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Editado por Awokenbro22: 7/29/2014 7:10:24 AM
28

How to fix the handcannon

Now before you go on about it being perfect and all that bullshit. That's a damn lie. Equip a handcannon and then an auto rifle. U will see. Now let's start. 1. Make the headshot crit x4 giving a solid advantage over the scout rifle in close quarters. 2. Make it a faster than any other weapon when you ads, therefore you will be able to quickly headshot effectively. 3. For the love of god make the got damn reload faster. The reload speed is ridiculous. 4. Give it a little less kick. Something about having a weapon only effective with headshots with a shitload of recoil. Umm no. Thanks for reading if you have any suggestions leave them down also tell me what you guys think.
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  • RATE OF FIRE GOD DAMMIT!!!!

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  • You can fix the reload speed by using the hunters chain of woe in PvE or try and find one with outlaw (Huge increase in reload speed after a precision kill) which I know is possible to get as the vanguard quarter master sells one. I really came to like them later on in the beta and can't wait to get my hands on some high level ones.

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    • The Handcannon does notttt need to be fixed, cuz it isnt broken. For you and all the others saying its broken simply because the auto rifle kicks its ass in pvp, shut up. The auto rifle kicks everythings ass in pvp. The handcannon simply IS NOT a pvp weapon, more so than any other weapon. However, if youre good with headshots, it can be considered better than the scout rifle in PvE. 1. x4 headshots? What do you want, a mini-sniper thats great close-range? Jesus dude, no thanks. 2. with a high fire rate, you dont even need to aim for headshots. Just get in close and hell, its a shotgun now! The handcannons have a higher impact than scout rifles, why on earth would they need to shoot faster than them too? 3. ok yeah the reload seriously sucks on those things. I'll give you that one. 4. The recoil isnt that terribly bad. They need the recoil on it, otherwise 2 shot headshot kills would take place all the damnnnn time. Also, I'd like to point out that if all those changes you suggested came to the handcannon, it would be OP as -blam!-! Like, it would be ridiculous. Seriously. It would not be ok.

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    • I had no problems with the hand cannons. The only thing I would change, if possible, is expanding on the magazine size to have fewer reloads. Imho

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    • 4x headshot damage is a bit much. Regular crits are 2x, hand cannons could be 2.5x but even then they might be too good in crucible. I'd say buff the base damage a bit or increase the effective range. As it stands all primaries are good in every range except hand cannons, they're only good close range

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    • Nerf every gun in the game to make the first hand cannon you get the best gun in the entire game, simple.

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      • Dual Wielding handcannons ftw

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      • Editado por Drex: 7/29/2014 9:40:34 AM
        As relativity between weapon types stands, hand cannons are the most skill-required guns in the game. A normal-type weapon is expected to be versatile and adaptive, which hand cannons can be, but despite this function, their effective use still requires significant foresight, skill, and as many hand cannon descriptions say, patience--or timing. I think there should be less adjustments than what you're suggesting. 1. I agree that a hand cannon's critical should be more powerful than a scout rifle's of the same attack value--by how much is a different question, but using Crucible-play as a standpoint, a one-hit crit, as per a sniper rifle's critical multiplier, screams OP when shot from a semi-automatic WITH both highly accurate hip fire and high acquisition iron-sight/low-zoom scoping--and LESS recoil over any sniper rifle seen in the beta. Masses of bodies would drop (I know the Golden Gun in the 'Law of the Jungle' trailer was sick, but that doesn't look like a reasonable and fun option on a gameplay angle, sorry). 2. I don't know what you're saying, 'ads'? 3. Stats will vary a bit from loot to loot, but honestly, slow reload speed coupled with low clip size demands the foresight, timing, and situational awareness--and possibly evasiveness--required for a hand cannon's skill-based gunplay. 4. I could fire a hand cannon mid-range about as fast as a scout rifle and hit my criticals all the same despite the recoil, because I got to know the hand cannon's kickback and accommodated. Hand cannons force players to observe, manipulate, and overcome several of Destiny's basic FPS mechanics on a holistic, challenging scale, and from personal experience, I became more connected to my normal weapon--and thus, and in other ways, enriched my Destiny Beta experience. I do think ammo issues with a hand cannon arise outside the Crucible; the hive, in particular, come to mind, as the volume of flooding, low-hit-point heads, in mid-close quarters, during one bout calls for a different normal-type or simply a heavy-type. Howbeit, these situations merely produce clumsy hand-cannon-play at most and, even, encourages smart secondary weapon choices--and thus, once again, inspires fun, provocative gameplay. Just use a scout rifle, TC.

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        • Besides a small boost to reload I feel they are fine, kick makes sense (we are clearly using magnum size rounds, or possibly [b]bigger[/b]) and generally is a blast to play with, its not a easy gun to use, and in turn makes it extra fun when you master it

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        • I've never seen anyone use the hand cannon in crucible. It's just not practical as it stands.

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          • Better way give it sloth hands bitches love sloth hands

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          • Really, all it needs is more damage and crazy headshot crits. If you think the recoil and reload is bad, try firing a real revolver.

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          • Editado por Rage of UNIT: 7/29/2014 9:35:27 AM
            Think a bit faster reload and range will be fine (and a tiny bit of extra impact.)

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          • I would settle for a slightly faster fire rate and getting the reload times cut in half.

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          • Editado por H0RSE: 7/29/2014 7:21:33 AM
            [quote]4. Give it a little less kick. Something about having a weapon only effective with headshots with a shitload of recoil. Umm no. [/quote] It has to have a lot of kick - it's a -blam!-ing hand cannon! You're not firing s 9mm... Did you see the size of the gun? It's like an S&W 500. The high recoil also adds balance. If you want a weapon that gives a significant crit bonus to headshots, it has to have something to compensate for it, this way players can't just aim up headshot after headshot, virtually uninterrupted by lack of recoil.

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            • Oh your one of THOSE people

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            • Todos eso de lo que hablas lo tienen las HC de nivel 20. Recarga super rapida, municion ecplosiva, ultima bala mas daño etc. Deja de quejarte ya y dar por el culo que los hc son buenos

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              • I wouldn't call the gun perfect, but it's functional. So I looked at my profile I had 3 Hand Cannons in my inventory. Using those three here's what I can say about the weapon stat wise. Rate of fire: 1/4 bar Impact: 3/4 bar Range: 1/4 - 1/3 bar Stability: 1/3 - 1/2 bar Reload: 1/4 - 1/3 bar When I say bar I mean by length of the full bar. It's hardly exactly but close enough. Each of the 3 have about the same on impact. The other stats vary by little. Unfortunately I only have one Scout rifle, I hope it's a decent enough build. Rate of fire: 1/3 bar Impact: 2/3 Range: 3/4 Stability: 2/3 Reload: 1/2 Stats aside the Hand Cannon is usually only 6 shots, and the Scouts can be anywhere above 10. ( I think I had 13-14 shots on this one.) Low rate of fire, low ammo, and low reload. The high impact gives it a higher damage potential vs the scout. But then there's a lack of range, not to mention the weapon sight. At best HC is a short to mid range weapon. The limited ammo becomes less a problem as 2-4 shots are rather effective means to take on most targets.

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              • Lol what you forgot about have it automatically lock on and fire at the persons head too? I think they should just switch the hand cannon back the the special weapon slot, it would get more use in PvP and it would actually make sense.

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                • The more I think about "balancing" the more I think Bungie purposely is balancing at/for level 20 (or whatever the cap is). Meaning that abilities will make guns like the HC a lot more viable @ level 20. Maybe even encouraging certain classes to use certain guns. ...or at least I hope so. Otherwise I agree. If the HC is a main class weapon it needs to act like one. If it were a secondary it would also need to be buffed a bit.

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                  • The only thing I really did not like about hand cannons was how bad they are at taking out shields. I guess that is why they give us more than a primary. If I could change hand cannons to be unique I would allow them to reload while sprinting.

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                    • Step 1. Adapt

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                      • Rate of fire boost would be nice

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                        • Finally someone who's not saying "move it to Special slot!" Default headshot multiplier is 2x, right? Bump it up to 3x and speed up the reload a bit and we're good. [i]Maybe [/i]put an extra round in the cylinder, but that would defeat the point of them being revolvers. Recoil seems purely visual; I have no problem with it.

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                          • 0
                            I want it to be what it was in the E3 2013 Gameplay Demo: a powerful special and [i]not[/i] a "sort of decent" primary. I also want that cool little twirl around the finger when you draw it out.

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                            • Damage is right where it should be, but kick and reload time both need to be reduced to make it a viable option.

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