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9/27/2016 10:48:13 PM
5
Hand cannons were OP in year one because of the lack of bloom. They suffer the most from being outside of effective range and that is its trade off for there massive damage, huge flinch, and dominance in the competitive scene. Eyauna is one of the best weapons in the game, why its base range is good. Get some range perks stop trying to make your weapon class dominant, and play the game.
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  • Editado por JungleofTaxemes: 9/28/2016 12:05:24 PM
    Exotic HCs were OP in year 1 because they were vastly superior to other guns. The problem wasn't 'HCs' and the entire class was nerfed to shit because of them. The reason auto rifles are bad now, is because they did the same thing to autos because of SUROS. It's the reason they nerfed pulse rifles in 2.1, because other primaries weren't on a par with them. But those primaries needed to come UP, not down. The game does not work with slow primary TTK like Halo, we move too fast and have too many abilities. It also doesn't work because shitty primaries and RNG gunfights isn't FUN. What happened to destiny being praised for its gunplay? Haven't heard that in a while They need to rebuff all primary classes as a whole, and further look at the exotics. The big part of their OP-ness was ballistics, which they have now fixed.

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  • This is slow TTK

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  • Range should really only affect bullet damage drop off.

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  • RNG should never determine who wins a gun fight, period. There is no justifiable reason why bloom should be in this game, with any gun for that matter. It needs to go away fast, there are enough inconsistencies in this game. Bloom doesn't need to be another one of them.

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  • I totally agree that hand cannons were op. And as I stated, I took little issue with the nerfs. But the RNG of my bullets not going where I clearly aimed them is a serious flaw. And this RNG is not only applied at longer ranges. Watch the video I mentioned. Two stationary guardians, target and shooter, well within intended hand cannon distance. And single carefully lined up shots still have a chance to miss completely. That's in the best possible circumstance and is exacerbated in fast paced games with agile targets in motion. Why penalize a person who has done everything right, with errant bullets triggered at random. Other classes of gun (not all, eg shotgun) lack this randomness, instead their misses are triggered by recoil, which can be compensated for to an extent. If I take the time to line up deliberate shots, with appropriate gaps in between, recoil plays no part on a hand cannon, yet they've added a random bullet deference soley to make the gun less effective, and there is no way to compensate. With limited shots per magazine, how can it be fair that RNG decides some of my shots just miss completely, regardless of aim. That is huge damage loss per bullet, on a magazine that is small enough for it to count greatly.

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