I've been seeing a lot of posts on the forums complaining about the effectiveness of auto rifles this sandbox, more specifically 600 auto rifles and I wanted to give my two cents on the issue.
I honestly don't think 600 auto rifles are that OP if at all. I say that the reason 600 auto rifles are so popular right now is not because of their TTK but because, in a world of guns that have a lot of RNG accuracy and bloom when aiming down sights, 600 auto rifles have the least amount of bloom when compared to other competitive weapons.
I can only speak on how the console version of the game, but bloom and recoil here is about 50% more recoil and a lot more bloom when compared to the PC version of the game.
Demonstration:
https://www.youtube.com/watch?v=wTFcPzKacfg&t=389s
This means that players gravitate towards guns where BS mechanics like Bloom are minimized so that players will only loose fights if they make a mistake.
Hand cannons on console are not really all that competitive right now. The only exceptions being a few legendary outliers like Austringer, Dire Promise, 180's, and maybe Old Fashioned. The reasons Hand Cannons aren't so good is because their recoil animation prevents you from seeing where you are aiming on a follow up shot, having very strong bloom (random accuracy cause by "spamming" the weapon"), and reacquiring the player to hit multiple head shots to reach the competitive TTK of 0.8 seconds. Basically, Hand Cannons require a lot of work on the player's end in order to keep their shots on target.
Scout rifles are bad because their optimal TTK is too dang high. The only one that is relatively good is No Feelings (maybe Randy's), but it has to have Box Breathing on it. Otherwise there's no way you're going to have a good time with a Scout.
Pulse Rifles are okay for now.
Sidearms are okay, but only at close range where shotguns a fusions rule.
Really, considering all this, Auto Rifles have the stars aligned in their favor. Let's be honest here, what weapon is a competitive player going to use? A weapon that will consistently and reliably shoot where it is being pointed right off the bat or a weapon that will struggle and refuse until you loose?
I'd say the weapon that'll shoot where it's being pointed right off the bat is what most people would choose. Why learn how to "shot pace" when there is a weapon available that does the same thing without the RNG BS?
Answer: there is no reason to, unless you want to intentionally handi-cap yourself.
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4 OdpowiedziEdytowany przez użytkownika DuBChiri2: 7/21/2020 9:56:21 PMAutos have low bloom but more difficult to control recoil than most weapons due to their recoil direction stat. Controlling horizontal recoil isn't as easy as vertical is but some weapons simply just are superior. We also have to take into account that they gave us gnawing hungers to farm as well as the trials auto, so top tier options are NOT hard to come by. Other weapons have options...but not quite the same. Really it's just a combination of easy to come by as well as the lack of variety for their main counter, which is handcannons. 150s can still clap 600s autos in their own way, but getting a good one is quite hard and using one that's not like spare rations on console is tricky. They honestly need to hit a better medium with recoil for all weapons because its really annoying.
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7 OdpowiedziYou only shoot at 600 rounds per minute...? HA peasant! *Revs up Sweet Business*
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Edytowany przez użytkownika Prof Sheitbag: 7/21/2020 10:07:11 PMI just want the former Bungie guys who balanced Halo (1, 2 or 3) to come in an show the current Bungie devs what a CQC weapon is supposed to do vs a mid range and a long range weapon. Current Bungie seems to think a weapon with a lot of bullets firing at a high RPM should cross map with ease with little to no kick while the rounds hold exceptional accuracy. Former Bungie devs would show them what MC's AR could do against a BR, and these current guys would scratch their heads wondering why it couldn't compete.
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9 OdpowiedziEase of use/effectiveness ratio on a Gnawing Hunger is just ridiculous. My buddy dropped 59 kills with it in qp, and said “autos are balanced.”
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1 OdpowiedźAuto rifles already have the ease of use as an advantage. Did they need a buff? Yes. Did they get buffed too much? Yes. Autos should not have a higher ttk than a hand cannon . It should be the same or slightly worse.
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3 OdpowiedziI was getting a bit tired of the Auto-centric gameplay last night and switched to a High Impact pulse. I think they counter Auto Rifles pretty well, given, you hit your headshots for a clean two burst. Maybe if more primaries were to release that could actually counter 600 RPMs, people wouldn't be as frustrated? Just my thoughts.
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1 OdpowiedźI’ve used hand cannons for the past few years so the auto meta for me was somewhat refreshing. I won’t deny that autos take less effort to use than hand cannons which is what brought me to hand cannons in the first place. If autos were somehow made harder to use I’d easily try and master them anyways.
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1 OdpowiedźMy whole problem with the AR situation (specifically 600s) is that before they got buffed and became all the rage, I used them quite often. I remember getting a really good roll on gnawing hunger from reckoning way back in the day and loved it. Now if I use it in crucible I get hate for using easy mode. Ridiculous.
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accurate and well thought out