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Yea let me clarify, it's great for PvP, and it's good for PvE. Clearly they want the gun to perform in PvE. And it does. I use it more than any other gun; however, my argument is not that the gun is useless, but that it doesn't work as intended. Not even mentioning the hip fire accuracy that's one or two steps shy of making it random at hip fire, the precision bonus makes no difference in TTK in PvE anyway. Enemies that it can one shot it does so regardless of whether you hip fire or not, and enemies that take two, take two hip fire or no, and enemies (like majors) that take five take that many hip fire or no. It's the fire rate (and the stagger bonus if the enemies aren't angry) that really set the gun apart. The TLW bonus not so much except for the stability perk. The number LOOK impressive when they go up, but ultimately, they mean little in the way of kills. I'm not saying it should Have 12 rounds and do more damage than any other gun, just saying, if they're going to make a perk, make it work.
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Edited by nextlevelsalty: 5/8/2015 10:44:38 PMNewsk designed the weapon for Pvp usage mate. When you play with the weapon you realise that. In PVE it's just a crappy low impact handcannon with no elemental damage and a fancy Autofire feature. I much, much prefer running a raid primary over any exotic primary, let alone TLW. It's not a viable weapon for endgame activities, hell it struggled during ROC Strikes.
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I play with it all the time. It's my most used weapon, PvE or PvP. Ran Crota's Raid on Hard till the end. Same with VoG. Definitely got my share of kills with it. It's no less made for PvE than Timur's Lash or Devil You Don't, or Thorn. All hand cannons can hold their own agains a large group of enemies if you can get precision kills with it, even with a low magazine. TLW just needs the perks adjusted so that it actually works as advertised. On paper, TLW should dominate in both PvP and PvE, but it only does so in PvP . . . because it doesn't do what is says it does, not because of the stats. But you def helped me refine my argument. I def appreciate that, and I'm sure you won't mind if they actually do tweak the weapon.
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I read this opinion a lot, but I don't have any other primary weapon that can stop a charging knight as well as the last word; especially when you're close enough to hip fire. It's great for the crucible, but I think it's better for PvE than most people give it credit for. (I realize that you were only implying that it was better for PvP, and not necessarily bad for PvE. I've read several posts, though, saying that it's useless for PvE, which I don't really understand.)
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It's got low impact and a small magazine. Kinetic damage ain't that great either. Charging knights are dealt with using a shotgun. It's a much better weapon for that scenario IMO. Though I understand where you're coming from.
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Actually (and interestingly) with the TLW perk and the impact increase, it does the most damage of any hand cannon, except HCs with Luck in the Chamber, but my argument is it's precision damage perk doesn't actually improve TTK like Luck in the Chamber does, which is, technically what a damage bonus should do. And the hip fire inaccuracy issues make it closer to luck in the chamber anyway. And I use a sniper rifle vice a shot gun, so TLW is what I use and it works well so long as you're not relying on precision damage and you can stagger your foe.
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Edited by Mikey: 5/8/2015 3:54:31 AMTrue, the shotgun is great for that, but I like to keep a sniper rifle for wizard/witches. TLW can handle enemies up close (though, not as well as the shotgun) and can double tap head shots from medium range. Level 30 knights are usually dead before they get close. I occasionally out kill other fire team members who use ARs or SRs. Maybe I'm just biased because of the twirl animation. I'd gladly trade my golden gun for the ability to twirl the last word and holster it after shooting down a whole mob of enemies.