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впервые опубликовано в: Autos need a buff to damage as well as stability (rant time).
6/16/2019 12:39:04 PM
6
I've got a Tigerspite with Outlaw/Killclip and RL MW, it shreads enemies. I've just got the Sweet Business catalyst so I've been using that, it shreds. Breakneck shreds. I suppose if you get a good roll on Hazard it'll do work. Stability buff isn't needed at all, it's down to a combination or recoil reducing perks and skill. I don't even think damage is the issue for me it's stagger. Enemies just ignore bullets fired by ARs so it's quite hard to actually nail an enemy down with it. SMGs fire so fast they cause flinch effortlessly but ARs dont. The high RoF ones do nothing and the low RoF ones don't stagger enemies to kill them quickly enough, it usually leads to a full clip going into one enemy which completely defeats the point of them haha
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  • Those weapons you mentioned are either exotics or are being enhanced through damage perks. You don't need damage perks on the other weapons for them to be useful because they already pretty much overkill trash mobs per trigger pull anyways. Autos require a sustained fire to deal similar damage which also puts the user in danger. The stability buff is to make them better at performing without the right rolls. This is only true for autos, where rolling bad perks makes the weapon almost unusable. But a handcannon will still do fine. Most pulses will still do fine. And nothing will happen to scouts really. Autos should have the best potential damage done over their reserves...but they don't. And some of them are much too difficult to control to consistently damage enemies to deal their normal damage in the first place. The 450s rpm autos are the only ones that don't need a stability buff, but their damage per magazine is the lowest possible out of all the autos by a BIG margin. Try 20-40% between the other 3 archetypes. Taking these weapons into activities like menagerie where enemy level fluctuates REALLY let's you see their weakness. It takes like 2 trigger pulls to kill a single acolyte at times with outbreak, but nearly 40% of the magazine from my ether doctor to kill the same enemy...thats stupid. And it's not even my fault I hit bodies, the weapons sometimes shake way too much without a very fixed roll. In harder activities is where autos seriously become garbage. Using them in strikes won't give you a good understanding of how they are because we overlevel the enemies in pretty much any other activity. But no other weapon type seems to struggle had as much with level disadvantage.

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  • You need to put down any AR that has sights and go for intrinsic sights like Tigerspite, Age Old Bond and so on, they can roll with chambered compensator, which completely nullifies recoil, I mean literally takes it out of the game. Im not even disagreeing that a damage buff is in order but damage isn't the real issues on ARs, as I said, it's the guns ability to stagger enemies. It's hard to stop an enemy in their tracks for a easy kill, instead the run through your shots. Very few HCs kill anything other than Thrall/Dregs in one shot, but they stagger the enemy enough to guarantee an easy second shot. ARs can't do that so enemies just run and run and it ends up taking lots of bullets to deal with them. And you absolutely do need damage enhancing perks on hand cannons, you need them on all primary weapons because that's how you rack up quick kills on enemies. You mentioned OP, it's got a damage enhancing perks, Luna's Howl/NF were exceptional in PvE because they enhance damage, Recluse, Ace - all of these great weapons increase their damage. If you're arguing against that, you're an idiot.

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  • Eh, flinch usually causes me to miss more shots on autos than it helps because I expect them to keep moving and then they flinch when I don't need them to. Sometimes they flinch instantly, sometimes they flinch halfway down their healthbar...sometimes not at all. Most of the time, however, I would say in most cases flinch gets in the way as it more accidentally forces body shots into your mix of damage, which is extremely low on autos. Like, headshots do roughly 2.5-3x damage and hitting bodies barely moves their health.

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  • One is an exotic. So you don't want damage enhancing perks? Pretty much every gun in the game needs damage enhancing perks to actually be considered good. ARs are absolutely built for damage enhancement. There isn't a single roll combination on an AR that is good without something to augment it's damage output. Recoil isn't an issue, I'd love to know what gun you're having a hard time controlling because even the highest RoF ARs are effortless to control.

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  • You don't need damage enhancing perks on handcannons pretty much at all. Besides for killing majors, their damage is overkill against trash mobs. And with regards to stability, I already stated the roll too heavily determines how good the auto works, where as the rest don't matter near as much. Gnawing hunger without stability controls like crap. Ether doctor, misfit, the 360s...of which those more recent weapons do not perform well without near god rolls. It's not an issue with effort, but rather the effort for basically no reward isn't worth it. In actual hard activities where killing the enemies quickly matters, that shitty little deviation autos have cripples their potential. Now is where I ask: Which system do you play destiny on? Do you play on pc or console? Your answer would easily make a difference in how we continue this conversation.

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  • Console.

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