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원본 게시물 출처: Nerf fast charge fusion riffles in PvP
4/18/2025 6:06:11 AM
3
They already require 8 or 9 bolts in their 9 bolt burst to kill you, and their effective range is around shotgun rushing distance, few to none have a range or stability stat higher than maybe 40 tops without perks like Closing Time. And even if I'm wrong about the range, there's the fact that few to none have the stability high enough to consistently kill people at those ranges.
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  • 작성자: ㅤ Avvor 4/18/2025 8:06:29 AM
    No way bro just said they’re effective range is shotgun rushing distance Ye cos 19 metres is shotty rush distance that’s for sure and yes they do consistently kill at those ranges maybe after the closing time nerf a little less but still a guaranteed ohk 17 metres minimum

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  • 작성자: Griever 4/18/2025 10:28:56 AM
    When most if not every rapid fire fusion can't even reach 40-50 range (between 16-17 meters when fall off will start) without performance enhancing perks or absolutely tanking stability, losing enough consistency that you're probably better off with an SMG at those ranges? Yeah, I'll stick by "effective range of shotgun rushing distance". Especially when the only rapid fire fusions in the top 100 most used weapons in pvp are Zealots Reward (Under Pressure and Closing Time solving both issues) at rank 9 and Iterative Loop at like rank 68, and this guy is complaining about an entire archetype when it's literally 1 outlier in an archetype almost no one uses in pvp. No half compete dev is going to nerf an entire archetype because of 1 single weapon with 1 single broken combination. Otherwise, since Bungie balances around usage, it stands to reason there's at least 6 archetypes (120/ 140 HCs, 450PRs, precision and slug shotguns, and probably Last Word too, which counts as a 180 believe it or not) on the chopping block first.

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  • [quote]They already require 8 or 9 bolts in their 9 bolt burst to kill you, and their effective range is around shotgun rushing distance, few to none have a range or stability stat higher than maybe 40 tops without perks like Closing Time. And even if I'm wrong about the range, there's the fact that few to none have the stability high enough to consistently kill people at those ranges.[/quote] Rapids 7 / 9 Adaptives and precision 5 / 7 High Impacts 3 / 5 Shotgun range is 6-7 for pellets and 10-11 for non exotic slugs. Fusions are 17-18 for super consistent kills and Zealot can still OHK at 20m, while it is not anymore as consistent. Stability is not needed at all for 20m kills, range and target acq help are.

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