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Edited by Wes: 7/22/2020 6:52:09 PM
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Don't Nerf Autos into the Ground. Buff 140 RPM and 110 RPM Hand Cannons Instead.

I already have another post about hand cannon buffs, but there's a lot of talk going on about nerfing autos. Let's be real here: autos needed [i]some[/i] sort of buff. However, the natural counters to autos are hand cannons. Let's take a look at them from a console perspective. They have a severe range cap, severe damage dropoff, are more punishing than autos if a body shot or a miss happens, and have a slower TTK than autos. And the icing on the cake is that there's zero reason whatsoever to use any hand cannon other than a 150. 150s even let you strafe faster, making peek shooting more viable. To out damage an auto durning a peek, you have to strafe out, aim, fire, and get behind cover with the tiny console FoV in less than 0.2 seconds (time for a 600 RPM auto to fire 3 shots). Only a 150 brings something to the table to helps you do that. 140s are just worse 150s. 140s have worse handling, worse aim assist, similar range, the same precision requirment, a worse frame perk, and less forgiveness than a 150. The exotic representative of 140s, Ace of Spades, has also gotten absolutely neutered on console, even though it has NEVER accounted for more than 3% of kills on console, even during HC metas. It has been nerfed in the following ways: 1. Range nerf; 2. Memento Mori goes away when the gun is stowed in any way; 3. Memento Mori suffers severe damage falloff; and 4. Memento Mori damage nerf. That's just overkill on console. Gun is just not in a good place right now, and that's coming from someone with a couple hundred hours behind it. 110s are just bad. Just downright bad. So if the natural counter to autos are hand cannons, limiting them to one archetype is going to do nothing but make autos run rampant. So did 600 RPM autos needs a buff [i]this[/i] significant? Maybe not. Maybe tone them down a small amount. They certainly don't need to be nerfed back to where they were. They did need a buff. But when you buff one gun so much and then limit it's natural opposite so much, the buffed gun runs rampant. Every. Time. I say make 140s kill in 2 crits and 1 body shot. Increase their range to 30-32 meters. (This should be fine considering autos can melt just as fast if not faster at this point.) Make the range stat affect accuracy more if it doesn't actually affect damage falloff. Reduce the damage falloff of Memento Mori. And make the adaptive frame actually mean something significant. 110s need a significant range buff. I'm talking 36m+. They have an inherently slow TTK. No reason their competition should be things with almost half the TTK. I say let that sit for a while. I'm entirely happy with any meta as long as the gap between #1 and #2 isn't as big as it is now. So I say buff hand cannons and leave autos as is, but if people still feel autos absolutely need a nerf, either the damage or the range needs to go. I don't think I can justify both if hand cannons are getting any kind of buff. Suggestions: 1. Increase the optimal TTK slightly, maybe to 0.8 seconds like it was before, but allow for much more body shots to achieve it. 2. Another option would be to tone down the range, but then autos might get into the same pickle HCs are now. A range nerf would have to be on a per-archetype basis, rather than a blanket nerf. I don't think any of that is too much of a nerf, but I'm not a huge auto guy. Let me know what you guys think.

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  • Edited by Haley-And_Gaming: 7/25/2020 2:16:56 AM
    140 don't need a buff. If they get buffed they will get nerfed possibly making it even worse than it is now like what auto rifles will be coming soon. 110's are not bad at all if you land your shots its very very hard to fight a skilled 110 hc shooter.

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    • Autos needed a buff sure. But like usual bungie way overdid it. They hardly have a dent to their ttk when you miss headshots (as if you are missing any right now) unlike scouts pulses and hand cannons. They are FAR more reliable, dominate their range like HCs used to, and are literally the best. Its a -blam!-in problem. I agree a 110 and 140 buff is needed (140s need more different from 150s, and 110s need better handling/reload speed I would easily say, maybe a tad bit more range). But Autos absolutely need a heavy nerf. They literally have everything going for them right now.

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    • Edited by Synge_X: 7/25/2020 11:24:40 AM
      They will be nerfed, and it will be another pillar removed from the ridiculous argument for the wholesale removal of endgame weaponry via sunsetting. Second to the argument insisting that sunsetting would bring new, cool legendary weapons to play with. Instead of new, cool, powerful legendary guns, we got re-issues with an extra perk.

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    • And scout rifles....

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    • Screw 110s. 110s will never be good on console unless they were totally changed. The recoil is rediculous, the bloom on them is severe, they fire to slow, reload to slow and the damage on them is not nearly high enough to compensate for all their drawbacks. Let them rot into oblivion or remove them. If Bungie wanted to buff 140s and 180s and though that would be fine.

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    • No, revert 720 and 600 rpm autos to previous values, they were fine before the crazy number of buffs. My Valakadyn carried me from Forsaken through Shadowkeep and now it's kinda gross.

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      • I know I already commented but my brain just started working at 60% capacity. I think the 140 RPM Handcannons should all be put to 150 RPM, and 110 RPM Handcannons should effectively become Scout Rifles while encouraging long range gameplay because there is no way in hell you can make 110's competitive without making them 2 tap and that would cause a second collapse and guardian sodium levels to reach critical.

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      • Doesn't matter what they do, people are going to cry about anything that kills them and any meta that doesn't involve their favorite weapon archetype.

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        • While I don't want Auto Rifles nerfed into the ground I don't think 600 RPMs should have a TTK that matches SMGs while having three times the range. They should drop back to a .8s TTK.

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        • If 600rpm autos can keep their .7 ttk and Suros can keeps it's spinning up .4 ttk Turn Mag Howl back to its old self.

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          • 450 autos are still garbage though as well as most slow firing ones.

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            • I think the 600 RPM should be hit ever so slightly and the 450 RPM should be buffed.

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            • Either nerf 600s or buff 150 and 180 hc. And return lh and nf to pre nerf state. If any of those things ever happen i might actually come back lol.

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            • Edited by Knightlight: 7/22/2020 1:44:47 AM
              I still see the top players using dire promise. In regards to 600s it really depends on the roll. Personally Gnawing Hunger isn't the best gun. The sight is not that good. I have a forward path that has accurized rounds and long scope, it maps people at 35 meters or more. Plus people are Stacking mods which can turn any weapon into auto aim basically. It's super easy to avoid auto rifles. You don't have to face them head on. They have poor bullet efficiency and if they play it well, I will lose to a dire promise, that's the best gun in pvp in my opinion. Suros should become a 450. They made it 600 because 450s were meta then. Plus it'll be better at range. I like the "brain dead" of auto rifles and some pulse rifles. There dad weapons, not the absolute best but easy to use. The only 600 that's of some concern is probably summoner. But its trials and I haven't seen a summoner in a while. I dont like to stress to much. Like bygones not the best weapon but gets the job done. 110s need a rate of fire buff. 140s need to 2 crit 1 body, it will probably be meta if that happens but it won't be op. I think 140s would surpass 600s if they got buffed. If your sick of 600 autos try out cold denial. It will destroy Gnawing Hunger at range.

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              • 600 autos, 720 autos, 150 HCs, all pulses, and all sidearms are fine. 110 and 180 HCs need a range buff 140 and 180 HCs need a slight damage buff 360 autos need a slight damage buff All scouts need a slight damage buff

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                • the amount of dumb people in this post is quite funny

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                • The real problem is that Bungie thinks there should only be one meta at a time. That is so backwards thinking it’s crazy. 600 RPM autos are FINE! The real problem is that everything else are NOT! There should always be a FEW archetypes of weapons that are viable in a given sandbox, NOT JUST ONE!

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                  • Just dumb down the range, a max range pulse should not get out ranged by a bargain bin gnawing hunger...

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                    • [quote]I already have another post about hand cannon buffs, but there's a lot of talk going on about nerfing autos. Let's be real here: autos needed [i]some[/i] sort of buff. However, the natural counters to autos are hand cannons. Let's take a look at them from a console perspective. They have a severe range cap, severe damage dropoff, are more punishing than autos if a body shot or a miss happens, and have a slower TTK than autos. And the icing on the cake is that there's zero reason whatsoever to use any hand cannon other than a 150. 150s even let you strafe faster, making peek shooting more viable. To out damage an auto durning a peek, you have to strafe out, aim, fire, and get behind cover with the tiny console FoV in less than 0.2 seconds (time for a 600 RPM auto to fire 3 shots). Only a 150 brings something to the table to helps you do that. 140s are just worse 150s. 140s have worse handling, worse aim assist, similar range, the same precision requirment, a worse frame perk, and less forgiveness than a 150. The exotic representative of 140s, Ace of Spades, has also gotten absolutely neutered on console, even though it has NEVER accounted for more than 3% of kills on console, even during HC metas. It has been nerfed in the following ways: 1. Range nerf; 2. Memento Mori goes away when the gun is stowed in any way; 3. Memento Mori suffers severe damage falloff; and 4. Memento Mori damage nerf. That's just overkill on console. Gun is just not in a good place right now, and that's coming from someone with a couple hundred hours behind it. 110s are just bad. Just downright bad. So if the natural counter to autos are hand cannons, limiting them to one archetype is going to do nothing but make autos run rampant. So did 600 RPM autos needs a buff [i]this[/i] significant? Maybe not. Maybe tone them down a small amount. They certainly don't need to be nerfed back to where they were. They did need a buff. But when you buff one gun so much and then limit it's natural opposite so much, the buffed gun runs rampant. Every. Time. I say make 140s kill in 2 crits and 1 body shot. Increase their range to 30-32 meters. (This should be fine considering autos can melt just as fast if not faster at this point.) Make the range stat affect accuracy more if it doesn't actually affect damage falloff. Reduce the damage falloff of Memento Mori. And make the adaptive frame actually mean something significant. 110s need a significant range buff. I'm talking 36m+. They have an inherently slow TTK. No reason their competition should be things with almost half the TTK. I say let that sit for a while. I'm entirely happy with any meta as long as the gap between #1 and #2 isn't as big as it is now. So I say buff hand cannons and leave autos as is, but if people still feel autos absolutely need a nerf, either the damage or the range needs to go. I don't think I can justify both if hand cannons are getting any kind of buff. Suggestions: 1. Increase the optimal TTK slightly, maybe to 0.8 seconds like it was before, but allow for much more body shots to achieve it. 2. Another option would be to tone down the range, but then autos might get into the same pickle HCs are now. A range nerf would have to be on a per-archetype basis, rather than a blanket nerf. I don't think any of that is too much of a nerf, but I'm not a huge auto guy. Let me know what you guys think.[/quote] If streamers are crying about it, you can pretty well figure ar nerfs inbound. The way of the bung

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                    • They need a nerf nothing but sprayers in pvp .Why play a game if all yr doing is hiding ina corner .Atleast with hc meta the could make a mistake and you could kill them with ars that doesnt happen they have no damage fall off at all im seeing people shoot me from halfway across the map and the aim assist is working like a bot its ridiculous atleast with hc meta you had time to outrun them

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                    • No! nerf them into the ground!

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                    • 3
                      Regret
                      Regret

                      Cater to casuals! - old

                      Imagine the forum salt from 2 tap cross map rampage dukes

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                      • I find it odd that nobody talks about HC armor mods, which cost a lot, like a lot a lot. Just to compare, enhanced auto rifle targeting costs 3 energy, whereas for HC the same mod is 6. Same for reload mods, but the difference is even more extreme. That itself is also a huge drawback.

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                        • I still think that autos like the summoner have a bit too fast of a ttk. How about some scout rifle love? Please?

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                        • Edited by Dano2point0: 7/23/2020 2:30:13 AM
                          The easiest fix is to restore hand cannon and pulse rifle range so that they aren't in an auto rifle's wheelhouse.

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                        • Edited by BraddyBo: 7/23/2020 2:37:31 AM
                          600s need body damage nerf reversed. Crit damage is pretty much fine but maybe -1 damage. Autos should always have poor body damage.

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