Yeah, right! Not until they dial in hand cannon range. Hand cannons are not supposed to outgun scouts at 40m.
English
-
I think that Hand Cannons and ARs are overstepping their boundaries just a little bit, but it's more of a reflection of how bad Scouts are when they're within the range of any other weapon.
-
Probably right. Scouts like Mida are a former shell of themselves.
-
I don’t think you know what AR actually stands for
-
Hate to break it to you that I'm not the first person to ever abbreviate Auto Rifle to AR within the context of this game.
-
Sorry but “AR” is taken
-
The most burger statement I have read so far this week 💀
-
They don't
-
Aren't you the guy who lied over and over about his experience in pvp some months ago just to act like you are matching only teams while you wasn't? Did you switch now from "The game is the reason why I am bad" to "I share some wrong facts to complain about the game"? Because if handcannons outgun you at 40 meters against scouts you are definetly the problem 🤣
-
If you get outgunned like that when the handcannon deal 20-30 damage from that range the problem comes from you
-
Just an FYI that the new range cap before falloff starts for Hand Cannons is 40.5m for 120s and 37.5m for everything else. It's very possible to still be 3-tapped at 40m.
-
The maximum possible range at 100 range is 37,5 meters, the start of range is far from 37,5 for 140
-
Most players are going to be using Hand Cannons that are closer to the maximum range than the minimum. Considering that 140s can afford to lose bit of damage and still 3-tap any Resilience, and 120s can lose a fairly large amount, kills at 40m are not impossible nor unreasonable to expect. Either way, it completely goes against your point of them doing 20-30 damage at that range, considering some will still be doing full damage.
-
They changed the damage fall off so it is more visible. A handcannon will go (pretty quick) from 70 to 55 in less of a meter distance. And to do a 3 tap you need to do at least 66 (against max resilience) to secure a kill, this is hard since no handcannon have 100 range, if we take the ace of spade (the 140 with the biggest range) we can see that it has a 34.13 range fall of distance. This is less than 37.5 (by quite a bit far) and even if it can secure 3 tap from longer range it can not outrange a scout rifle. I fight « pro scout » user who camp in the back of the map where nobody can see them but they can see me (if you played once a guy like that you’ll know what I mean). Since he can 3 tap you from basically any range (Polaris,jade rabbit, hung jury and others) they have the clear advantage. If you get outgunned by a handcannon from that range it is simply because you forgot to shoot your opponent, it is physically impossible to 3 tap a gardian with a handcannon from very far (long lane like disjunction)
-
Editado por l Xemnas: 9/12/2023 6:49:26 PMA few hc can get to 100 range. Granted those are with stat boosting perks. But its definitely not impossible.
-
If they can it’s with perk activated after a kill you can’t complain about it it’s like a kill clip
-
Ace of Spades is not the highest-range 140, nor is your range value even correct. D2 Foundry gives it 34.13m [i]without any perks[/i], and 35.47m with them. Exalted Truth, Palindrome and Fatebringer can all reach 90 Range before factoring in main perks, which is something else that you've also been ignoring. Keep Away, Explosive Payload, Opening Shot, Encore, Killing Wind and more will affect range and falloff distances. All damage boosts also effectively increase range by allowing you to kill optimally from further away. If you think that the long lanes on Disjunction are 40m then your distances are totally wrong. Additionally, Scout Rifle tuning is such that they are less accurate when targets are closer than their intended range; for some Scouts, that isn't until 60m and beyond. Most maps do not have 60m lines of sight where combat actually happens.
-
Love when people spread misinformation online