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#feedback

Edited by BIurrs: 7/12/2016 1:49:34 AM
40

I believe slow firing pulses need a damage increase

My opinion

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  • Red Death is supposed to be a PvP weapon, and its never been good

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    • Red Death Archetype needs to 2 shot, they are extinct in the current meta.

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      • Buff there fire rate a little

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      • Not a damage buff. It will make ttk too quick. Already they have a ttk of 1.0 seconds versus 0.93 on the hawksaw. Buff range and stability to make them more usable than hawksaw etc. This will help differentiate them. Hawksaw for close range, PDX 41 for longer range!

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        • I totally agree they should consistently 2 burst and nirwins mercy inconsistentely

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        • Bump

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        • And medium rof too. Nirwen's archetype doesn't compete with the high rof archetypes.

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          • Slow pulses already two shot. A damage buff would do nothing.

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            • Edited by Erijian: 7/10/2016 11:56:11 PM
              The archetype that Red Death is in NEEDS to go back to being able to two burst. It will never have any place in PvP if it needs three bursts to kill always, since things like Hawksaw and Grasp can do it faster. It'd also be nice if stuff like Spare Change.25 got more of a damage increase to make them a little more forgiving..Because right now you're punished way too hard for the smallest bit of inaccuracy. [spoiler]Nirwen's should go back to 32 per precision hit Spare Change should go up to 36 per precision hit[/spoiler]

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              • Also; high RoF legendary Scouts and low RoF ARs.

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              • Yup and Graps needs 1 more burst but...

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              • You mean 'a' damage increase?!

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                • Any buff to MRoF & LRoF pulses and autos are needed to get closer to achieve weapons balance.

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                  • They would have to make it have lots of recoile or it would be OP.

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                    • There isn't really a great way to work this out. The slow fire rate needs to be accommodated by lots of damage, but if it was a two burst, it would out-ttk all other guns. And if it's a 3 burst, it's ttk is probably one of the worst. So the only possible way to balance this out is possibly to make it a two burst, but drop the target acquisition significantly so that its difficult to land the full burst on the head. And a decrease in stability across all low rof pulse rifles would also help to balance the 2 burst capability.

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                      • And auto rifles

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                      • Bump

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                      • Bump

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                      • Agreed, I miss 2 pulls on the hopscotch to rid the map of snipers. Maybe if they made the recoil happen after the full pulse, so you still have to adust instead of two body shots and one head per pulse.

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                      • I think it should definitely be able to two burst, but have some gnarly recoil to accompany. That way it would take great control or great perks to make it a two burst, eliminating the ability to be too overpowered.

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                      • Nah, just slight RoF increase, or less delay between shots.

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                        • Yes

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                        • Bump

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                        • Slow down the fire rate just a little bit more and make it able to 2 burst that way if you hit all your shots to the head you get a clean 2 shot kill but if you miss some shots then you get severely punished.

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                        • I can see a small damage increase so that the messenger/spare change can two burst high armor people with all headshots.

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                          • Edited by Enochua: 7/10/2016 8:22:29 AM
                            the problem is there are too many archetypes of weapons to balance properly. scouts, pulses, autos, hand cannons each has like 3 or 4 archetypes. but logically scouts and pulses are really variants of "assault rifles". im only going to touch on pulses so that I don't go too far off this particular thread. pulses really only need 2 archetypes. low rof with high impact, high rof with low impact. example: spare changes.25 and red death need to be the same archetype but tweaked so they have the impact of spare change.25 but rof of red death. those are 14 and 30 impact archetypes that usually have a stability from 80 to 40, give or take. and rof of 59 and 66. so impact would be 30 with a rof 66. so burst to kill would be 2 to 3if all bullets are head shots. so now you have your hawk saw and the grasp of malok that are 7 and 4 impact. with 73to 77rof and stability from 30 to 100, give or take. so impact would be 7 and rof would be 77, and given head shots 3 to 4 bursts. But as they are now there are 3 archetypes of pulses that take 3 burst (headshots) to kill. how does that make any since. and believe it or not spare change.25 still only takes 2 bursts if all shots are head shots.

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