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#feedback

Edited by Prometheus26: 7/29/2015 3:29:43 PM
1

Fusion Rifle Ideas!

Hello Guardians I recently watched this video by KackisHD (found here [url]https://www.youtube.com/watch?v=C5gaM46d3dY[/url]) , where he explains the current problems with fusion rifles, and for the most part I agree with a lot of what he said. Basically, fusion rifles don't do enough damage in pve and enemies in pvp can close the distance with a shotgun too quickly to make them an option in crucible. So I began thinking of some ways to improve them. 1. Add a linear damage/charge time mechanic. Remember the Wookie Bowcaster from Star Wars Battlefront? That is what gave me the idea that the damage from a fusion rifle should increase the longer the trigger is held, and once the trigger is released, that is the damage output (or even effective range, up to a max damage of course). Fusion rifles would be way more useful if we were able to let go of the trigger early for an overall penalty to damage. This sort of makes sense with the "theory" of fusion rifles too; if the magazine is a battery that charges the weapon, then letting the shot go before it is fully charged should have less impact. Although, I do believe that you should be penalized an entire round from the magazine for doing this. Also after a "quick shot", there should be a cool down time so the total time of the a quick shot is equal to that of a full shot. This also eliminates tactic of always feathering the trigger so that the gun is nearly charged when it is time to fire, so there is that trade off. But, let's say that you're in pvp, and you see an enemy with only a small portion of health left, this allows you to get that extra last bit of damage on an opponent to take him down, before he/she gets away. 2. Add a charge meter while AIMING DOWN SIGHTS. Right now fusion rifles are a squeeze & pray weapon. Squeeze the trigger and pray that the shot just happens to go off before a captain melees you or someone with a party crasher closes the distance.This will make it easier to get a feel of charge times between different fusion rifles (this is especially useful when combined with suggestion 1). [i]However, this should not be implemented without the first suggestion, otherwise it will be way too easy to feather the trigger around that "sweet spot" just before the shot goes off.[/i] 3. 40%-50% (at least) damage increase in pve. Pretty self explanatory. Right now I only use fusion rifles when there is a burn or if it is specialist. When that is the case, they feel great, like they are actually worth giving up a sniper or shotgun. Outside of that, they just don't do enough damage to be worth it. 4. (finally) Add perks/modifiers that allow the spread of projectiles to be altered. This is mainly for pve, but it would be great to have a fusion rifle with a wider horizontal spread so it could actually be used efficiently to take down multiple lower tier enemies at once. Also, I think that it would be interesting to play around with a damage fall distance off versus projectile spread. In other words, increase the effective range of the bolts, but increase the horizontal spread (and vice versa). This is mainly for bosses who have a large enough area to be hit by multiple projectiles at a distance, but are generally too far away for those projectiles to do any good whatsoever. There's a lot of fine tuning/ counterbalancing to be done here, I just though it would be interesting to see a couple trade-offs like that. Sorry for the essay, but I just thought that these were some cool ideas that people haven't mentioned before (well, besides #3) What do you guys think?

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  • You know what would be even cool/better? Instead of perhaps a significant pure damage buff I think it should capitalize on taking down shields. Increasing the multiplier of shield damage. Then, on top of that it can get a base damage buff to make sure its at least on par with other primary weapons in terms of DPS. As a special weapon that that can be used as a primary I think it needs to meet at least this amount of damage on unshielded enemies if not more.

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