dmg fall off distance. Also 18m sidearm vs 30m handcannon, let's just say 12m apart :) I am gonna choose a sidearm all day everyday. 15m in this game is tbh really close, like you can give it a slide or 2, or 1 simple dash.

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          • Edited by WifeAggro_AFK: 6/10/2025 10:55:07 PM
            Your change would effectively kill 140s thus tanking a pvp favorite weapon archtype. I’d also be running through players with a 20M range drang… holy cow. I don’t think you’ve though balancing through

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            • nah the primary balance is very very good atm

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              • Why would sidearms have more range than an smg? Are your ranges preference or based on something?

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