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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Fire rate nerf is definetly needed :)
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1 ReplyThey are at the top. But, if you hit your headshots w. Scout rifles you can win. I do it all the time. My dis-43 is the first weapon I'm bringing into the Trials today. But, yeah, I agree. They're a bit too strong, as compared to other weapons. I feel they're in a great spot, but other weapons are not. Personally, I think auto rifles suck as much as ever, HC game is non existent except for Hawkmoon. The accuracy needs a serious buff. Because you miss shots that are trained right on somebody's dome now if they're outside of close range...& the damage falloff / accuracy is also a bit too severe. Especially in PvE. It's upsetting to me. Because I've a good Imago Loop, but it's unusable when compared to scouts. Even when doing Vault this week, it was near impossible to hit crits left side confluxes on enemies coming from top of the steps...that's medium range... But, PvP wise, if they could bring hand cannons accuracy + range up some, & bring auto rifles damage up, it would be a better crucible in my opinion. Especially damage falloff for auto rifles, I think that's probably the biggest issue. Their damage falloff is literally starting at 5 feet w. Some auto rifles. Even built for max range. It's a shame, really.
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Yeah, they need a minute Nerf to dmg or rof.
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Duh...
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Haha [i]not at all[/i]
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2 RepliesShotguns shouldn't be one shot kills anyways. One shot to delay armor, second shot to kill.
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Nope Weapon balance wise we are at a pretty good point right now
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Just a little
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Well, Handcannon and Pulses were god tier before, and with the Handcannon and Auto rifle nerfs, its all that's left. Scouts do well, but aren't as versitle. Handcannon have no range or accuracy anymore. Autos got hit with a range nerf in 2.0, no TtK buff at all. Pulses were almost untouched. That's the issue. If Handcannons rewarded aim and patient shots from farther out, they would be viable. If Autos had a TtK advantage up close, they'd be viable. If the maps had sightlines that favored scouts without snipers picking them off, they'd be viable. Pulses just do everything right. Up close, mid range, and sometimes long ranges with swift TtK, and a decent margin for error. Just buff the others to have more defined roles in their respective ranges and playstyles. Pulses can be versatile, but should lose to a wall of lead from an auto close up, or well placed HC shots slightly farther out, or flinch from a scout at range. It's that range between HC and scouts that they should do well in.
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2 RepliesPulses are spot on, just buff almost everything else. Thorn can stay nerfed, -blam!-ing gun should be eradicated haha
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Nirwen's mercy outshoots machine guns... oh well. Learn and adapt.
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Only Y1 destiny veterans remember the all might "The Messenger (Adept)"
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Dude as long as they don't add DOT to them I'm a happy man
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Edited by JHarv: 10/30/2015 12:55:20 AMI have one with zero range. And it does full damage across the map.... Meanwhile it has full stability and reload to boot. Lol.
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They are probably a little op just cause you can stack stability still. I'd say pulse should drop a little more stability on the high end. ARs need a tiny buff. HCs and scouts are fine.
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Yep...
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3 RepliesDidn't they get a stability nerf in 2.0?
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2 RepliesA little more honing on the range stat on a per gun basis and I think all will be good.
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1 ReplyThey weren't buffed. Hand cannons were nerfed. ARs got a buff and SRs got a buff.
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1 ReplyMy only problems with Pulse Rifles are: 1) Flinch. Makes close/mid range sniping near impossible. It's very aggravating. 2) Range. Some Pulse rifles have no damage drop off at range. Wtf? 3) Stability. Laser beams man. Fu[b]c[/b]ksake!
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3 RepliesRemember, bungie's halo series had the battle rifle as the powerhouse primary, also 3 round burst. No coincidence here