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Destiny 2

Discusión sobre Destiny 2
2/5/2022 3:20:23 AM
43

How to make auto rifles more relevant in PvP

Hey all. I think we can agree that auto rifles kinda suck in the current sandbox (smg main here that hates autos but I’m not in denial about them) I’ve had some ideas on how to solve the auto rifle issue The main issue with autos is that they are very much a “win later” type of weapon. We all know how deadly a damage perk can be on an auto rifle, but they suffer greatly in the “win now/consistency” department I believe that Auto rifles suffer in 2 categories right now: -base range (for most) -base recoil direction Currently MOST auto rifles are out ranged by MOST hand cannons, and building in to the range stat often means sacrificing something else important just to keep up. Another common issue is poor low recoil direction. Many hand cannons, SMGs and pulses can hit 85-100 RD stat pretty easily but autos often need a counterbalance mod which takes away a lot of choice for the mod slot. Buffs/Nerfs: I think that autos and hand cannons need to trade places in the range department. With hand cannons being the intermediate step between SMGs and autos in terms of range. This would mean reducing the hand cannon range band to 28-33m while increasing the auto range band to let’s say 30m+ at base. I also believe that all (or atleast most) autos should have rolls able to hit either 85, 95 or 100 recoil without the need of a counterbalance mod. This would open up the ability to use Icarus or QA sling to improve on in air accuracy or handling and allow for more player choice and build crafting

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