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Edited by Sir Obscure: 7/22/2015 2:14:51 AM
5

Nerfpocalypse Now (part 5: scout rifles and that one exotic scout rifle)

Continued from [url=https://www.bungie.net/en/Forum/Post/140708175] part 4: the exotic pulse rifles[/url] [b]Scout Rifles[/b] I would agree that scout rifles are in a pretty good place right (especially since the HoW full auto scouts are the best auto rifles in the game right now), and I understand the desire to further differentiate them from hand cannons since they do tend to have quite a bit of functional overlap. That being said, the two weapon classes do handle distinctively differently already, even if they do operate in similar ranges and damage archetypes. I'd rather have two satisfying weapon classes that have some overlap as opposed to two weapon classes that have no overlap but feel less satisfying. Goals: * Scout Rifles are the best Primary Weapon for long range engagements – this makes sense for the class, and even though there are some pulse rifles and hand cannons that can push the mid-long range, scouts are the only ones that are effective long range. * Scout Rifles perform best when landing paced precision shots – again, pretty sure you've got this one down already. * Rate of Fire and Optics are tuned so that Scout Rifles are a little harder to use effectively close in – the problem I have with this goal is that it is already challenging to use the weapon class close range. Now, if you're exclusively talking about pve, I don't really have a problem with it being more difficult to use them close range, because I wouldn't disagree that it's relatively easy to put down a close range enemy. Pvp, however, is a different story. Players move very quickly, and it's already challenging to use the class effectively at close range. Like most weapon tuning, this comes down to how much harder is “a little”? Changes: * Increase base damage for medium to high Rate of Fire Scout Rifles. PVP: Does not affect TTK in PVP on a Guardian with full health – Here I am about to compliment you on addressing one of the issues with one of scout archetypes, and then you go and ruin it. Yes, medium and high RoF scouts could use a bit of a damage buff to make them more competitive with the low RoF class, but they could also use that buff in pvp. Having played around with the Deadshot and B-Line Trauma, I've experienced quite a few times where I'll get into a duel with a full health guardian at long (i.e. optimum scout rifle) range, and be just one bullet short of a kill even when I land all my headshots. It doesn't happen all the time, but it does happen frequently enough that I shy away from high RoF scouts in PVP. They could use a little bit of a buff. Maybe it shouldn't be as much as in pve, and maybe there should be an impact cutoff for the buff, but high RoF scouts need some pvp love. * Increase magazine size for all base inventory stats – no complaints here. * Reduce Final Accuracy when firing from hip. Fast firing outside of ADS will be less accurate – makes perfect sense, it's hard to shoot a rifle accurately without ADS. * Boost damage by 5% against AI combatants – hard to gauge how much of a difference 5% will make, but you're not going to hear me complain about pve buffs. [b]That One Exotic Scout Rifle[/b] You know what would be nice, Bungie? A new exotic scout rifle. One that's really cool and interesting, not like that leaked 347 Vesta Dynasty garbage. Something like Fate of All Fools (is that gun ever going to be available to the community at large?) Something that looks and feels exotic. Don't get me wrong, MIDA is an awesome gun, but it's arguably the most subdued exotic in every way. [b]MIDA Multi-Tool[/b] The MIDA is in a really good place right now. The only complaint I've got is that you haven't added a unique hud overlay like the one in [url=https://www.youtube.com/watch?v=9fqroQSpdLU]the MIDA Industries Multi-Tool video[/url]. So, how will the scout rifle changes affect the MIDA? Well, you didn't announce anything specific so, again, I'm just going to go off base scout class changes. Seeing as how the MIDA is one of the lower impact, higher RoF scouts this means that it will be seeing a pve damage buff. Sounds nice. The MIDA's damage is high enough that it is currently a competitive weapon choice so long as you're very good at stringing headshots, but you have to be a very good shot to outshoot some of the more dominant exotic primaries. Maybe the coming balance changes will give the MIDA more of a fighting chance, and a minor damage buff would be unnecessary, but currently it couldn't hurt, particularly when you consider that the NL Shadow 701X has the same impact (37) but 10 higher RoF (52 as compared to 42 on the MIDA) and can be rolled as you see fit. The Deadshot Luna SR1 has the same 52 RoF with 35 impact. I'm not suggesting you nerf the Deadshot or the Shadow nor am I suggesting you eliminate that archetype from the Taken Kings legendary scout rifle roster, I'm merely suggesting that you give the MIDA a little bit of an impact buff... or maybe just a slight buff to its precision damage multiplier. Continued in [url=https://www.bungie.net/en/Forum/Post/140738489]part 6: Hand Cannons[/url]

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  • NL's Impact is a lie. It's no different than other High Rate of Fire Scouts, the card is incorrect. https://www.youtube.com/watch?v=KZ23MpX3Rzw

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    • that mida multi- tool video is amazing why can't scumgie implement a hud system like that whenever you use the mida multi- tool

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    • I've generally enjoyed scout rifles in Destiny. Not quite as much as I enjoyed the DMR in Halo, but idk if Destiny really has any guns that correlate in sensation directly to how they BR and DMR felt. Funny happenstance, though, is that I never cared for the BR, but loved the DMR in Halo. Similarly, I dig many scout rifles, but have always detested almost every single pulse rifle.

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      • Well thought out

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      • Interesting thoughts. I like the ideas but can't say from experience how the changes in pvp would effect things so I'd take your expertise on the matter. I do agree with the pve information though.

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