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3/22/2020 12:24:09 AM
39

Hand Cannons

Ok so autos got a huge buff. That’s great! It doesn’t matter how annoying and brain dead I think hardlight is, buffing primaries is a step in the right direction. This has put HC’s in a tough spot though. Especially on console. With The HC range nerf autos have roughly 4 more meters of range before damage falloff than HC’s and the falloff is not anywhere near as severe. This means that if you get pushed back just a few more meters you must 5 shot someone with a hc and by that time you are dead. It just seems that the logical thing to do is revert the hc range nerf or at least meet somewhere in the middle. Everyone is free to play how they want and use whatever makes them happy, but lets just even out the playing field!

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  • I want a season of scout rifles I wonder how that will go

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    • Just remove ricochet rounds from hardlight, that’s it, that’s all that makes that gun a clown rifle. You can outgun it fairly easily with lots of weapons but people spamming bullets against walls is just making crucible farcical

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    • Just give back NF and Luna 180 rpm and we’re fine, leave the autos alone nerf hard light and we should be ok cuz u want my HC that I worked hard for in season 5

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      • 600rpm autos need brought down some. They shouldn’t have increased the TTK. Hand cannon range stat needs uncapped. ->base range at 23m (0stat) and max range at 32m (100stat). ->rangefinder reduced to zoom/range to 5% Right now hand cannons are capped at 30.8m. 28m range cap and 10% from rangefinder. A small change like this wouldn’t add much for range except for low range handcannons and high range handcannons like high impact. A god rolled spare rations wouldn’t even get an extra meter but low range stat hand cannons 45(stat) would hit at 27m and high impact ones(duke) could hit at 33m.

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        • Get rid of the stupid hard light.. Fight like a man and take a real gun

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        • I love seeing all the people who recently "got good" with the Hard Light buff defending it as balanced. It's about as balanced as Lunas, Not Forgotten and Recluse where before all these people who couldn't get them came to the forums in droves crying.

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          • Hand cannons are all about stability now. The accuracy cone stays open longer hence more accurate.

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          • Edited by DuBChiri2: 3/22/2020 2:49:58 AM
            Handcannons actually have MORE average range if we exclude scopes. My gnawing hunger with near max range (so probably around 70+) only hits up to 29 meters. A general handcannon with range finder handles the same general range. Autos also suffer from damage drop off dramatically. With the new buff it's not as bad as it used to be, but just 2 points puts it back into the 0.80 range which is very bad in terms of ratio. 150 Handcannons can lose up to about 20 points and still kill in 4 shots which isn't great, but not bad at all. If you don't have a high range roll or scopes, most autos work within 23-26 meters which is pretty bad. I have an arc logic with range finder and it's so bad. 720s have even lower average range. Handcannons don't need 33+ meters to be a viable weapon type and they shouldn't have that either. Some tuning to damage is fine, but range is not a good idea. Actually, 110s should definitely get range and a little to 140s. 150s and 180s I'd just leave alone.

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            • A god rolled 150HC with rangefinder is still the best primary in game. Basically any other HC takes a back seat to hardlight/suros or a good legendary 600 auto

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              • HCs still have the advantage of being able to pop in and out of cover. That's why at least for many top tier players, the auto buff hasn't been an issue. That said: 150s are in a great place. 140s feel ok but there's no reason to use one over a 150. They need love. Maybe a range boost? 180s I really don't know. They're ok, just don't hit hard... Maybe if they apply more flinch? That idk. 110s need tooooons of help. Boost them like crazy. But even more than HCs, I'd love to see pulses and scouts brought up to a competitive level.

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              • Handcannons are fine all the top tier players are still spamming them

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              • Is he asking bungie for an even playing field. In that case I want chocolate ponies and a whale in my bath that sings opera to me in d minor and an o,o,o chicken that does impressions of political figures in a three piece suit.................

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              • Nope. Hand cannons had way too long at the top, about time another weapon gets a chance to shine.

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              • Surprised nobody be bashing Suros. That thing is stupid as hell especially if you tag people with the latter half of spinning up. Straight deleted in a nano second.

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              • Bots will be bots Furgy. They need HL in their lives so they can spam ping pong balls at the walls and get rewarded for it. Potatoes love pong...

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              • 1
                Idk, HC on console are pretty doodoo. The only good ones are NF and Lunas. Maybe Last Word, but the recoil kicks you in the mouth. Tbh, use shotgun and auto rifle/smg for maximum cheese. I use that, cause I’m bad.

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              • Hand cannons are number 2 on the roster in pvp and not because of ttk but because they are less forgiving, not what needs to be buffer. Scouts or maybe even pulses on the other hand...

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              • Nope. Just play clever and go closer or change your damn weapon. A rifle should have always way more range than a fu...ing HC. You don't try to go vs a rifle on distance with shotgun so you should not with a HC.

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              • They’re fine on consoles? Use them close-mid range where they’re meant to be used its not that hard

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              • 110 rpm and 140 rpm need some attention. 110 weren't too great before the range nerf but now they're garbage since they cap at the same range as a 180 rpm. 140 need some sort of rework 150s do everything they can do but faster.

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              • 110s need more base range (WAY MORE) to even be competetive and need to be 1 crit 2 body. 150s are fine how they are adaptive need a slight forgiveness buff at 2 crit 1 body

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                • The primary TTK is already wayyy too fast.

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                  • Good. You shouldn't be able to map people with a HC. Autos should reach farther than HC.

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                    • [quote]Ok so autos got a huge buff. That’s great! It doesn’t matter how annoying and brain dead I think hardlight is, buffing primaries is a step in the right direction. This has put HC’s in a tough spot though. Especially on console. With The HC range nerf autos have roughly 4 more meters of range before damage falloff than HC’s and the falloff is not anywhere near as severe. This means that if you get pushed back just a few more meters you must 5 shot someone with a hc and by that time you are dead. It just seems that the logical thing to do is revert the hc range nerf or at least meet somewhere in the middle. Everyone is free to play how they want and use whatever makes them happy, but lets just even out the playing field![/quote] His were nerfed because people complained about them in the same way they are complaining about 600 autos. And around and around we go. /facepalm.

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                    • 110s need a range buff for sure!

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                      • All 140s should become 150s

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