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Destiny 2

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Edited by ApeX: 2/28/2021 12:08:58 AM
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Doing Iron Banner smg kills really showed me how weak they are because of damage falloff.

Damage falloff is too much on smgs. the ttk is fine, but they have to compete with shotguns like felwinters. The stability allows for us to reasonably aim at a medium distance so i don't know why our bullets suddenly tickle the enemy if they are just 1m outside damage falloff. It literally tickles their health bar. 12dmg per hit and even less if your slightly further. Can we please nerf the damage falloff a little bit. I don't know how everyone else feels about SMGs in the crucible but feel free to leave your opinion. I feel they could do a little more damage and have slightly further range.

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  • It’s really sad that 20 SMG kills probably took longer than 90% of the steps of the rest of the quest

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  • They are very situational. Once you figure their range it becomes easy kills. I actually loved that part of the quest. Granted I got lucky with the Multimach that I got.

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    • Edited by High Noon at Jötunn Saloon: 2/28/2021 6:13:39 PM
      I think Bungie is very conscious of every meta the game has had. That being said, they do not want a return to the Antiope meta. I think SMGs are fine...the problem is on the other side, the range and ease of ammo for the shotguns.

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      • Huckle berry i know exotic still has the original damage buff if you read back to when they nerfed rampage they said they left huckle berry alone as its got rampage as its exotic perk its amazing in pvp

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      • SMG effective range's always been in a bit of a spot. Sidearms are between 14-17 or 18 meters depending on the roll. Lowest effective range autos (rapid fires) are somewhere in 25-30 meters, again depending on the roll and assuming barrels and not scopes that add zoom. SMGs are between 18-27 meters depending on the roll. Zoom's a huge factor. Without scopes that add to the zoom stat all SMGs basically cap out at around 19-20 meters, but a max range stat roll with a +4 zoom scope can go up towards 25 meters effective range depending on the frame. Antiope-D could hit 27 meters. The new multimach max range roll has the same potential, though havent gotten to test it yet. So guess the question is, how would you buff them without making them start stepping on other archetypes' range toes?

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      • Like in all weapon archetypes, some smgs suck and some are really good. Try using friction fire, multimach, or huckleberry.

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      • To be fair, iron banner isn’t the game mode to be testing weapons due to power levels. I’m at a higher power and I was melting with ikelos and the seasonal SMG

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      • i am not quite sure what you mean.. i used the new smg and i was under the impression that it was rather easy kills compared to other weapons.. (like pulse f.eks) jýou just need to get a bit "in their face"..

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      • They need to do more damage There’s high risk but not much reward

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        • This is true, I had to rely on getting really close and dying to shotguns half the time, but Huckleberry makes for a good sidekick

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        • I think SMG do need a range buff. they have way too small of a range for something that should be the gap between ARs.

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        • what crack you smoking? i used an iron reach ib smg which kicks like a mofo but it was soo sticky and was one of the more fun steps

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        • My first map for it was widows court. Man that sucked but got it done that match.

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