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3/30/2025 2:38:30 AM
13

Buff scout rifles

Why do Hand Cannons need so much range? They should do zero damage outside 30m. Invisible hunters are camping the back of maps sniping with hand cannons. Ace, Igneous, Crimils dagger, steady hands, etc... all outgun most scouts rifles easily. Scout rifles shouldn't absolutely wreck hand cannons from outside 30m.

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  • 30m is not “sniping”. Also scouts absolutely destroy HCs at range. HCs also have HARD range drop off as far as 140s go. 120s have a ONE SECOND TIME TO KILL. Jade rabbit has a .8, fang with PI procced has like a .7. This is a .5 KD take. Scouts are fine, so are HCs. We are also in a pulse meta.

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  • Edited by Guardian,Archon Of Light: 3/31/2025 8:55:35 AM
    1
    Guardian,Archon Of Light
    Guardian,Archon Of Light

    ErisLoverLivingVicariouslyThroughDrifter - 4/1/2025 4:17:37 AM

    They are in the dog house with Snipers, too safe Meanwhile linears which are just snipers with a charge time , are ok Is sitting at the back of the map with Queensbreaker any different than sitting at the back of the map with Whisper ?

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  • Agree handcannons should be all capped at 25m… would love a scout buff…

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  • Scouts need a serious Pve buff, I understand they don't want pve to become a Duck Hunt sim, where you sit 3 km away and just shoot, but honestly why have that archetype of guns in the first place if it's useless then?

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  • Brother, a scout is not meant to be dueling at 30 meters. That’s prime range for primaries with faster ttks. Scouts are meant to be sitting 50+ meters in the back of the map and in that instance they perform exactly as intended.

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  • this guys is using a 50+m gun in a knife range fight and gets mad, lmfao

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  • [quote]Why do Hand Cannons need so much range? They should do zero damage outside 30m. Invisible hunters are camping the back of maps sniping with hand cannons. Ace, Igneous, Crimils dagger, steady hands, etc... all outgun most scouts rifles easily. Scout rifles shouldn't absolutely wreck hand cannons from outside 30m.[/quote] Now that is what you call contradiction.

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  • Edited by WinterSolstice: 3/31/2025 10:06:06 AM
    Not sure about a pvp buff. But a pve buff I'd like. Even with the 30% scout buff they feel so weak. It still takes FAR too many shots to kill. My hand cannon for example one shots and makes majors feel like red bars. My scout takes 2-3 hits on a red bar (This is low end content in endgame it takes like 1-2 hand cannon shots or like 6-10 scout shots) and don't even stand a chance against higher tier targets. I understand they don't want a scout dealing super high damage but I feel like with how most encounters in d2 are close range (Literally everywhere that isn't a public event area but even some of those are now updated to be closer in ranges) it wouldn't hurt to give em another like 20-30% buff. Also Touch of Malice has been STRUGGLING. With the 120% buff it only feels like I'm hitting as hard as a base damage hand cannon against red bars and once the exotic buff is gone feels really bad against majors and above.

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  • Bot boy is back at it again

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  • 1
    the four most used archetypes in ascendant comp right now are lightweights 140 hand cannons 260 scouts and 120 hand cannons in that order. go farm yourself a precision instrument 260 scout and learn how to play the game and stop complaining. I personally only have used two primary weapons pushing from 10k to 15k in comp, the base redrix roll so i can abuse zealots and precision instrument fang of ir yut. it literally kills at pretty much any range in 0.7 seconds and 0.9 seconds if you derp a bullet. in other words skill issue.

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  • I agree. Handcannons and Hunters doing way to much.

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  • Buff scouts?? Sure, why not. We already have a camping and Lanning with ranged weapons problem, lets make the problem worse. Here's a better idea how about buff ARs and SMGs, weapons that actually promote pushing and aggressive play. I will always miss D1 vanilla pvp. Why, because the sandbox made sense. Scout Rifles and pulse rifles were support weapons, aka weapons used to cross and assist your team from a distance. They did not have high damage output for a reason. Scouts and pulses were very hard to use at close range and the aim assist was basically nil and none. There was an actual skill gap to these weapons. Nowadays, scouts might as well be railguns, they kill so fast you're dead before you even know what shot you. Auto Rifles and Hand Cannons are slaying weapons meant for aggressive play. These weapons had high damage output because that's what they're for "slaying". I also miss the special ammo system from D1 vanilla. Lots of ammo. Shotguns were not the problem, blink was the problem. Snipers were fine because they had zero aim assist basically. You had to actually aim. Fusions were a problem because of pre charging not because they were too strong. I miss 2014 Destiny :(. Scouts do not need buffs in pvp. Period.

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    2 Replies
    • Edited by PHOENIXUFC: 3/30/2025 3:49:07 AM
      Dumbest opinion I have heard today…

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