Handcannons should always be the weapon type that is most effective. They're a decent mid-range option with decent time to kill.
The trade off is that if you miss a headshot, God forbid miss an entire shot, you're screwed. They aren't forgiving like auto-rifles and smgs are, they aren't safe at a distance like scouts are. Risk vs reward.
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I agree in principle but they are currently performing at scout range and many of them have bonkers AA meaning that missing the head is very unlikely. I’d take HC meta over AR any day but I think they’ve just got a bit too much range right now. My proposed “nerf” would be to leave all range and damage the same but to have AA only work up until a certain distance. That way, if you’re skilled you can still make them work at range otherwise they simply work well in mid range.
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The only handcannons that are really performing at scout ranges are 120's, and that's really the main benefit that they have. Their TTK is lower than 140's and 150 scouts, they are much less forgiving, missing even a single shot TANKS your TTK, and most of them feel really clunky.
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Hand cannons will always be in the most effective weapons due to the rule of the 3 tap. But making Hand Cannons out range a lot of actually high range weapons is just plain stupid for the maps we currently have. You can play over half of the maps with no drop off kicking in.
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What is this rule of 3 tap that you're talking about? Is it suggesting that things that three tap will always be better? Because in that case, I think I'd see a lot more 150 rpm scout rifles. As to the range problem though, for the most part that's because of map sizes, which is a problem d2 has consistently had. I disagree on hand cannons outranging a lot of high range weapons. Unless we're talking about 120's, in which case the only thing they really have going for them in 1v1 engagements is their range.
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Sure HC's don't outrange most Aggressive frames, but they currently invade that territory a bit too far for so much flexibility. And Scouts have a thing where people innately don't seem to like them as much, but sure most of the playerbase sre certified metaslaves in Crucible so if they would be then sure, looking at MIDA. And worse thing is that most sightlines in D2 rarely break 30-40 meters. So the ranges favor HC's even with the old range nerf conpared to 150 Scouts. So at that point the Agg frames lose out on their signature effectiveness, making Hand Cannons reward less positioning and more sweating. And sure the primary sandbox is good outside HC range imo, but I prefer a more laid back range game with positioning than pure out sweat fests. I don't think I've ever had less fun with D2 PvP in CBMM just because of god rolled HC/Felwinter's combo. And adding Stasis to that SMG's and Sidearms just feel bad to use against apes and stun mechanics. But yeah if you never touch HC firerate to make the TTK worse, even if Adaptive HCs were nerfed to 30 meters max or so they would still be good since they are one of the most reliable tools in the game, always have been.
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Currently I only have a PvP roll for the Lonesome and the firerate on that is a bit lacking. In some maps it's good when there's some breathing room. Byt trying to get an Albedo rolls right now though for both PvE and PvP.
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lonesome isn’t that bad but others are better. since we are talking pvp burst sidearms are the most effective. travelers chosen is good for your cooldowns. I got 62 defeats using it when it first came out. anonymous autumn is one of my favorites too. I don’t think it is in the loot pool anymore but if you still have one it works wonders with rampage. another thing to take note is what input you’re using. sidearms are better on controller while the opposite is for smgs. ikelos, antiope, and friction fire are the best overall smgs in pvp.
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There is viable choice. Autos are still pretty decent, so are pulses, and scouts are nice now too. You're just trading ease of use for efficacy. Something that's easier to use should never be more effective.