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10/15/2015 1:39:55 PM
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Weapons of the Company

This thread is for weapons. It can be about weapon types, legendary, exotic, places to use, who/where drops, or strategy. Post what you know and reply or edit when we find new info.

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  • Weapon: Sleeper Stimulant Type: Heavy / Fusion Rifle Rank: Exotic Acquired: Quest Line Sleeper Stimulant (SS) is a very powerful weapon. With impact at 100, all of its perks give to stability and range. There is one reload perk, but I wouldn't worry about that, since it naturally reloads just as quick as it's special weapon slot fusion rifles. I would bank all of the SS perks to stability and handling. I wouldn't worry about range too much, all it will really do is keep your impact up and stop it from dropping off while shooting at extreme range. If raiding and using on bosses, I would use the reload perk, just to keep your DPS up. It really won't counter the very slow recharge rate, but if using weapons of light, it will allow you to use this buff more. I've used this at, what I would call, sniper range, and it does very well. While patrolling Venus, I came across a guy trying to solo VoG. The spire was forming and I decided to help. From the control point on to the left of the Vault door, I could shoot the Vex Praetorian warping in on the right control point and one shot him. My guess is that is beyond 200m. Maybe even 300+. Average damage is hitting between 17K to 19K body shots. For those who exotic farm and hunt that Ultra Knight down, A head shot with this will bring him to half health from the door way. Very powerful, but again I will say focus on stability perks to keep that gun down and not all over the road, it has a tough kick to it. How to get: Not sure how the quest comes about, but you will get a mission sending you to the Warmind control room, same place you fought Omni'Gul for the first time. On your way you will not encounter anything, except the Fallen patrolling the outer area. Once inside the control room, you will find that a wave of Hive and Taken knights are spawning in. There are four waves of this and after the fourth wave, a Boss Knight spawns, drop him and you will begin the steps to start the SS mission. Reddit has the rest and I will list the vids I used to help below. Ideally I used my sword to clear the knights. If left unchecked, they will flank and rush you, making it difficult, to pin them back down. Sword them down as they spawn and you have it made. Moving along, you will get a device that requires you to crack the code to open. You will have to do Devil's Spire again to track down a signal source. Then you will have to infuse it with 5 parts. One is from a heavy weapon break down. Exotics seem to be a 100% drop, legendary maybe a 50-75%, and blues less than 50%. The other part you will need will be from the Ishtar Archives by completing the mission on Venus "The Archive". The other three pieces you need will by doing warsat events on the Moon, Earth, and Mars. Once infused with all five parts, you turn in the new core to the gun smith and wait. He will give you a mission to do the SABER strike again. Select this mission and complete it and you will get a frame. Take the frame to the gun smith again and he will put the core in and boom, there is your weapon. Weapon is legit, and should be one you keep close for any reason. Some are for raid use. Below the walkthrough vids I will have Kings Fall vids showing off the power of the SS. Good luck and have fun. Walkthrough 1: [url]https://www.youtube.com/watch?v=e9pmCVD_0IM&index=52&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA[/url] Walkthrough 2: [url]https://www.youtube.com/watch?v=jqASc1_Yq-A&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA&index=58[/url] SS vs WarPriest [url]https://www.youtube.com/watch?v=DsY9ElMWj3M&index=57&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA[/url] SS vs Sisters [url]https://www.youtube.com/watch?v=8RGehQqOvrU&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA&index=56[/url]

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  • Weapons: Hawkmoon, The Last Word, First Curse Type: Primary / Hand Cannon Rank: All Exotic Acquired: Exotic Engrams, Quest line, Purchase from Xur With the changes to hand cannons I have to update the old posts I have down below this one. Looks like some HC's were nerfed, while some have been buffed. These buffs, from what I've seen, are the hidden buffs that are applied to the weapons rolls. Nerfs seem to be direct stats of the gun itself. Explained below. Hawkmoon: Still my favorite love. Hand Cannons are a different beast, and you either love'em or hate'em. Hawkmoon is one of three hand cannons I suggest starting with. Good rate of fire, high impact, range is good, reload isn't horrible, and stability is nice. Base stats are as follows: RoF → 22 Impact → 81 Range → 26 Stability → 51 Reload → 39 Mag→ starts @11 end with 13 Hawkmoon I believe has the highest mag out of all legendary and exotic HCs. This is nice, but realize it is for a reason. The first is Hawkmoons Exotic perk, Holding Aces. This gives two random bullets extra damage. Then add in Luck in the Chamber, which gives another bullet extra damage. So now you have in total three bullets that deal extra damage. In a lower number mag, this gives Hawkmoon that "OP" status. Increase the size of the mag and now the random bullet is spread out "randomly", reducing the chance of this weapon being "OP". How can you tell which bullet? Well there is no way to tell until you shoot. Hawkmoon has two distinctive noises it makes. First is the normal shot it gives off, second is the lucky chamber bullets, which gives off a ring when fired. PvE this weapon holds its own, in Crucible I have seen a 150+ head shot off of this weapon, that happened to be a lucky shot from the chamber. Hawkmoons reload isn't as terrible as other HCs, but add in an armor bonus of faster HC reload and now you can be competitive. Stability on this weapon jerks the gun up, but taking time with your shots and not pushing the gun to as fast as it shoots will allow consistent shooting. Pushing the gun as fast as you can shoot it will result in over shooting your target above their head. Though range was reduced, by a lot, it can still hit targets from a great distance. I use to note Hawkmoon as the sniper HC, well this is gone now, but can hold it's own against it's sister exotics from a great distance. Overall, still my favorite HC to reach for. The Last Word: TLW has been buffed and is now a PvP must have for those good with HC. Though at very long range, it doesn't hold up to Hawkmoon, in mid range to close range, it will tear targets up. If I'm correct, after the buffs were set in, TLW took the highest kill rating out of all HC. High impact and high rate of fire make this a deadly weapon. Reload is good, range isn't the best, but the hidden perks help, and the mag is average for HCs. Base stats are as follows: RoF→32 Impact→62 Range→8 Stability→22 Reload→56 Mag→8 TLW as I stated below in an old post was a good weapon to have in shotgun range, but at the time of that post, using a shotgun was better for your health, and the lack of range, made using Hawkmoon a better choice. Well now Bungie has found a sweet spot. The reload is killer, add in that armor bonus to reload speed and now you're cooking. The rate of fire reminds me of the old west. Think of high noon and the duel is set. Shooters the could control that hammer, typically won, and that is the feeling and satisfaction you get from TLW. The stability is like Hawkmoon and will pull upwards, but to your advantage as it will walk up the body to the head. Impact is nice and solid, though not as high as Hawkmoon, it still gets the point across. Now to the disappointing part, the range. During the opening to TTK, the range was less than impressive. Now with the hidden buffs balanced, finding your target is better. At first anything more than ten meters away, you would have been lucky to just hit a wall. Today at medium range this gun can holds it's own against auto rifles, pulse rifles, side arms, and yes even Hawkmoons. I personally go for all impact based stats like High Cal Rounds and aggressive ballistics. This reduces my range to next to nothing, but I still get kills with it from 40m+. Still more effective from close range to mid range, but impact stays true at either distance. The hip fire of this weapon is amazing now and doing so will increase precision damage. For those great and working on HC skills, this is a great advanced level weapon. I'm happy to say I'm glad Bungie fixed the hidden perks to help with the range and make this a competitive gun. Like HM, it has a unique sound, and if in PvP hearing it should warn you. I know I perk up when I hear it and keep my distance on those using it. Compare: I do not have First Curse yet, and once I do I will update. But my first look into FC is that is it slow, but has very impressive impact. Other than that I will not research FC until I have it in my hand. Lastly if it is like the Imprecation HC, then this will be a weapon to be mindful off. The comparison between HM and TLW. Personally HM is a better PvE weapon, while TLW is a better PvP. I say this for a few reasons, with Bungie restructuring their monsters and bringing out more difficult settings, HM helps keep the distance while giving you that stopping power. TLW is a HC masters dream now when laying out other guardians. HM has range and impact over TLW, you would think PvP is where it is at, while TLW has reload and RoF over HM. That brings up old school PvP and PvE strategies. Do I give myself more stamina or more strength? Well base it off your play style. I'm very good with HM, but I'm learning and getting just as good with TLW. I've had a little luck in PvP with HM, and TLW I've been trucking people. So for my play style I will rock HM in patrols and strikes, while TLW is my choice in PvP. I am a bullet shield that can close the gap. TLW helps me lay out foes, while letting me switch to the shotgun and finish off anyone still standing. The one issue I had with HM when I first starting playing was that it was the HC to get. Because the others did not have the range, the impact, the stability, the Hawkmoon was the choice weapon of HC users. You have Ace of Spades, The Last Word, First Curse, and more, yet they couldn't keep up at ALL!!!. That is an issue for me. I like my weapons, I like my HCs, and I like to switch it up. I like using multiple weapons. If I had three HCs that rocked, I would be in heaven, that wasn't the case in at the start. Now with the new and improved perks, hidden or not, I now have all these hand cannons to choice from which will keep my interest. And lets be honest, I love my HM, I swear by it, but nothing is cooler than twirling that Last Word around and slapping that hammer. Lastly, my last opinion is this, if you want to start using hand cannons and aren't good at them, then start with Hawkmoon (if unlocked), or with one like Down and Doubt (Vanguard Legendary). These are typically good starters. Once you have mastered these and are a surgeon with them, move to First Curse and Last Word, maybe Ace of Spades. These offer a different play style that are a little more difficult to master than Hawkmoon, which is a straight powerhouse that is easy to control. Love your Hand Cannons, and the Hand Cannon will love you back.

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  • Started a new topic: First Curse Rank 5 gunsmith questline

  • Weapon: The Last Word Type: Primary / Hand Cannon Rank: Exotic Acquired: Exotic Engrams, Purchase from Xur A powerful weapon with good perks. Down side is the range. I'm so use to Hawkmoon and the ability to pick off mobs from long range, I die a little inside. You can get away with shooting ten meters away, but in my opinion that is about as far as you can get before the great effectiveness of this weapon goes away. I get my distance by standing in front of a beacon that is by a wall and shooting at the wall. This gives me an idea of where the recoil places the bullets. At 3 meters the bullet is right on point, at 5 meters the bullet pulls to the right a bit. Both 3 and 5 meters are well within shotgun range. Better have a quick trigger finger in PvP. At 10 meters the bullet pulls way to the left. Beyond 10 meters you will be lucky to hit a moving target and if you do, the damage will be reduced and bullet wasted. I like the weapons look. Very pleasing to the eye. The perks are meant to help make your shoot better from the hip. That means for those who site weapons as they shoot will run into issues not being able to hit much. The gun is meant for quick rapid firing, while not sighting and hitting targets. This of the wild west, and you are in a show down at high noon. I know this weapon is also needed for a quest line for the exotic shotgun Chaperone. Someone in Badd Company has already posted on this. How I feel shooting the Last Word and miss all my shots [url]https://www.youtube.com/watch?v=A4mogrWHTS4[/url]

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    • Weapon: The 4th Horseman Type: Special / Shotgun Rank: Exotic Acquired: Exotic Engrams, Purchase from Xur I won't lie, I find it difficult to find a shotgun I like for PvE and PvP. I have mixed feeling about the 4th. It is a full auto, 5 round, better than most of stability shotgun. Impact is descent, but full auto makes up for some of that loss. Range is one of the worsts for shotguns. At ten meters the spread is so far apart you will be luck to even drop a lesser monster. At 5 meters the spread is better, but at 3 meters and less is where you get your bang for the buck. I measured by shooting at a patrol beacon and looking at the spread on the wall. Well if you happen to be within 3 meters of your target, you will do fine. Not my favorite thing to do, maybe since I like to physically melee. But I have been laid out plenty of times in PvP by shotguns. And so far on my warlock I plow through mobs who do not know I'm there. Outside of my dislike towards this gun and many other shotguns, I do have a theory about it that may help in more ways than normal. It has the upgrade perk "final round". Final round allows your last shot to do bonus damage. I haven't tested it yet, but I'm sure for a shotgun it is a good deal more damage. My theory is this, the gun is very slow to reload, Painful in fact. But this is what is nice about shotguns, since they are the only weapon in the game that allows you to directly effect the amount of ammo you put back into the chamber. You can reload one shell, stop the reload and at all times just hold one shot. Now you must be a good shot, but I believe you can put other Guardians or even elites on their back in one hit. In case you miss you can always have your primary ready to recover your miss. Other upgrades include improving stability, good for those using it as full auto, faster reload, increased range, and return to sender. Return to sender has a chance to give bonus ammo to the "magazine" after a kill. Since i'm very bias towards shotguns in this game, I feel it important for anyone who uses shotguns more often to fill in any more on this weapon.

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      • Weapons: Diluvian 10/4X Type: Heavy / Machine Gun Rank: Legendary Acquired: Legendary Engrams, Vanguard Rep, Purchase from Vanguard Vendor A good strong legendary Machine Gun. What it lacks in Impact, it more than makes up for in Rate of Fire. As of this post I do use this on my Warlock and I have to say it does a good amount of damage. You have to be a little close for comfort due to the range it lacks, but it gets the point across quickly. Good for mob clearing or heavy damage to a boss. It can do arc, void, or solar damage and the selectable upgrades will change depending on the version you get. I have received this weapon from engrams and Vanguard rep several times and have broken them all down until I ended up with one I thought would work. I found one that had a good bit of accuracy boosts and does extra damage to Taken foes. Since they are the leading race right now it fits. It also has one of the higher ammo capacities out of many other machine guns, average 74. In PvP I would bet this weapon could do some good. The rate of fire and the high amount of ammo it carries would in theory allow you to get good use out of it.

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      • Weapon: Plan C (year 1) Type: Special / Fusion Rifle Rank: Exotic Acquired: Drop, VoG hidden chest [url]https://www.youtube.com/watch?v=zA6DSWhk7Lc[/url] The video link does more justice, but I link this one to make a theoretical point. In most crucible matches the level advantages have been disabled. Allowing level 8 toons mix up with level 40. This means the current build, which is all light level based for TTK, has no effect and armor and weapons now are based off of what improvements they give and the talents of the player. I'll probably bring this to our Badd Company PvP post, but think of it like this. Don't worry finding the weapon that everyone else goes too. Find one that fits your fighting style. A good player can take a moderately crappy weapon and still win, where a bad player can be given the best and still lose. Anyway I had that thought when I watched the video I have linked here.

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      • Weapon: Ceres Lost BMJ-46 Type: Heavy / Rocket Launcher Rank: Legendary Sold by: Dead Orbit I'm posting about this weapon for a few reasons. I feel it has a good perk to it and has one of the higher blast radius' I have seen on a RL. It holds two to it's clip and caps at 4 rockets total. A perk on the weapon allows you to get up to 6 and/or an armor giving you the ability to carry more RL ammo will give you 5 for this weapon. The two good perks about this weapon: Army of one and Cluster bomb. Army of one reduces grenade and melee cooldowns with unassisted kills. This is good for those who take out a few too close mobs, then see a group forming. Blow'm up and say hello to your melee and grenades again. The cluster bomb effect is nice, but can be wasteful. Wasteful in the sense that if you miss place your shot, then the extra kaboom is not going to happen. The rocket will hit it's target then release several small bombs around the blast area. They don't go far, my guess is 3-5 meters. But if you have a elite or boss and the mobs are sucking on the tit, then you have a good chance of mopping them up. I find the cluster more effective on large targets. Bosses or champions that are several times our size. The clusters will actually drop back into the boss instead of on the ground around it. This causes the hit damage, then the clusters add up. Clusters do anywhere between 150 to 500 damage a piece. Looks to be about 7 clusters. In PvP I would think this would be good to break up groups.

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      • Weapon: Zhalo Supercell Type: Primary/Auto Rifle Rank: Exotic The supercell is noted to be a good nightstalker weapon. It's abilities really help with the orb creation a hunter gains. It is also noted to be a better PvE weapon than a PvP weapon. Not as stable as other Auto Rifles, but the impact it gives through it's abilities are enough to make up for this lack of handling. I personally find it difficult to find a good Auto Rifle, knowing that almost everyone I see or hear is using one. Might be due to the fact I like my hand cannons and the stopping power they give me. It maybe I can't stand having to put a whole clip into a monster that doesn't die from it. Oh well. It is said this drops randomly off of bosses and such, but I do believe Xur sells this. [url] https://www.youtube.com/watch?v=tPjJNB-wXec[/url]

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        • Weapon: Vex Mythoclast Type: Primary / Fushion Rifle Rank: Exotic From what I have found out about this rifle it is extremely powerful. Most argue that it is the strongest in the game. A automatic firing fushion rifle in the primary slot. It has a lot of upgrades that can turn this into a more beaster weapon. A favorite part of this gun is using in PvP. Though as experienced PvPers will tell you, stats are nice, but do you know how to use it? Outside of this weapon being massively OP (which who cares?), it also does elemental damage. One of the only primary weapons to offer elemental damage; which is solar. They say it is also the most elusive guns in the game, but I will find out how and share. The first video is more on how the gun operates and it's effectiveness in PvP. Video Two is another view at the weapon and video three will show the raid, Vault of Glass, that is needed to complete to get this weapon. It is said that hard mode for VoG is level 30, still new to the game so not familiar to how setting work. I will also attach a solo video of VoG. Could be easier at max level. Please note a lot of what I have found is year one stuff, so I'm not sure if you can use it max level at 40 and it still be any good. We shall see. Video One [url]https://www.youtube.com/watch?v=X6GHVqIWsas&index=28&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA[/url] Video Two [url]https://www.youtube.com/watch?v=Q1b-F-8fjY4[/url] Solo Atheon [url]https://www.youtube.com/watch?v=MWYncCkhB9s[/url] VoG Loot [url]https://www.youtube.com/watch?v=wkwoZZd2y6c[/url] VoG Walkthrough [url]https://www.youtube.com/watch?v=mXbrOhMUpwg[/url]

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          • Weapon: Hung Jury SR4 Type: Primary / Scout Rifle Rank: Legendary Sold by: Dead Orbit This scout rifle is listed as one of the best rifles you can get in the game as of current. It has good impact, and the stability can become nearly maxed out. Making it a very smooth gun to shoot. For clearing out lesser mobs. With it's good impact and solid stability landing head shots or hitting your mark should be easy even on the run. Other benefits include a triple tap; when landing three precision shots in a row one bullet is returned to you. Also kills with a precision shot cause the target to explode causing splash damage to those around it. My plan is to buy one and use it when I keep my toon in the back of the group to avoid enemy fire. [url]https://www.youtube.com/watch?v=OCXdYPRS7EI&list=PLaaUtW5k8Du6Dhqz1Qtf69dRtC2L-RLwA&index=26[/url]

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          • Edited by chucklenoris: 2/1/2016 3:08:03 PM
            Weapon: Black Spindle Type: Special/Sniper Rank: Exotic I'm sharing what our PvP overloard shared with me today, is how to get the black spindle. Very neat sniper rifle and seems pretty manageable to get with a fireteam. I have shared his link below and will let the video take care of the rest. [url]http://planetdestiny.com/black-spindle-vs-black-hammer/[/url] Note: This is a highly used weapon in Kings Fall raid.

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