Simply put. Hand cannons need a serious nerf. It is extremely frustrating when almost every weapon type gets out paced and out ranged by hand cannons. Specifically 120 to 140 rpm types. Sidearms and sub machine guns have been my best bet to combat this.. what gets me the most tho is ranged battles when I'm shooting another guardian across the map with a scout or a bow and I get beaten by a freakin hand cannon. I am literally on the other side of the map and I'm losing battles against a revolver... I get point blank and I'm losing some battles while using subs are a Sidearm. I know I am not the only 1 that has said this. It's really about time to DMG nerf them and not listen to sweaty guardians for maybe 1 season... I'll keep my fingers crossed
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Destiny 2. The only place where a Glock can outperform an AR-16.
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23 RepliesEdited by Facelauss: 10/18/2023 9:17:45 PMYou are factually wrong Optimal TTKs are (roughly) • Autos 360: 0.83s 450: 0.80s 600: 0.80s 720: 0.77s • Pulses 340: 0.67s 390: 0.93s 450: 0.87s 540: 0.80s • Sidearms 260: 0.70s 300: 0.60s 325: 0.75s 360: 0.67s 450: 0.67s 491: 0.73s • SMGs 600: 0.80s 720: 0.67s 900 (Adaptive): 0.73s 900 (light weight): 0.67s • Hand cannons 180: 1s 140: 0.87s 120: 1s 257: 0.93s It’s 100% a skill issue.
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3 Replies1.0 overall kd, 0.8 trials kd, 0.19 seasonal trials kd. Top 3 weapons are smgs, bows, and sidearms. Skill issue fr
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Hit your shots kid
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We’ve been in an SMG meta for at least 6 months now… Handcannons have and probably will always be a viable weapon choice, with exception of a few handcannons, they are not even in the running for strongest primary weapons right now. It also doesn’t help that it’s better players using handcannons, you don’t see very many 2.0+ players using scout rifles.
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This type of player is the reason the invisible hand perk exists. In case anyone was wondering.
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Alternative: Practice maintaining appropriate engagement distances
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2 RepliesEdited by livin like larry: 10/17/2023 1:14:10 PMYou are not getting cross mapped by any hand cannon lol. Most handcannons don’t have more than around 40m of range, and that’s usually just 120s. 140s usually don’t reach out that far.
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As someone that uses hand cannons, have slayed them out as well as died using them they’re not OP. And I’ve played with busted hand cannons before. I mean who hasn’t picked the exotics up and used them in d1 year 1? I’ve used thorn, hawkmoon and tlw and they were OP. I’m not a good pvp player which I know some people will say I have no say on the issue but I disagree. If they were so OP they’d be inflating my stats but unfortunately I die sometimes more than I slay out. Anything faster firing will have me beat especially if I miss a crit and I’m nowhere near cover.
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Edited by NotCreative123: 10/18/2023 4:14:01 PMAt range, Pulses, Bows, Autos, and even scouts (I am a scout main, so I know what I am saying) can compete with them. Obviously, Sidearms and SMGs beat them at close range. The biggest advantages of handcannons are that they have high accuracy and aim assist, have low zoom, and they have a high damage per shot (so players can peek-shoot from cover or clean up kills). The biggest disadvantage is that they have a slow TTK (at 0.87s). Additionally, even though their base range may be similar to pulses and Autos, their damage falloff happens much more quickly. 140 HCs require all crits to secure a kill, so they are less forgiving if you miss shots. If you want to compete with a handcannon with a primary weapon (in a 1v1), either A) Force them into the open where their slow TTK will be a detriment. B) Use a weapon that deals high burst damage, like a handcannon, bow, or high-impact pulse. C) Force them into a close range engagement where your SMG or Sidearm will win. D) Force them into engaging outside of their ideal range. Finally, I'm sure I don't have to say it, but... Working with your team is the best way to win. NOT 1v1ing everyone.
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Edited by JD: 10/19/2023 12:57:55 PMOh gtfo you couldn’t be more wrong
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If you are trying to out range a 120 with a sidearm or a sidearm there is something wrong with you
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1 ReplyAnd majority of yall who commented use hand cannons lol. so of course yall gonna get butt hurt about even a slight mention of a nerf or anything negative twords your guns lol
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Dude they need a buff
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Reduce GL ammo capacity gotcha
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1 ReplyEdited by Guardian, Archon Of Light: 10/18/2023 11:30:03 PMI dispise Handcannons But they have a place at the table same has any weapon, and shouldn't be nerfed just because I don't use them I am against the watering down and diluting of this game, nerf is a bad word to me, nothing should be weakened ever, including Handcannons , or snipers who I hate even more, but still shouldn't be nerfed
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Sounds like a skill issue tbh
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Nuh uh
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Buff Jötunn 🙌
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This is actually a skill issue
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No. Thanks and best wishes :)
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Edited by Scourged One: 10/18/2023 3:40:34 PMRofl, skill issue. Quit crying because you got murked by someone with a little skill.
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They’re fine lol. It’s just a skill issue on your behalf
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Skill issue if you're losing to weapons that don't really go past 40 meters. Pulse rifles are way easier to use
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Already? I think a lot of people who may not have really been into them before might find them more enjoyable and that style of play more enjoyable overall. Sidearms and submachine guns should be your best bet to combat them. In across map battles the should win sometimes and lose others, which is basically what has been happening as far as I can tell. They're actually in a really good spot right now tbh.
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120 RPM hand cannons have a base 1.0 second TTK LOL...