To the people saying Luna’s is OP. It’s not. I mean yea it’s great, but I don’t have a hard time countering it. Maybe because I use duke it’s not as difficult to counter. I’d have a tougher time with an adaptive frame. I should also mention that I have Luna but still opt for duke.
And shotguns are crutch whether or not anyone wants to admit it. 3-4 of 6 players will run a shotgun. That alone proves it’s in a much better place than other close range weapons. Smgs, fusions, and sidearms need a buff to counter them. I almost exclusively run a main ingredient with back up plans in crucible for them sliders. If these buffs don’t happen, then shotguns will need to have steeper damage falloff.
Snipers are in a weird place, but as long as it has snapshot I don’t feel like they need much. They’re a precise players weapon. Maybe they can be a little more snappy across the board, or 3 rounds at spawn. In this world shotguns, running a sniper is a bit difficult without a good and reliable smg or side arm. I find hand cannons with QuickDraw or high handling m are great to pair with a sniper.
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How do you counter it with a Duke? That’s a 70rpm difference.
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Movement and peek shots. The weapon hits hard. Hard enough to flinch their aim. The key is to keep them from hitting crits.
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True that.