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12/30/2014 3:25:07 AM
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Generally the impact and rate of fire stats should go in opposite directions on primary weapons. For impact it should be HC>SR>PR>AR For fire rate it should be AR>PR>SR>HC Pulse Rifles generally fall into that halfway house of reasonable impact and fire rate being neither powerful enough to be a scout rifle or fast enough to be an Auto Rifle. I have seen that the DLC Pulse Rifles seem to be half way to little impact in PVE which might need to be addressed.
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  • To me it is just that the bursts don't feel much different than a scout rifle, but you get significantly more "bursts" from any scout rifle in the game. Thus, scout rifle wins in all scenarios. More likely to stagger an enemy, more shots between reloads, black and white hit/miss (not possible to get partial damage), generally feel more stable (not bursting). Downside is RoF, but to me it still feels more consistent and achieves more dps.

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  • The bursts are aesthetically quite different. One shot at a time vs three at a time. I guess it comes down to play style and what works for you.

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  • I agree they feel different, I'm just talking about the damage total of each feeling similar, with less bursts and more chance for error with the pulse rifles

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  • Sure. Given that the Pulse Rifle fires in genuine bursts i.e. 3 bullets at a time if you miss you could potentially not take out a target. As scout rifles are one shot at a time you can usually make up for any missed shots. The best way to make Pulse Rifles stand out from the crowd would be 3 bursts at higher impact than Scout Rifle but more closer range.

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  • Yeah, I like that. Close to mid range hammer. But obviously would take more skill than spray and pray, auto rifles.

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  • Yes. There should always be panic weapons to manage tricky situations. Assault Rifles, Shotguns and Rocket Launchers typically are your get out of jail free cards. Everything outside of that should require more skill and/or timing. Black Hammer's White Nail perk is likely one the highest skill tiers currently.

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