These two classes of weapons are so lackluster compared to what they were in the beta, why?
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You let like Smith know you enjoyed them a little to much
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Lack of alternative stuff in the beta..... Now scouts and better alternatives are there (and map size been a lot bigger) they filtered out. Sadly enough
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Mida and uriels weren't in the beta...
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Better Devils is very good. But it's the only hc I've found thta's worth anything.
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Ambo
One for the money, two for the show. - старое
I feel this is going to be a deja vu situation where they gutted autos in Y1 of the first game because no one used a pulse. And that they nerfed literally EVERY auto because of Suros. -
Ghost bullets are still a major problem for hand cannons.
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Изменено (meatballsublime): 9/26/2017 1:42:30 PM[quote]Pulse rifles and hand cannons felt great in the beta so what happened? [/quote] Well, like many of us do... Pulse Rifles started to stay inside more. They played video games, instead of shooting hoops. Eventually, PRs got married and spent even more time just sitting on the couch next to their spouse and watching TV. Before you knew it, PRs lost muscle mass... grew fat... and lost their edge. Happens to all of us. (Also... no one grows fat from strength. You grow fat from Big Macs and a lack of exercise.) As far as Handcannons, they are just getting older, but refusing to get much needed glasses. As time goes by, they seem to have a harder and harder time being able to judge things appropriately at distance. True Story.
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HCs good in the beta? LMAOOOOOOOOOOOOOOO
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It’s not just those 2 weapons, but there’s some scouts and autos that just aren’t worth using (pve). Why use a low RoF scout when there’s scouts that shoot, reload, ready faster and have more range, but take the same amount of bullets to drop adds?
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Because people are stupid. The Nightshade still wrecks, just be accurate and the aim-assist will land the full burst of crits. MIDA gets in the way at similar ranges, due to High Caliber, but it's not really the worst thing. The Seven-Six-Five full-auto Pulse will compete or beat the MIDA as long as you can deal with the flinch. People have still yet to realize the full-auto 260 RPM Scout with full stability perks dominates as well. Only a day or two ago was the Manaanan found to be good. Sidearms still aren't being noticed enough and 600 RPM SMG perks seem to have been totally forgotten about. A god will make the new FWC HandCannon into the next Thorn. Halfdan D is supposedly the current best-kept secret but I don't really buy into that, Jiangshi seems to be my bae in ARs but the Trials AR feels more stable
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They feel better imo. Sunshot especially, it was a pea shooter in the beta. Now it's a Fatebringer.
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Изменено (Death_by_Mukbang): 9/27/2017 1:02:24 PMI still love my sunshot, and the DO pulse is decent.
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High impact pulse rifles are garbage in pvp, they only hit for 26 lol May as well use the fast firing 23 crit pulse, since they both need three bursts.... Hand cannons need four shots to kill, aside from the highest impact versions.... All weapons are weak compared to D1. All perks are mediocre, all fixed rolls get boring fast. Use mida and the trials/gift auto rifle like everyone else. So much for weapon diversity.
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Everyone started using uriels gift/prosecutor and the stagger of getting hit is a joke.
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This is what bungie does. Weapons that work well are "bad" and they need to be changed so that all weapons are used equally. I can't wait until they nerf everything that works in the crucible in about a month.
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What happened? People complained about pulses. Bungie barely nerfed them: they take 1 extra bullet to kill. That ruined them. If they were to undo the nerf, it would take a few days until people once again complain they are op and "worse than thorn!!!111!"
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the Beta ended in a strong meta of the Nightshade and Better Devils and Scathelocke, The Nergal and The Veist Auto rifle, and the OBVIOUS Main Ingredient fusion rifle. None of those items stand out anymore. The entire 600rpm auto archtype got nerfed, pusle rifles got nerfed, and handcannons mostly just got a tweek it seems. And Fusions got dumped on, yet the perks of the Merciless still stand out strong... imagine that thing pre-Nerf... MMmmm. Even with the pulse nerf nightshade remains a competative option do to its amazing recoils pattern and solid stats. the higher firerate Nergal however... is no longer as shiny or appealing. still a fair well rounded gun with its stats.
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It's normal for Bungie to nerf things, so that's what happened.
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I was shooting at wall on Titan the other day with better devils to see if there was bloom. Low and behold there is, on the very first shot too. My first shot went higher than where I had the reticle, not by very much, but it was not where I was aiming. Then I decided to fire and let the gun settle before firing again and the bloom is very noticeable. You would have to wait a decent amount of time to minimize the bloom affect during firefights. RNG should be removed from bullets.
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Изменено (deljhpFOREVER): 9/26/2017 9:37:41 AMEveryone commented on how good they were in the beta, so the... "good weapons people like" alarm went off at Bungie HQ. You know the Bungie rules. 1) Players like a weapon or armour piece = NERF it. 2) Glitches that near ruin the game experience = ignore it.
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I keep saying this because we no longer have weapons with luck in the chamber. We no longer have hawkmoons lucky one shot sniper kill. We no longer have 2 tap thorn or sniper last word. Hand cannons take 1-2 shots more to kill now. BUT we have to still pace our shots. We have to let the gun come to rest still while getting melted with an auto rifle. So the best fix is to finally remove bloom from hand cannons. Spam fire accuracy while ads needs to come back. If it takes more bullets to kill then we are going to have every well aimed shot count. No more ghost bullets.
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Изменено (Master Squirrel): 9/26/2017 3:29:24 AMI main the "Better Devils" Hand Cannon & the "Last Perdition" Pulse Rifle. Let me tell you . . . This Hand Cannon and Pulse Rifle is pure gold for me. I am currently a Voidwalker and I'm using Nezarec's Sin as an exotic helmet. I modded my pulse rifle with void damage and I am able to trigger "Abysssal Extractors" to get ability energy on void kills. Not only that, I can activate the "Rampage" on this pulse rifle to stack damage up to x3 on kills. Combine this with Devour and Abyssal Extractors, you have a criminally overpowered pulse rifle in crucible and PVE that has very good range and stability. Especially, when you mod your armor with a "Energy Counterbalance" module. As for the Hand Cannon, it provides the right amount of RPM to 4 tap enemies without being slow like the higher impact Hand Cannons. On my armour I have a "Kinetic Counterbalance" module for better stability when I max out it's range. The "Explosive Payload" perk is great in PVE as well and I love this Hand Cannon all the more. I'm trying to get the "Judgement" Hand Cannon from Trials due to it having better stats overall than "Better Devils". All in all, my HC is my sidearm finisher for no shield enemies in crucible and my Pulse is my mid range DPS for team shots/ 1v1 engagements in crucible. I have effectively learned to master the recoil with help of mods combined with efficient crouch strafe techniques to outplay Mida-Multi Tool and Uriel's Gift archtypes. Last hope and Last dance sidearms give me trouble though. Pulse rifles have a high skill gap that requires strafing and positioning to be effective while trying to 4 tap. (It can 3 to 2 tap with Rampage.) Whether it be team shotting or 1v1's, it's important to note that you need two things, The first shot or a god strafe in order to make the enemy miss shots so you can 4 shot like a king and make those Guardians know that YouTube loadouts aren't the only thing effective in Destiny 2. Master them and you will know what I am talking about. HC and PR forever . . . . Edit: Pulse rifles and Hand cannons are tuned for specialized playstyles due to conditioned perks to activate them. Mida is tuned for all around playstyles while having well rounded intrinsic exotic perks that are constant. This is what makes Mida more popular.
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Caveat lecor: I've only logged a handful of hours in PVP. Will need at least a few dozen before I can sound off with any confidence. More, even, considering there are weapon/armor mods in play. No issues with HCs so far. Some are hit, some are miss, but I'm getting good mileage out of them. I have 2 that I'm absolutely loving: The Old Fashioned and Better Devils, in particular. Annual Skate might be nice, too... not enough time with it yet. PR's, however, seem to be losing the mid/long-range game to ARs. I'd think they would be a bit more comparable. The only one that really feels right is Nightshade. But i haven't tried them all...
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Better Devils would like a word with you.
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I just got this pulse rifle from dead orbit. It looked cool. So I decided to take it into pvp. Maybe it could have been me since I've mostly been running with scouts, smgs, autos and sidearms. But it didn't seem to be all that good. I mean I got a few kills but I found myself switching to Uriel's gift most of the time because the pulse rifle wasn't fast enough. I'd get a guy down to about half health before being beaten by whatever weapon the other person had or his teammates came to his side. You pick the difficulty setting for crucible by the weapon you choose. Scouts and autos make it easier. Pulses and hand cannons make any engagement a sweat fest.
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This was the beta. There were so few weapons to choose from so of course things would change when the full game came out. Now we have a much larger arsenal and so many weapons to choose from.