I definitely feel like if theres one way to balance hand cannons, if nothing else, its to nerf their range by a pretty large margin. Maps in this game are so small that you have to REALLY try to not be in the effective range of a hand cannon. They should at least have some limits to their engagements. You should get punished hard for being overconfident in your hand cannon's ability to shoot cinderblocks from 40 meters
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Hand Cannons aren't the problem, map design is. A lot of flaws with the game could be remedied with more map diversity. And a change to Special ammo economy, but nobody can really agree on how, sadly.
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Why the f would you bring up map design this company doesnt care about making new maps lol so "map design" is off the table to change. That means the only other option is to gut the handcannons to our current stale maps that we've been playing for years. avg engagement on every map is around 20 meters.
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TechnoKing77により編集済み: 3/26/2022 7:58:06 PMWhat good would a range nerf do? Nothing in my opinion. Here's a better nerf suggestion. Nerf aim assist, nerf the flinch it receives and gives, and nerf the in air accuracy. Handcannon has the best aim assist due to the cone size. I could be aiming at the center chest and it counts as a headshot and my sight isn't even aiming at the head. The flinch it gives is higher even without high caliber rounds. And when receiving flinch it hardly moves compared to other weapons. And since everyone likes to jump or glide in air, a nerf to in air accuracy wouldn't hurt it.
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michaelにより編集済み: 3/26/2022 8:04:09 PMI totally agree with nerfing aim assist flinch and in air accuracy. Im just saying if there was one thing to nerf I think range would be good because the real problem with hand cannons is that they are overall too versatile. Range takes away some of that versatility. But you can also go at it multilaterally with a flinch nerf, aim assist nerf, in air accuracy nerf, maybe add a debuff to your stability after sliding since slide challenging with a hand cannon is so extremely potent, all of this would be good.
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Yea but we also gotta blame map design as well. If bungie starts bringing in more larger maps that are designed for 6v6 people will now complain that their beloved HC can compete against the range. If we just ignore the range and focus on the nerf I suggested. Bungie can focus on those. Cuz everytime someone complains of nerf to HC its always the range that needs to be nerf but it won't fix the problem. Look at 120, they got a range nerf but can still 3 tap players and in the right hands it's range nerf won't mean anything.
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Well yes of course the maps are a problem but i think its safe to say that a sandbox update is going to happen before every single map in the game is overhauled, so it makes more sense to suggest a hand cannon nerf than new maps
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michaelにより編集済み: 3/27/2022 1:15:03 AMHuh? Hand cannons have never been the worst weapon at any range. a year ago was the peak of the 120 meta, when hand cannons were arguably at their most oppressive since forsaken-early shadowkeep when spare rations was out of control. Never once in d2 since year 1 have they been anywhere in the realm of bad, they have always been the meta. Closest they have come was when 600 rpm autos were really good and even then, hand cannons were still the most used weapons.
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G0lden Hunt3rにより編集済み: 3/27/2022 4:57:21 AMExcept they were the worst weapon at any range from dawn till arrivals. And everyone on the forums agreed. And they werent even in the top 5 weapons at that point. They were far from the meta at that point. Because the meta 600RPM killed at 2x the range and 30% faster.