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Edited by Wootzel: 3/6/2015 12:53:51 AM
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No, I agree suros was op, not because kill time or perks. But ease of use, it was the easiest gun to use, anyone could pick up a Suros and do well. Excellent range, impact, no recoil, magazine size, the whole shabang. Red death is definitely up there atm but not op. Obstructive sights, relatively slow rate of fire. It's made up for by the excellent pvp perks and impact. Definitely deadly in the right hands. But you can still out play them, especially if you get close. Auto rifles pre nerf were the go to weapon. There was no reason to use anything else they were effective at any range against almost all other weapons. Sure you can outplay most of the nerds especiay with something like tlw or thorn and the right mobility Now with the nerf autorifles are limited to close to medium range. Giving pulse rifle users a chance to engage at a longer range, and hand cannon users to outgun them. The skill behind auto rifles now is to engage at a distance that you have an advantage in. Out of reach from shotguns, to close for pulse rifles to engage comfortably. Basically your only threats are fusion rifles and hand cannons. Both of which can be outgunned. Of course this is just looking at the guns, not personal skill, a good pulse rifle user can outgun an autorifle user by not missing and strafing effectively. Certain guns are still op for what they are however, imo. [spoiler]looking at you felwinter's lie[/spoiler]
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  • You lost me at "obstructive sights". Red Death's sights are some of the best, open and straightforward optics in the game. :P

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  • Edited by DeafFB0: 3/6/2015 1:03:07 AM
    Then why not reduce the range a good amount? Keep the damage, but make it really close range to close-mid range. That would be a better balancing act. Why? Because this wouldn't make it shit by lowering the TTK there by not making it more susceptible to rushing shot gunners when they exit a door to come at you. This would make sure that it is a close quarters weapon, and if you want to engage guys outside of its low range, you'd better bring a sniper/fusion(don't do fusions unless you want to be looked down upon, but who am I to tell you what you can and cannot do). So if a person is using a pulse rifle at mid-range, the auto rifle user will have a [u]severe[/u] disadvantage because of the range/damage drop off. Now if the auto user goes behind a wall to recuperate some health, and the pulse user engages closer, now the auto user is the range advantage and will do more damage than the pulse rifle user because they auto user can get shots off faster.

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  • It'd be a different kind of nerf, yes. But it'd have to be an absolutely huge and I mean HUGE range deduction because of the tiny maps in destiny. Less damage makes it so if you have to you CAN engage at large distance, even at a large disadvantage which is better that not being able to engage at all because of literally no range.

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  • True, but I said this so it would basically mean: Auto's: close/close-mid Pulse: close-mid/mid HandCannons: mid/mid-long Scout rifles: mid-long/long This way you would really have to make your play style adapt to your primary choice. I also understand most exotics will fall out of their range tier, but since the name "exotic" it's kind-of to be expected. I'm no game dev by any means, but if bungie were to make crucible resemble the ranges I've shown, it would be very balanced.

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  • Edited by Wootzel: 3/6/2015 1:19:52 AM
    I disagree. Destinys maps are ALL close to mid range, autorifles would have an advantage 80% of the time. They would have to make all guns better in cqc just to keep up with autorifles. Basically ruining gun diversity.

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  • You play battlefield? Because you seem to be thinking assault rifle range in that game would equal the size I'm this game. What I'm saying is set the range accordingly. Everyone knows that destiny has relatively small map design. Make it so that a person looking from the rocks at B point on shores of time would be engaging at long range. A person looking from where the B heavy spawns into the hall way on shores is med-long range. That person looking from the hallway at B heavy now moves to the stairs still, still looking at the same object. This is engaging at med range. Now that person turns that corner to his right and engages a person camping behind the next to the rectangular structure about guardian height on B point. This is close/mid range. The engaging person now gets to the round entrance, under its arc on B point and the engaged person is in the same position. This is close range. Obviously anything right Infront of you will be super close range and anything that is cross objective sniping is very long range.

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