Why group snipers with hand cannons and shotguns?
If you're still getting sniped, you have issues
And pulse rifles should definitely have more votes. Biased poll is biased
Why don't you actually look at some stats from last weeks trials:
Pulse rifles had 42% of all primary kills
Hand cannons had 32%
Shotguns had 67% of all special kills
Snipers had 24%
Unfortunately, fast RoF pulse rifles are next in line to get nerfed. Hand cannons and scouts are fine, ARs need a buff
Snipers are fine. High impact shotguns are most likely going to get adjusted
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Hand cannons need RNG bullets removed and likely a subsequent damage falloff adjustment to compensate. Bullets should be accurately fired except at extreme ranges relative to map size. I'll take a hand cannon hitting for 5 damage on a body shot when a high range scout is starting to have damage falloff, if the hand cannon is hitting on a centered reticle body shot every time it happens. They also need to figure out what's up with High Caliber Rounds on Handcannons.
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Hand cannons are fine if you have range. Pulse rifles have infinite range though
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You're missing the point a bit.
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I get your point but I don't have this issue bc I don't use my hand cannon in scout rifle range
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Yeah you are. Handcannon range is deceptive. RNG on whether a taken shot lands based on an arbitrary stat rather than on aim is not healthy balance, and it doesn't have to be at Scout only range to take effect. There are literally shotguns that can 1-2 shot at a point that some Handcannons begin to suffer from inaccuracy and damage falloff. Which makes using any Variety pointless. Weapon diversity is suffering because to combat RNG behavior in handcannons, which no other primary weapon class suffers from, one stat is the only viable option to the userbase. A stat which even the best 'rolled' exotics can be beaten out by. Case in point, how many times in a post about issues with handcannons has someone responded with "Palindrome." Or a good/god rolled Eyasluna from TTK/Classic playlists. One specific stat roll, Range. Anything without natively high range and/or a lot of additional range will be outperformed by Sidearms and Shotguns a lot. Meanwhile a High ROF Pulse can trade or beat them at those ranges and easily outperform them anywhere else, while also being able to match or beat Scout Rifles at most of their effective ranges. Damage dropoff, yes. RNG at Mid+ no. A 3-body shot kill at optimal range handcannon should at least be able to land 3 non-kill body shots outside of its optimal range. Same for a four-body same for a five-body. They're being punished a fair amount as is with damage dropoff, maybe an adjustment will be needed with the removal of Ghost Bullets, maybe not. But RNG affecting whether a centermass shot at what seems like reasonable distance even lands (next best measure is apparently autorifles) is nothing more than a band-aid fix.
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RNG bullets need to go.