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10/31/2019 9:50:43 PM
13
Hand cannons are exactly where they should be. They should never be able to compete with scouts at range...
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  • Neither does a pulse. Also how can a pulse compete with a hc on hc range? Why can even a fusion rifle easily outgun a hand cannon? How is a bow competing on scout rifle range? Would say it should be equal to what a pulse rifle should be. All these ranges are a bit off. Sidearms are hardly being used because shotguns are easier and fusion guns have more range and have backup plan.

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  • Ideally shotguns need a range of 5 to 6 meters. Slug shotties at 7 to 9 depending on perks, submachine guns take the same 5 to 9, and sidearms take 5 to 12/13 Snipers and scouts deserve the extreme ranges to medium ranges, assaults should be mid close, to mid range, pulses mid to mid long (they just have more stability than before), hand cannons mid close tos solid mid/bare minimum mid long (only for the accurate), fusions need low mid to medium mid, but balance out the bolt hits and solve the backup plan perk for specific archetypes (such as only slight charge boost but still fast draw for the slow charge but high damage/range one's) And then the archetypes of each class be specified to best work at the specific range's they were made for on fire rate.

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  • Downvoted because those ranges aren’t practical. You also forget the X factor with shotguns. They are the only weapon in the game you can be running full speed and then hipfire and one shot someone. Why does that matter? Most primary weapons have a kill time of around .9 seconds, give or take. Without movement enhancements, guardians sprint speed is 8.5m a second. So currently, shotguns have a max of 8-9 meters of onehit kill range. However, in real gameplay scenario, if someone is using a primary weapon, you can be 15m+ out and still get the kill. This doesn’t factor in someone running with a shotgun isn’t gonna straight line it or have anything equipped to increase movement speed. I’ve never seen this argument brought up.

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  • Ok??? It was literally a suggestion on a feedback forum, I didn't come for a debate, just logical range's. More of an overreaction to a nothing post.

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  • They never could. That is emotion talking there.

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  • They never did, they is just a flat out lie. Scout rifles do full damage 55m+ easily. A good HC roll was 30-36

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  • Yea and most maps don't have 55+m sight lines. And even if they do it's not hard to get close in a game with advanced movement.

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  • The problem is that hc dont have a good range to be used. they shouldnt be at scout ranges but at the same time the rng they have now is in the smg and fusion rng both of which are better at this range. also scouts are so strong that they even negate snipers to a good extent, if you have flinch (which is beyond ridiculous in this game) the scout is even stronger. the hc needs to be inbetween scout and smg/fusion range or their dmg needs to be increased at closer range. Never understood why bungie made weapons like shotguns/fusion so strong and weapons that take more precision so weak. now every game is shotguns/scouts the only other change is fusion/scouts.

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  • That might be true but scouts range is still no fair. Not a single primary can contest which leaves them unbalanced and crucible in a bring state where people just camp in their spawn with scouts and teamshot

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  • Near all the maps have at least enough cover for you to close in and use a medium range weapon if not a close range one, with a few exceptions

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  • Even if I close to medium my hc still usually still has drop off stopping me from 3 tapping due to the fact the nerfed hc range by 3x what it used to be. And either way there are still usually 3-4 guys stirring in the back with them and you still get teamshot. Nothing changes that fact that scouts are absolutely untouchable at range and that’s a problem. No weapon should be so god it’s just outgunable by anything else at a certain range. Scouts need a range tune down but not so much they are useless, just enough so that you can’t sit 60 meters away with a 150 rpm and still 3 tap

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  • Aggressive & high impact pulses compete, if you dont get team shot. Snipers counter them if you dont get team shot and easily with unflinching sniper. Team shotting really hasn't gotten any weaker since year one

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  • Exactly, everyone that disagrees was too spoiled

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