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7/30/2015 8:45:23 PM
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Hello ray908, I can try. Black Hammer is currently one of the most used guns when taking out high-health enemies that are supposed to be difficult to dispatch, that are instead made easy and monotonous by the limitless supply of high-powered rounds being lodged into the enemy's skull. Think about it this way. -Black Hammer falls into the Sniper Rifle category of "Very high-powered, small magazine". The small magazine size is rendered completely nonexistent due to the Precision Mag Bonus. -With its extremely hard-hitting rounds, the "fight" is made all the more into a cakewalk by stunning the boss in place for an infinite amount of time, allowing you and your team to continuously smash the "Boss". -It also has a very low-zoom scope and a fast rate of fire, further decreasing the difficulty of hitting precision shots. -Such an overpowered ability cannot even come close to justifying on any Weapon, especially a non-Exotic. Coupling this weapon with the Gjallarhorn is a combo that allows players to complete "activities" with almost no effort whatsoever. Not to mention the fact that both Gjallarhorn and Black Hammer are Solar damage, meaning for activities with Solar Burn, players are even more obliged to pair these implements of annihilation, and they do [b]even more damage.[/b] At this point, I am certain any reason [b]not[/b] to go through with this nerf has been nullified at least twice over.
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  • Edited by OurWildebeest: 7/30/2015 10:19:57 PM
    This is somewhat true, with the major caveat that it isn't that easy to consistently get three headshots against all bosses. Basically, the boss has to be stationary, AND you have to not be drawing heavy fire or at risk of dying. In a few situations, this is solid gold, better than Gjallahorn. But it's really "a few" situations. Example - against Urrox, I only got White Nail to proc a third of the time or less, because either a) he'd step behind a barrier so I couldn't get a headshot from my vantage point, b) he moved as I shot, c) a witch started blasting me or thralls rushed me, forcing me to move prior to m third consecutive shot, d) he did his ground burn thing at the wrong time. Against the walker in the Tanniks strike, you are exposed to tank shots. You usually can't stand there and constantly pump shots into him, because the tank can one-shot you, plus you get rushed by sword guys and exploding shanks. You might string 5 or 6 shots together but not "infinite." P&T is better for that tank, IMO, due to the active camo perk (you can get in position without the tank aiming at you), especially on arc burn. Against the devil walker on the Sepkis strike is where it's OP. You can stand on the building on the left and be completely safe from attack, shoot the tank non-stop, and it's dead in seconds. But so what? If that particular tank takes ten minutes instead, how does that really change the game, except to make one part of it more tedious? Has anybody failed to beat that tank in the last six months?

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  • All points are very true, but with a significant amount of skill aside from the basic "make sure the reticle is beaded onto the target's critical point", a heaping helping of active movement, chaining a Mag Bonus, moving, repeating, add a sprinkling of teammate to draw some fire, and you have a recipe for equally effective Black Hammering. While this may sound controversial to my point of the weapon needing a nerf and requiring minimal effort, even when using the weapon this way ranks it easily as the number one PvE Sniper Rifle.

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  • This, any legendary weapon shouldn't have infinite ammo.

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  • This. This entire thing.

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