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#feedback

3/2/2017 12:00:39 AM
14

Plz buff low rate of fire handcannon

High rate of fire handcannons are not as rewarding a they should be My idea to fix: simple give them all rangefinder ( maybe better than on other weapons ) so they compete better at long range better than faster firing ones but if u miss they can get closer to you and you will have a harder time

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  • They can do some work but, they just don't have any reason to be used over the mid rate of fire HCs. Maybe they could slightly increase the rate of fire and, maybe give them all a certain perk built in.

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  • why are you using a handcannon at a long range?

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    • The first curse was my first exotic I really went for when taken king came... playing with it throughout all the patches the only thing I really want to see is the damage fall off gone... it's suppose to be a long precision hand cannon ... not meant for close range what so ever... it should be able to outplay most hand cannons at distance not up close.... I usually equip this with a side arm or shotguns for close play... as for two crit hits on low level guardians is fine but I think boosting the damage to 2 crit hits on everything else would scream nerf just like when thorn could double tap everything

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      • There should be no such thing as a "range cap" on hand cannons. No reason Hammer Forged should be just as good as Rifled Barrel on Lingering Song

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        • I just got an ill will last night with sure shot, range finder, rifled barrel, and luck in the chamber... Talk about fun!

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          • Just make High Impact handcannons do 101 to the head at optimal range because of the steep damage fall of and low fire rate. They are beaten by almost every other weapon in the game right now.

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            • What?

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              • They need to 2 shot to the head or one of those can be body if luck in the chamber procks. There's not diversity between the mid and low rate of fire hand cannons. The slower rate of fire has no way of beating the mid rate of fire unless they miss 2 shots and you hit all of them

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              • No! The changes never end! Just leave it be goddamnit! Instead of cry baby shotgun babies it's not a crucible dominated by sidearms! No balance! It's one thing or another they always figure out how to screw this game up more and more

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                • More like LRF and HRF Cannons are balanced and MRF HC and H-MRF pulses are too strong.

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                  • Edited by BRAZACK: 3/2/2017 3:24:45 AM
                    the lingering song is pretty damn good. the only low rof hc that needs improvement is first curse. the ill will is good providing u get a good roll. (rifled barrel or hammerforged, litc snd outlaw). illwill and lingering song archetypes can hit max range easily. i have an illwill with rifled barrel and rangefinder but the reload blows. i would prefer an outlaw, rifled or hammerforged and litc. the low rof hcs are really good dude. they hit really hard you just need the right roll. the legendary max impact hcs will outperform first curse all day. firstcurse needs its base range to be increased to match a rifled barrel lingering song. compare a rifled barrel lingering song to fc, you will see that it has more range. it wont be op when the exotic perk is triggered. it will just have longer range than any other hcs which will make it an exotic. it will still take 3 hits to kill but it will be more crispy.

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                    • Range finder is way too strong to be intrinsic on The First Curse, Ill Will, Lingering Song, and Judith-D. Imo, The range cap should be increased past 62 and low rate of fire hand cannons should have +7 or something added to their range stat. (the range bar in the weapon's UI)

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                    • Wait which one?

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                    • The range buff is a BAD idea. They should two-tap instead High Impact pulse rifles can...why not High Impact....

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