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Destiny

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4/29/2015 10:36:27 PM
109

Which is better for Fatebringer

Field Scout (comment why)

1341

Explosive Rounds (comment why)

541

I've heard so many debates on this topic and I'm torn. I could use some advice.

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  • I'm not sure what to use, my fatebringer or my 290 hawk moon. My friend told me that fatebringer has a secret perk that does extra damage to oryx and all the other kings fall bosses.

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  • Field scout for the Extra reserve, explosive rounds is kind of redundant on a gun that has firefly....

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    • Neither. Single point all day.

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    • Quite with the necrobumps

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    • Both

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    • Explosive rounds sometimes cancels out the firefly and outlaw perk, which are the main perks of the gun and what make it good. Field scout only gives you 1 more bullet but gives a lot more reserve which is always good

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    • Edited by m00ninite: 4/30/2015 9:52:23 PM
      Explosive rounds only for VoG, imo, because it lets you OHK goblins. Otherwise, Field Scout will not only max out your reserve ammo so no need for Hand Cannon perk armor, but will allow for more Firefly procs.

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    • Explosive rounds don't seem to mess up any fire fly or outlaw perks for me very often. Just every once in a while.

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      • Explosive rounds are better. Many say they mess up the firefly effect but I've never seen this, maybe I'm just lucky. Test it out, I know I get more kills with explosive rounds than without.

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      • None of those two. Field scout only adds one more round. And explosive rounds mess up the firefly affect. Use single shot sling.

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        • Explosive rounds will cause your firefly to not trigger about a third of the time. The added reserve ammo from field scout is pretty significant.

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        • In the Vault of Glass or the Abyss, explosive rounds. Anywhere else, Field Scout or the other one. Explosive rounds are the most over-hyped thing in the game. Unless there are a ton of mobs in VERY close proximity, you actually lose damage with explosive rounds on precision hits. (Explosuve rounds have a tiny area of effect and the explosive portion doesn't get the precision bonus.) Most people don't notice because they are too busy being wowed by Firefly and it's much bigger effect radius. The only difference is goblins and hobgoblins in the Vault of Glass. They take 1004 for the precision hit and 1004 for the explosive part. Probably one of those hidden perks they forgot to tell us about.

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          • I choose field scout because of the reserve ammo. People select it and see it only raises it to 13 rounds but they don't realize the extra 20-30 rounds reserve you get, which is especially helpful on juggler

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          • I actually use Single Point Sling over the others. I feel like that one extra round is useless for field scout, and I feel like explosive rounds reduces my accuracy.

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            • I like the effect of explosive rounds. It gives meaning to the term "hand canon." It just looks awesome.

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            • Edited by The__Space_Pope: 4/30/2015 5:01:28 PM
              not only do the explosive rounds mess with firefly, they also make it so you need to take more head shots to kill certain enemies. ie) a body shot plus the damage to area = the same as a regular body shot added up, but a head shot + damage to area = less than a normal head shot, and it might affect the firefly from working. use field scout

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            • Explosive rounds breaks outlaw and firefly. So you shouldn't ever really use that. If you do you might as well use a different weapon. Field scout does only add one extra round to the mag, but it lets you carry about 30 extra shots in reserve. It's by far the best choice.

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              • Interesting

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              • No sense for explosive rounds, when it has firefly.

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              • Field scout just because how much ammo you can hold, also explosive rounds cancels firefly.

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              • Explosive Rounds messes up the Firefly Perk

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                • single point sling hands down

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                  • Edited by Treliem: 4/30/2015 4:49:59 PM
                    With solar and arc burn in nightfall....Explosive rounds wrecks shanks shields in nightfall. Only hand cannon that kills their shields and then blows them up with arc too. Edited gun to hand cannon

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                    • Id take an extra bullet for the reserve ammo increase, its like 64 to 104 for me anyways

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                    • PvE - explosive rounds PvP - SINGLE POINT SLING (field scout give you an extra round, why not just move faster while aiming?) PvP - explosive rounds (this is for people who struggle to hit precision shots)

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                    • Field scout only gives you one more bullet not worth it explosive rounds are great for crowd control and it's still not that difficult for firefly and outlaw to take effect

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