They havent got the power they used to. They need a buff.
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1 RespuestaBump this shit
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A couple things I'd like to see...and this will definitely spell out whether I purchase another Bungie product in the future, i.e. Destiny 2. -honest interaction from the dev team with players when it comes to weapon balance -weapon reforging or an honest look at weapon perks. Weapon perks should enhance a weapons usability not dictate its viability. All guns should be viable in both PVE or PVP. Giving different perks that enhance usefulness like crowd control, outlaw, triple tap, snapshot -more armor perks or artifacts that enhance usability of weapons not just increase carried ammo. I.e. Knucklehead radar. Artifacts giving braced frame or gloves adding rangefinder, firefly, etc.. - custom matches that allow you to control weapon types, super usage, special or heavy usage. -ability to infuse greens to blues to purples. -individual armor shaders, ability to use other armors as customized looks -customizable chroma colors..Microsoft paint has millions of colors and has been out LONG before destiny. -increased, varied, random public events. I go on patrols to complete vanguard bounties. That's it. Give me a reason to patrol. -more complex bounties offering increased difficulties and matching rewards.
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Nothing has the power it used to. Unless somebody can think of something that hasn't been nerfed.
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The ONLY consistent hand cannon I have found for yr 2 is this recent vendor roll IB hand cannon. It is amazing. But I have yet to get an eyasluna. I used TFC pretty regularly and it's fun but not very competitive and the range drop off is horrendous.
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I use them almost exclusively. There is not a problem with HC's unless you're spamming the trigger. Seriously. Take your time. You've got plenty. And if you didn't get the IB Cannon that was being sold I feel bad for you. It is quite capable of two tapping.
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2 RespuestasThey don't. They are in the perfect place now. In sweaty matches, it even compete against them with my pulse rifle. Spec your Handcannon for range. The max range possible. You will see your headshots hit a lot easier.
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Ace of Spades. That's all that needs to be said
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2 RespuestasDamage falloff is terrible. You have to be in shotgun range almost to do full damage. And contrary to J W, phantom bullets are a thing in that the "bloom effect" is way too large. In FPS multiplayer games, TTK is everything. The time it takes nearly every other gun in the game to kill you is about 2 to 3 times greater than the time it takes to place 3 accurate shots, so you will lose every fight except for when the RNG of the bloom favors you. Hand cannons are pretty much back to being trash like right after they were fuked over when Taken King released. Also, anyone think The Last Word has way more range than what it should have? It is beyond ridiculous.
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1 RespuestaLow ammo reserve is the only issue with hand cannons.
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4 RespuestasHand cannons got obliterated by Bungie with them over nerfing it like usual
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They were op in year one I use them as my main and I get positive kds most the time. I think the problem is the operator.
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3 RespuestasHandcannons do not need a buff. They're already being ABUSED AND OVERUSED in crucible. They need to make autos a little better. No one can compete against any other archetype of weapons with an auto. Granted, counterbalance and bullet hoses might, but right now handcannons are a go-to. Overused already. Do you not remember Thorn days?
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6 RespuestasHand cannons are king at medium range.
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1 RespuestaThe best way to buff hand cannons is to nerf the meta, and remove SBMM. Hand cannons are more or less in the right place, barring remedial work to the draconian damage falloff, they are alright. What keeps hand cannons poor is the fact that they are easily countered by every weapoon, even those that require no skill to use. Until Bungie address this, and reward the use of skilled weapons, nothing will ever change.
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Editado por sister-hawk: 8/20/2016 1:18:30 PMAsside from the obvious problems with accuracy, I think they hit the damage falloff a little too hard during the last pass. I always felt that damage falloff, not accuracy, was a good way to limit hand cannons and prevent them from competing with scout rifles. But I think they went a little too far. It makes me wonder what the devs truly consider "medium" range to be. Lower range hand cannons now experience very severe falloff even well within medium range. And hand cannons are the one archetype of weapon that cannot easily suffer reduced damage. They have a low fire-rate for a reason. And honestly it's mostly a problem in PvE. They want you to "get close" with them, but how are you supposed to do that when getting close to your enemy means suffering massive and continuous splash damage? It's just plain safer to stay back, which makes a weapon with such severe damage falloff kind of worthless.
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i wreck with my hawkmoon in IB when the connection is fine
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Not to power they don't. [i]Ghost bullets[/i] on the other hand... *shivers with rage*
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2 RespuestasAccuracy needs another slight buff, phantom bullets at 2meters is still a thing ... But they don't play that bad IMO
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1 RespuestaWhat is a handacannon?
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2 RespuestasPersonally, I'm tired of the crappy reload speed (not that they were ever amazing in this department) and the phantom bullets. A buff would be much appreciated. That is, a buff without strings attached. Not any of this garbage: "Hand cannons are optimal at close range. We buffed accuracy to where they used to be, but damage falloff starts two inches away from the player so as not to be too overpowered." [b]"Um... At that range couldn't we just use our fists? Or shotguns?"[/b] "Ah yes! You, the community, spoke and we heard you. That's why we're nerfing fusion rifles again -word noise- -word noise-" ::rolls eyes::
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1 Respuesta