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Edited by Arc BladeDancer: 10/25/2015 12:58:05 PM
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Are Pulse rifles too strong as of TTK?

Does bungie not realize that at the moment pulse rifles have some of the highest stability, highest range and fastest ttk out of any weapon? I just want to point at everything wrong with pulse rifles and maybe a way to balance everything. 1. They have very little damage drop off so they are effective at long ranges being able to compete with scouts at all but the longest of ranges which often not a scenario people are put into as most maps are still small and cqc maps. 2. With nirwens mercy being sold recently many players have access to a great Pvp pulse rifle with max stability. For those of you who dont know this thing fires like a laser beam. This makes pulses very easy to use as little to no adjustments need to be made to compensate for recoil. 3. Pulse Rifles also have one of the fastest ttk of any primary being able to two burst other guardians with only a rate of fire slightly slower than hand cannons. This ability to kill things in two shots is unparalleled in the current meta and rivals thorn pre nerf. As it stands something needs to be done to restore balance. They kill faster than all weapons at a longer range than most weapons and are the easiest primary to use.Just because I think it's funny if you actually read the post put a smiley face at the end of your comment To balance this Pulses could take a rate of fire nerf across the board to make it so missed shots actually hurt you a lot more. Also other weapons such as hand cannons and autos should receive a slight stability and range buff to allow them to compete with pulses at mid range so pulse rifles do not dominate all ranges. Scouts could receive a rate of fire buff and a stability buff make them more viable at all ranges and to help off set these changes. Post your thoughts in the comments below so discussion can occur.

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  • Just more time between bursts for high stability guns

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  • The ONLY issue with PRs is stability and MAYBE a tiny range nerf

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  • Every time they try and balance something, they screw up something else. They can never truly balance the game. People are engineered to find the most efficient way to do something. And in crucible that means the most efficient killing took. A lot of people will say cheating, etc. History is filled with examples. Take people gravitating to a warmer climate. It's just easier. They were the original cheaters! Get around that whole snow shoveling thing. Bam. Yet I digress. Once they nerf pulse rifles, auto rifles will be OP again and we will have gone full circle.

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  • Shhhhhhh, they'll just beat the sh!t out of pulse rifles like they did with hand cannons. Then scout rifles. Then they'll swing back around to bury Assault rifles. Then bury hand cannons. And pulse rifles... Until we just throw 1 DMG [i]stones[/I]. You're looking for the password.... [spoiler]The password is: [b]buff.[/b] +50 points if you understand [b]that[/b] reference...[/spoiler]

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  • Every -blam!-ing noob nowadays has a Nirwen's Mercy or Hawksaw.

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    15 Replies
    • No scouts just aren't as good m8 :)

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    • Pulse rifles aren't too strong, everything else except scouts are too weak.

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      • If I may Copy/paste an excerpt from another thread where I touch upon the reasons behind the recent outburst of Pulse Rifle popularity... TL;DR: Map Design dictates weapon choice. All other weapons restrict or expose players in one way or another, Pulse rifles have the most versatility in most engagements. Hand Cannon nerf effectively gimped the only weapon suitable to counter Pulse Rifles. [quote] why so many pulses?[/quote] [b]Map Design, Weapon Niches, and Bungie's awful attempts at Balance. [/b] Most maps are designed with medium-long sight lines connecting a handful of close-quarters engagement areas. –[b]Handcannons [/b][spoiler]used to be a viable option, but with the most recent range/stability nerfs, it's become next to impossible to hit anything standing further than 30 feet away; much less so in rapid succession: a skill that is necessary to outgun your opponents in the Crucible. The ability to use a handcannon in the larger areas of a map has been hamstringed, and in close quarters, Rate of Fire is too slow to overcome most other weapons. Hawkmoon appears the be the only weapon to have survived these changes, but is still heavily reliant on 2-shot Lucky rounds to kill in a timely manner. [/spoiler] –[b]Auto Rifles[/b] [spoiler]have been improved in the short game, which is awesome. However, Stability and damage falloff really impact these weapons more than any other. Consistent headshots are difficult to achieve with the "improved" recoil pattern that dances all over the place and longer-range engagements are almost certainly a lost cause. Which is all well within the bounds of Auto Rifle niche, but impractical for any kind of competitive use due to a lack of adaptability. [/spoiler] –[b]Scout Rifles[/b] [spoiler]got a damage buff to compensate for damage falloff at longer ranges, but as with Auto-Rifles, are locked into a niche engagement range. This makes sense as they were designed as mid-long range precision weapons, but similarly, impacts their adaptability in the Crucible. The biggest factor being Rate of Fire. Current scouts are too slow for the amount of damage they deal. As a semi-automatic weapon, (Handcannons included) there shouldn't be a cooldown on rate of fire. Let the stability dictate the "recommended" rate of fire, but don't trigger-lock the players. I'm confident this would improve Scout Rifles trmemndously, especially Mida Multi-tool which is supposed to "fire on a hair trigger" but is still restricted by a RoF cooldown.[/spoiler] –[b]Pulse Rifles[/b] [spoiler]are the all-stars of the Crucible, and for good reason. They adapt well to changes in engagement ranges. This has been true since the Pulse Rifle damage buff back in TDB days. At the same time, unfortunately, Thorn and TLW started becoming ever more popular and eventually overshadowed every class of weapon for a solid 8 months. But weapons like Red Death, Hopscotch Pilgrim, and The Messenger were still very competitive despite handcannon supremacy. Why is that? •They're forgiving of poor aim: Burst firing makes it easier to hit a moving target, and the recoil pattern naturally produces precision hits •They're flexible: From Close to Long range, the Pulse Rifle is the most consistent in terms of DPS and Target Acquisition (ie: sight window) •They're strong & fast: Sure, the Rate of Fire appears slower than most handcannons/scouts, but the number of bullets flying actually surpasses damage output of either in most cases. For example, the Hakke [armory]Lyudmila-D[/armory] hits for 31 on a precision shot without damage buffs. x4 means a potential of 124 damage per burst. This is well above EVERY other Y2 Primary without the use of damage buffs. This is offset by the fact that the recoil pattern is unlikely to produce a 4x crit, but the potential is still there. [/spoiler] [quote] If 80%+ of crucible uses pulse rifles, doesn't this show up that imbalance?[/quote] Not necessarily. More and more, players are looking for an "all-in-one" weapon. Something that is versatile and strong in a number of situations. While it's possible to be successful with other weapons, their range severely impacts your ability to react to the various engagements. Hand Cannons and Auto Rifles are great for getting up close and personal, but with the abundance of shotguns, not really an option one would generally recommend. Scout Rifles are awesome for the long ranges, but are subject to counterattacks by Sniper rifles. So why use 3-4 bullets when it only takes 1? The pulse Rifle allows the player to change up their playstyle without changing their primary weapon. Wanna stick to long range? Pulse and Sniper. Wanna get up close? Pulse and Shotgun. In either case, the Guardians deadliness is nearly equal at all ranges because the Pulse Rifle can pick up where the Special weapon leaves off. With other primaries, the "recommended" range dictates which special weapon the player "should" use to fill the remainder of the range gap. Or else leaving themselves extremely restricted to one engagement zone and vulnerable to the opposite. (ie: AR+Shotgun, or SR+Sniper) In summary, I don't think the Pulse Rifle is OP. I just think that overall, it fulfills a majority of the needs of many Guardians by way of its versatility, and therefore is the smart choice given the current layout of Crucible Maps, and the current state of Weapon Balance (Hand Cannons most of all) My Suggestions: –Revert Hand Cannon Accuracy/Stability/Range (TLW by only 50% or so) –Remove/Reduce RoF constraints from Semi-Auto Weapons (*Without Full Auto perk) –Increase Auto Rifle damage falloff ranges by 25-50% (SUROS Regime may require less increase) Without messing with damage values, I feel like this may be an appropriate way to increase the feeling of overall balance between all weapon types while still keeping the "OP" Exotic Weapons in Check.

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      • I love hawk saw its such a good pvp weapon. But yea, I get kills I do t deserve sometimes. Even out gunned a gunslinger lol and almost a Sunbreaker. :)

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      • They just finally balanced the weapons properly

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        5 Replies
        • No everything else just sucks.

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        • Edited by mr_eddie93: 11/2/2015 10:07:55 PM
          [quote]Pulses haven't been buffed since 1.1.2 hand cannons were just that good that they could overshadow pulses[/quote]

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        • No. This is the new meta that Bungie wants us to play. It will change again in another patch and a new gun will become king.

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        • Pulses haven't been buffed since 1.1.2 hand cannons were just that good that they could overshadow pulses

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          1 Reply
          • Great poll ya got here

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          • Buff autos and HCs no more nerfs

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          • How about we make hand cannons and auto rifles viable options again instead of nerfing another weapon type just cause this game is filled with a bunch of 8 year old cry babies that cry to bungie to nerf everything!

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          • Yes but I do like finally getting to use them. I use to religiously avoid them but now I've found the hawksaw and I am so pleased

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          • The new meta is bad but still better New era: red death Juju Zhalo Monte Carlo Legendary pulses Hung jury Inward lamp Tlaloc Boolean Gemini Hawkmoon Tlw(with sniper) Thorn era: thorn Red death Tlw Messenger Hawkmoon Mida

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          • Instead of changing every gun, they should drop damage and make it much more unstable across the board. That second burst should take longer than a scout to line up.

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          • A little Not thorn sting but they can win almost any fight

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          • Welcome to destiny's weapon balance attempt. People cried about auto rifles, they got nerfed leaving hand cannons superior, so then people cried about handcannons, and noe pulse rifles are superior. So of we all complain about pulse rifles maybe everyone will be using sidearms in a month? Hahaha. Bungie seriously needs to test this shit before they go ahead and nerf weapons.

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          • No

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          • Edited by Rboy101: 11/2/2015 12:20:18 AM
            They almost annoy me more than thorn did. They nerfed hand cannons and made the maps less suitable for close range weapons at the same time. (:

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          • Edited by Phoenix_71: 11/2/2015 12:18:50 AM
            There's no reason to nerf pulse rifles, but how about buffing other weapon types to make them viable once again. Pulse rifles were once laughably weak, and are only popular now because they're so balanced in comparison to the weapons nerfed the hardest (I.e. hand cannons, auto rifles) The focus should be on making other weapon types deadlier, rather than continuing this shift twice a year towards one singular weapon type becoming the new normal. Why not make the tweaks needed to make everything as useful as pulse rifles have become? The focus should be on keeping legitimately game-breaking perks like "MoftheD" and "Final Round" from controlling crucible, not on cycling through entire eras of single weapon type dominance.

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          • Fire rate nerf is definetly needed :)

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