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Edited by Interpol89: 6/20/2021 11:02:43 PM
36

Hand Cannon range nerf

Why did bungie undo the HC range nerf? It actually allowed other unused weapons a chance to shine in the crucible. For example, even at range hand cannons can win against scout rifles. So what’s the point of using anything other than a HC and a shotgun in every map?

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  • The “handcannons take skill” group complained and complained and complained

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    • Make khovostov the only weapon in PVP and we have balance

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    • The trouble we have with 120's right now is simple. Ease of use / Lethality / Forgiveness. - They're easy to use. - They're extremely lethal. - Very forgiving. It's the Auto rifle problem again. So how do you fix it? You do one of the following...... - Revert them back to 110s. - Nerf the overall damage. - Make them not so easy to use. - Make them unforgiving to use.

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      • 120 need only a crit dmg nerf nothing more other hc are fine, and scout even in hc range if you hit your shots you shuld win every time ,

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          I think 140 and 180 ranges are just fine, but 120s still shoot too far, even without Rangefinder. I'd ether go for another range/aim assist nerf, or even a [i]very[/i] slight, PvP-only damage nerf(which would also indirectly lower effective range) so that 2-tapping wouldn't be as frequent, or at least be more counterable. You currently need Tier 6 Resilience to survive a 2-tap from Swashbuckler x1, and either 8 or 9 for Rampage x1. If they lower at least the crit damage, then that wouldn't occur as frequently, and 2-tapping with common ability-based damage buffs like Frontal Assault, Empowering Rift, or Inertia Override may be counterable depending on Resilience. Instead of the current situation of being impossible to counter outside of overshields mixed with high Resilience or the 25% damage resistance that Whisper of Chains provides when near Stasis crystals or frozen targets(which isn't okay btw).

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          • Ok, after the amount of posts I've seen on here, I can safely say one thing: it's cool to have convos on this because it's an interesting topic.... ...but y'all need to cut it out with the gatekeeping. That's a real scrub mentality. Your badness will not save you if the weapon is or isn't adjusted.

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          • The problem is 120s. Some guns should just be switched back to 110s. That would solve a lot of the problem.

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            • Edited by Geist: 7/6/2021 4:13:21 PM
              Range is not the problem on 120 HC. The problem is them only requiring 1 headshot on most guardians and the fact their damage per shot is so high. If other weapons were as forgiving you wouldn't even blink at a 120. Edit: To all commenting here. Bungie is nerfing 120 damage and forgiveness. Which as i said was the issue. Clearly they agree on what the real issue is.

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              • Only 120s. 140s are in a perfect spot for once

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              • Indigineous Hammer and Steady Hand are cancer

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                • Hand cannons are the most scummy weapon on the game

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                  • I’m a pulse/sidearm or fusion user and I agree! I’m so sick of trying to outgun hc’s that 2 tap from across maps while I can barely get their shields down before I’m dead. The problem is the hitbox for 120 hc’s is the entire upper body and for scouts and pulses it’s just the head. That’s why a hunter jumping all over the place at 50m is landing all three crit shots while you missed two headshots and died. Hand canons like Crimson and especially Last Word will beat any sidearm or smg also.

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                    • Edited by Zer0Warri0r: 6/23/2021 10:57:35 PM
                      I think the real problem is map design not the actual ranges of the guns. If a scout could get outside other gun ranges they would be good but all the maps where designed for 4v4 and thank the community it got changed to 6v6 like in D1. If HC range isnt the problem for scouts then its pulse rifle range. scouts cant be good till theres actual range in any of the maps for pvp, so you really never get the breathing room for scouts to be meta. Nerfing HCs really just makes them worse in PVE at this point. Bungie should make vehicle maps again like we had in D1. Everyone complains about shotguns being OP but if the maps had any actual range youd see people swap off when they get a ranged map.

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                      • I’ve said it before and I’ll continue to say it,… the range isn’t the issue, the amount of recoil is too soft and the weapon returns to zero too quickly.

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                      • Because pve exists?

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                      • Edited by Sage: 6/21/2021 5:43:44 PM
                        Alright, someone got killed. Nerf the whole weapon type, all archetypes into uselessness. Im done trying to reason or have logical arguments here. Nerf it so it shoots at 1 meter only and it takes 50 bullets to get 50 damage on someone for all HCs at this point. I was here for the rise of iron nerf train- cant wait to see it start again. Oh and in advance, whatever class and weapons are in top 3 next sandbox change, nerf them hard.

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                        • Edited by Dredgen Araphel: 6/21/2021 4:55:12 PM
                          [quote]Why did bungie undo the HC range nerf? It actually allowed other unused weapons a chance to shine in the crucible. For example, even at range hand cannons can win against scout rifles. So what’s the point of using anything other than a HC and a shotgun in every map?[/quote] I have no issues against handcannons except 120s and I van bet cash that all they need is to go back to being 110s and they are good. Stop using range as an excuse because that immediately tells you don't know what a handcannon is and I can promise its not a pistol and 50m is definitely not its limit at least in real life and litteraly any other shooter. My favorite real life handgun is the desert eagle and its maximum range is 201 meters thats literally bigger than any destiny 2 map we have up to date.

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                          • I only have a problem with 120s mapping hunters and warlocks in two taps

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                          • Only 120s got buffed, all other archetypes still have the Shadowkeep range nerf

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                            • 120s are the only ones that need a range nerf

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                            • You should specify 120s, cause 140s definitely can’t compete with scouts at range

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                            • Nah cuz then I can't use waking vigil

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                            • Edited by Wes: 6/21/2021 7:29:09 PM
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                              1. They undid the range nerf because the range nerf was so severe it limited HCs to the 150 RPM archetype. Less variety is less variety. 2. There is maybe one map in this game that supports scouts, and even then the scout friendly lanes are limited. I wouldn't use scouts as your metric here. 3. The only overperforming HC archetype is the high impact archetype. Don't lump them all together.

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                            • Put on a MIDA, then come back

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                              • This again.,, The problem is the map variety. We only have small maps left with not enough room for all types of weapons to shine.

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                              • bro just use the hand cannon its a cannon, cannons are traditionally long range devices. Tf are you using a scout rifle for are you a scout ???? 😐

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