That does not mean that anyone is effective with a hand canon tho.
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Granted but much like 'everyone' was packing Suros in the old days 'everyone' is packing TLW, Thorn or Hawkmoon now. The ideal situation is seeing a 12 man Control match with no 3 players having the same weapon.
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Meh... I can handle hand canons quite well if the enemy uses them. True is that it takes out the diversity, but what is way more annoying and I havent seen a mention of it in the topic are shot package/hammer forged shotguns. Cant argue about the fact that Hand canons have to much range atm. Like the Hawkmoon that can reach ranges close to a Scout rifle and thats not ok imo. Would reduce the effective ranges of Shotguns significantly and handcanons slightly. Not ok being oneshot from a Fellwinters across 20 meters. And god knows what new even more effective perks gonna come with HoW.
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I was on Burning Shrine and managed to use Hawkmoon from the other side of the map to kill the enemy on point A. Ridiculous range. The impact is to be expected but not the range, especially TLW which actually shows no range on the stat readout. Shotguns are a different topic. The best way to make shotguns less effective is require a pump action reload animation after each shot if it is a legendary shotgun - if you don't kill with your first shot your are wide open.
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Well dunno... Fellwinters rate of fire is horendous and still its OP as fck.
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Sure but Shotgun impact should be OP, range and fire rate can be addressed by needed to be right next to the enemy, make a heavy punishment for not killing an enemy. Fusion Rifles work that way right now, if you miss a shot you're wide open for a second or two.
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So you two want Hand Cannons to be nerfed, but you only have problems with the exotic versions?
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No but the exotics are ones that are used over and over again. If range is addressed on the exotics it'll surely filter down to legendaries etc too.