One step forward, two steps back. Now everyone is going to be hunting the same rolled hand cannon, no uniqueness no kill clip/rampage, no eye of the storm/opening shot, no rapid hit/multikill clip will be viable in pvp only squeezing as much range as possible just like the same fate as D1 year two and three. I'm not saying that hand cannons should map people but at least I was able to get by with subpar range but have awesome traits to compensate.
Now on to pve, and they're useless. I can't even one head shot kill with a kinetic 140rpm even when the power of my weapon matches the power of said activity and don't get me started on scout rifles. That's why the pve meta will change very and I mean very little, its still going to be recluse, 150rpm grenade launcher, but now instead out mountain top its Izanagi's. Oh yeah that really changed the meta.
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1 ReplyHonestly they're right where they should be. It's not a long range weapon so people need to stop treating it as such. You want a long range gun? Use a scout.
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maegatron:3 - old
Who would use KC/Rampage in PvP??? -
4 RepliesEdited by Darth Lunchbox: 10/16/2019 12:42:57 PMMy Austringer gets 1 head shot kills just fine in PvE.
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2 RepliesClassic YouTube hysteria. Your favorite personalities tell you things are no good, so you believe them. All the above perks are still good...they just aren't as insta-death as they used to be.
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4 RepliesHand cannons can take the back seat. They've been meta for ages, and we're sick of it. Next, shotguns need nerfing.
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The damage falloff is way to severe out of the intended range you will hit like 10 less.
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8 Replieslets not pretend Handcannons are not Crutches in the Destiny Universe
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I've Service Revolvers on each Guardian...they are as effective as ever....no issue here.[b][/b]
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6 Replies[quote]Now everyone is going to be hunting the same rolled hand cannon[/quote] Like that's never been a thing. C'mon Man. [quote]Now on to pve, and they're useless.[/quote] Completely disagree. I've gotten a couple of rolls with Rampage that are great. [quote] I can't even one head shot kill with a kinetic 140rpm...[/quote] Not sure what game you're playing but I can do this all the time.
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Wrong. Hcs work just fine. If ur looking for a good one might i suggest crimson
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They killed them Theyre garbage now.
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1 ReplyAgreed. No range verses rifles, no power verses SMG's and short range weapons. Hand cannons are a huge letdown from their initial description in destiny 1. It's like bungie took the cannon out of the hand cannons... Nuff said.
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Yeah they keep confusing hand cannons for sidearms. The solution is keep them hitting hard at range with crit (basically no damage drop on crits), reduce body damage slightly, have aa have severe drop off past mid range, and make them near pinpoint accurate. So basically anything past mid can hit and hit hard but will require the extra time to line the shot up. End result, accessible at mid to close, but with a high skill ceiling at longer ranges.
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3 RepliesAce still does just fine.
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Edited by SleepyPuppies: 10/16/2019 12:50:05 AMYou literally neutered hc to a point you really cant even use them since most teams now -blam!-ing sit back and team shot any lane there are no close range maps and hc should back to 81 damage just like d1 for instance 150s now take 4 to 5 shots at 32 meters at 57 or less per crit where if 150s were at 70 damage per crit and 140s were at 81 per crit then you wouldnt feel neutered everytime we go back and forth from hc Destiny franchise is a Handcannon loving community and now alot the exotic weapons which are um handcannons are worth shit.
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This is really sad to see, since Hand Cannons are my favorite.
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1 ReplyI agree. The range nerf should have only happened to pvp, and the damage increasing perks shouldn't have been touched.
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Sucks having to shoot a Vandal in the head twice to kill it.
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Most handcannons fell with in a 27m to 37m range prenerf. They should have tightened the range by making the range stat less effective past 50range stat. They should have tightened it to like 27m to 33m with 110’s able to get around 35m. Instead they made the range 23m-28m with 110’s able to get around 30m. They made lower range handcannons unusable. They are hitting TLW range but without the 50% increase to rate of fire. I still believe that handcannons would have been fine with the change to ricochet round and an aggressive damage fall off. Leave it to Bungie to over nerf. If you wanted scouts to be viable just increase there damage to D1 damage rates and leave hand cannons at the D2 damage rates. 4burst pulses where the only real range problem and just needed brought back a little.
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Handcannons are in a bad place now. You need a god roll just to compete at subpar ranges. Or use an exotic. They made the range a stat the worse stat but the one you have to have. If you want stability or handling just forget it. You will be shooting at 23-24m range with strong drop off.
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6 RepliesI just ate a whole wheel of cheese.
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Now the desired traits are explosive rounds and rangefinder. Explosive rounds do not have damage fall off and Rangefinder is still really good considering the changes, one could argue they made rangefinder even more valuable in this sandbox. Which no doubt was not their intention. So now every Handcannon god roll is max range barrel/sight option like rifled barrel or whatever(can’t remember the best one), Accurized rounds, rangefinder, and explosive payloads. Those will be the only perks you will see on Handcannons now because of the changes they made. So much for diversity
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1 ReplyEdited by killa beaver: 10/15/2019 7:34:25 PMThe range nerf didn’t change the console meta all that much. There are a lot more scout rifles on certain maps but most HC engagements are still taking place within 25 meters were literally most handcannons don’t have drop off, it’s not that much of a problem. I do agree 140s and some scouts should be able to 1 crit a lot of red bars.
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Edited by Brothers-Four: 10/16/2019 2:25:06 AMI can agree with most of it. Especially when concerning scouts. Due to the season perks and the way the game is organized now, instead of bringing down HCs into an equal range, bungie has managed to specifically orient the game to require them down to a specific load out! Plus the “nerf” they applied to their range is still not apparent. Concerning scouts, if you body shot in PvE or PvE, there are still HCs that out dps scouts even at far range.... soooo that’s not a exactly a nerf to HC range as promised. Nor a buff to scouts as promised. Regarding scouts, in D1 you used scouts for all things ranged. Snipers were used for crit shots and heavy dps. Now, snipers can be used for body shots at any range and out dps scouts even if scouts gets crits. Making scouts even more less usable. Test it out. You’ll see that scouts really have no place in D2.
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1 ReplyIt really should be the lower the rpm on any weapon the more range you have 150rpm hc should see fall off at 30 and a huge fall off at 34+meters, 140 should be 31 meters and huge fall off at 35+ meters 110 shouldnt see any fall off after 33 meters and huge fall off after 35 meters 180s should be 28 meters and a huge fall off after 32 meters. Faster rpm should mean less overall range not forgotten should now just have it perks back to where it was because you can combat any hc with range and team work 180 not forgotten with max range of 31 meters until huge drop off and start seeing drop off at 28.5 meters would make it easy to win close range fights but much more challenging to do long to mid range battles.
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I used to ask for them to fix hand cannons on console as they are my favorite weapon. They fixed the destroyed them in one fell swoop and are now the worst primary In game. They malfunction all the time with massive range fall off . I hate the changes made when it comes to range and fall off. It makes the animation change absolutely worthless.