Make them kill in 2 headshots and 1 body,theres no point in using a 140 over a 150 atm
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#destiny2
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3 RespuestasYeah.... and then buff NF.
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2 RespuestasWhy is ace of spades range so high but has ridiculous damage fall off compared to rangefinder spare rations... lmfao
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31 RespuestasHow about nerf the range on hand canons! We don’t need anymore hand canons in this game that can outgun any weapon at all ranges. Anyone calling for any kind of hand canon buff is a joke. I can name five hand canons that will outgun any gun at pulse range. Only viable weapons at higher comp are hand canon/shotty. Anything else will get shit on so please enough with the hand canon buff. Go play with Ace or Duke.
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5 RespuestasEditado por I Jack I: 1/2/2020 12:14:04 AMRight! 180 rpm 2 crits 2 body 150 rpm 3 crits 140 rpm 2 crits 1 body 110 rpm 1 crits 2 body
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Hopefully bungie will do something about it.Love my ace but it ain’t viable in pvp compared to any 150rpm.
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1 RespuestaHancannons need a bit of streamlining. 110 rpm are the most "canonny" Big boom but if you miss you're punished. Eriana's Vow is [b]very[/b] "cannony" As you go up the RPM's they become more and more like a sidearm with extended range. The handcannon has too many groups imo. Especially in the middle with only the 10 rpm step. Make One-tens Great Again
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1 RespuestaEditado por Dante: 1/2/2020 1:29:27 PMin b4 cozmo "pass along" coment
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6 RespuestasI'd rather they buff the range of 140s and probably 110s too. Higher RoF = shorter range.
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3 RespuestasIt's not only the damage. But aim assist and range. 150s in general have much greater aim assist, even reaching 92 in cases like Spare Rations. Whereas 140s hover at ~75. As for range it's almost the same for both. Meaning that 150s beat 140s in literally everything and have barely any cons. I'm not saying nerf 150rpm hand cannons, but 110s and 140s seriously need a buff.
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110rpm deserve a buff far more than 140rpm...
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2 RespuestasEditado por zJDz: 1/2/2020 2:50:47 PMAgreed. Also 110s need either a range buff an rpm buff to 120 or a handling/stability buff. Zero reason to use 110s right now.
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1 RespuestaPlz, no buff, i cant use a primary :( I normally average a 0.2kd with my DRB. But with HC buff i will average a 0.1 Ppl call me ape and i dont lyk it
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4 RespuestasI'm more concerned with the fake Range stat. Regardless of how high you crank that Range up it doesn't extend the damage fall off. High impact handcannons should have an intrinsic perk that allows it to slightly bypass this cap.
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5 RespuestasOn the topic of hand cannons, why do 180 rpms feel like they fire slower than 150 rpms? And has anyone else had their weapon stop firing for some reason or have an annoying pause after firing off a few rounds?
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7 RespuestasRange buff would be better. Spare rations, thorn etc feel like they’re in a good place now on console. 140s kill slower and have worse recoil so should outrange them significantly like ~5 meters. 110s more so.
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Editado por Wes: 1/2/2020 2:55:04 PMAnd the whole "range stat is all but useless" thing needs some rethinking. And then Ace got hit with like, a triple nerf. You get damage dropoff at like 26 meters with Memento Mori active and pretty much all of its bonus damage is gone when you get to 28 or 30 meters. The range dropoff is STEEPER with Memento Mori active than without. That essentially ruins the perk. Why? It never once broke 3% of kinetic kills on console. It's going to be good on PC because PC movement and M&K both favor burst damage weapons. Bungie shouldn't ever do blanket nerfs across two vastly different sandboxes.
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completely agree, literally no reason to use 140s over the 150s right now, they range nerf really hit the 140s and 110s hard.
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12 RespuestasAh no. We need LESS noobcannon use in D2 not more.
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3 RespuestasWhy. We already have ourselves a long standing hand cannon meta. If they were to receive a buff, I’d ask that they get their flinching capabilities drastically reduced. Trying to duel a hand cannon with anything but another is a nightmare.
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They also need to buff [b]110's[/b]....they should be: 1 Head, 2 Body (at 5 resilience or less) ...and they should break the 30 meter barrier that HC's currently have at base stats...capping out around 34-36 meters with good rolls.
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I firmly believe one problem with hc’s is modded controllers and aimbots. When they make a change which effects ttk on them they’re impossible to take on ... I used to think it was skill until I checked out our “better” clan members properly.
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2 RespuestasI think they want us to use 150s for some reason. Why else bring back Jack Queen King on the obelisks, it was pretty forgettable first time around?
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27 RespuestasThis wouldn’t be a problem if they left LH And NF alone
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My best approach is to push the range out a few meters, or bring the damage up so at low resilience levels you can 2 head 1 body maybe around tier 30-40 and below.
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150s need to be turned into 140s.